Uploaded by Mohammed Hamdaoui

Game Design Document (Game Design Foundations)

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Game Design Foundations

The idea

Generate ideas from

▪ Areas of interest

▪ History

▪ Jobs/Businesses

▪ Genre

▪ Mechanics

▪ Others

The core

Core : The one thing the game is about.

Core loop : What happens to the player over time as he interacts with the core?

Feature set : The elements of the game's design that the team wants to achieve in its development (Wish fulfillment).

▪ Innovative

▪ Strengthen the core

▪ Player Expectations

The Game Atoms

Player in the game world

▪ Customizable Characters

▪ Designer Created

▪ Abstract

▪ None

Game view : What the player sees at any given moment.

▪ Information : Who's winning, and by how much?

▪ Camera : What can the player see? What effect does this have on the game?

Mechanics-Dynamics-Systems

▪ Game Mechanics : A particular rule or a set of rules which produces a particular outcome.

▪ Game Dynamics : The result (what happens) of game mechanics AND players interacting.

▪ Affordances : A player’s understanding of how things work in a game.

▪ Game Systems : A collection of mechanics which give rise to dynamics connected to a specific area of game play.

The goal

▪ Objective : The condition to complete the goal.

▪ State : Whether a goal is known to the player.

▪ Achievements : Rewards for player actions, not always directly tied to the game narrative

Profession  Goal  Dynamics  Mechanics

Pizza delivery example

-Pizza delivery -Deliver 10 pizzas Receive order

-Pick order up at pizza place

-Drive pizza to customer

-Collect cash

-Repeat it 10 times

Get one pizza for delivery per turn automatically / roll a six-sided die

/ pull a card from a pizza deck

Game Systems : Player-organized or designer-created collections of game mechanics which can be understood mostly in isolation from other systems and that controls a significant group of related, nontrivial behaviors of game play toward a specific outcome.

Chance in games : When a part of an outcome is randomly determined.

Mechanics of chance (some examples)

▪ Dice

▪ Items

▪ Combat outcomes

▪ Random component

▪ Spawn points

▪ Hidden information

▪ Other

Strategy in games

Mastering skills in game : Requires the player to know the game’s systems hence take better decisions and hence master the game.

Type of Decisions

▪ Meaningful Decisions : Decisions where a player is invested in and responsible for the outcome, and knows their decision will make a difference.

▪ Obvious Decisions : Decisions where there is one clear choice to be made.

▪ Meaningless Decisions : Decisions that ultimately have no effect on the outcome.

▪ Blind Decisions : Decisions that must be made with no prior information.

Strategy and Tactics: The play by play action of a game

▪ Strategy : A high level plan to reach a long-term goal.

▪ Tactics : A moment-to-moment decision to reach a short-term goal.

Trade-offs : ask the player to choose between two things or both.

Single resource trade-off : a player doesn’t have enough of a given resource to choose all the things they want.

Multi-resource trade-off : a player must decide which resource(s) to use to acquire something.

Dilemmas : players are forced to choose between two negative outcomes.

Fun in games

-“Fun” occurs when tension is released.

-Check out elements of play: Role playing - Vertigo - Chance - Competition

Give player times for “Forecasting” to reach “Goal”.

-To keep player thinking, Use “Human habits” efficiently: Moving - Uniqueness -

Restriction.

Human Habits

▪ Human's eye tend to pursue and follow moving objects (Especially if it draws lines)

● Ball Sports

● Car Drive Road

● Insect Animal

▪ Finding Differences

● People recognize unique things

● Compare and sort in order

● Finding same shapes

▪ Nervousness about being restricted

● Time limit

● Narrow area

● Forced uncontrolled automation

● Rain/Wind/Snow/Storm/Sea/Sky/Space

● Dark/Mist/Invisible

Roger Caillois : 4 Categories of "Play/Games"

▪ Role Playing

● Imitation - Disguise - Mimicry - Dance - Parade of floats

● After getting sophisticated and sublimed it becomes performing arts

▪ Vertigo

● Speed - Falling - Rotation - Swing - Balance - Surf - Drunkenness

● Large-scale extraordinary (festival, amusement park) equipment

▪ Chance

● Roulette - Dice - Slot machine - Lottery - Card game -

Unforeseen/Unintended events

● After getting refined and sublimed it becomes gamble in general

▪ Competition

● Experience of comparing with others - Comparison with past records and strength and skills

● After getting refined and sublimed it becomes sports

Human emotions

▪ Basic structure of game experience

Desire  Forecast  Practice  Result

When a forecast matches a result the tension is resolved, the emotions of excitement, security, and joy occur.

▪ Make a cycle to surely eliminate moderate tension

● Create distinct and clear “Target” objects, objectives

♦ Remarkable objects : Red button, shooting target, unique sharp tower, high castles, light

♦ Invitation : Entrance , buttons to push, stepping stones off pond, escape door, soccer goal

♦ Mandatory : time limit, enemy vehicle, escalator, story driven

● Easy to forecast (imagine), clear and absolute rules exist

♦ Presence of rules : Matching colors, collect same shapes, order numbers

♦ Various competitive sports : Simulation, records, activities that can score points

● It is possible to obtain results by practice and action, and it is possible to repeat challenge (learning)

♦ A world where certain physical law exists : On the earth, moon, underwater, simulatable environment

♦ Performance of practice : Instruments, individual sports, martial arts

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