SE320: Introduction to Computer Games Week 2 Gazihan Alankus 10/4/2011 1 Outline • Introduction • Project • Today’s class: video game concepts 10/4/2011 2 Outline • Introduction • Project • Today’s class: video game concepts 10/4/2011 3 Instructor • • • • • • • Gazihan Alankuş METU, BS 2002, MS 2005 WUSTL, PhD 2011 (Working on it) Some industry experience I do research on games Now I get to teach games reasonable > idealistic 10/4/2011 4 You • • • • Introduce in detail, from where, etc. You and games Registered? Why? What do you expect – from this class? – to see happen by the end of semester? • Programmer? – Java? Eclipse? IDEs? Debugging? Open source? 116? • Artist? – Graphic designer? Sound maker? 10/4/2011 5 We’ll Create Games • This is the most important thing here! 10/4/2011 6 Outline • Introduction • Project • Today’s class: video game concepts 10/4/2011 7 Project students ideas selected ideas group assignments pitching voting ALL THIS WILL BE NEXT WEEK I’LL GRADE THE QUALITY OF YOUR PITCH 10/4/2011 8 Project • Due next week: – One page summary of your game idea • High concept + game treatment (in your book’s terms) – Three minute presentation on the board (strict timing, shoot for two) 10/4/2011 9 Group Assignments • I’ll make the one-page summaries available online • You’ll e-mail me in confidence – top 10 game choices – top 5 preferred group members (optional) – top 5 not preferred group members (optional) • I will try to assign groups, trying to (and failing at) making everyone happy • I will announce them next week, also adding new people coming from add-drops. 10/4/2011 10 Project: Create a Game as a Team • I don’t want to make this difficult for you – Java and Eclipse! – Slick2D – Taught in-class • Also perfectly fine – Any other technology (involving programming) – 3D or 2.5D games – Less tech support 10/4/2011 11 Outline • Introduction • Project • Today’s class: video game concepts 10/4/2011 12 Video Game Concepts • Read chapters 1 and 2 from your book 10/4/2011 13 Short Chat about Video Games 10/4/2011 14 Game Design • • • • Imagine Define how it works Describe its elements in detail Transmit this to other team members 10/4/2011 15 Game Design • Art? • Science? Craft 10/4/2011 16 Anatomy of Game Design • Common principles can help • Design is very important – Creativity – Hi-tech or fancy-art games are often marked down for poor game design • Key elements – Rules, role, challenges, etc. (we will learn later) 10/4/2011 17 Three Aspects of Game Design • Core Mechanics • Storytelling and Narrative • Interactivity 10/4/2011 18 Three Aspects of Game Design Core Mechanics • Storytelling and Narrative • Interactivity 10/4/2011 19 Core Mechanics • • • • The “science” of game design A consistent set of rules The rules that the game works according to Examples – Mario – World of Goo 10/4/2011 20 Three Aspects of Game Design • Core Mechanics Storytelling and Narrative • Interactivity 10/4/2011 21 Story • What you imagine while dealing with the core mechanics – Implicit story, let the player imagine – Explicit story, run through a plot line • Linear • Nonlinear 10/4/2011 22 Three Aspects of Game Design • Core Mechanics • Storytelling and Narrative Interactivity 10/4/2011 23 Interactivity • Graphics • Sounds • User interface (buttons, menus, etc.) 10/4/2011 24 Documenting the Design • Team with >1 people, have to communicate the design • Types of documents – High concept • get someone interested – Game treatment • let them play it in their imaginations Target in your pitches for next week – Game script • detailed design decisions for developers to create it 10/4/2011 25 Anatomy of a Game Designer • • • • • • • • • Imagination Technical awareness Analytical competence Mathematical competence Aesthetic competence General knowledge Writing skills Drawing skills The ability to compromise 10/4/2011 26 Finding an Idea • • • • Daydream Ideas from other media Ideas from other games Let others share the same dream through the game 10/4/2011 27 Elements of a Game • Game – Participatory, interactive entertainment • Rules (actions, moves, etc.) – How the artificial universe works – What you can and cannot do • Role – Who you are, what you are doing • Games vs toys and puzzles 10/4/2011 28 Elements of a Game (cont’d) Rules Actions Challenges Gameplay 10/4/2011 29 Elements of a Game (cont’d) • Victory condition – Beat previous score – Finish plot line – Beat other player 10/4/2011 • Number of players – Single-player – Multi-player • Cooperative • Competitive 30 Elements of a Game (cont’d) • Setting – The game world – Board, stadium, etc. • Interaction model – Avatar, omnipresent • Perspective – Top-down, isometric, first person, side-scrolling – Attractiveness vs. practicality 10/4/2011 31 Elements of a Game (cont’d) • Role – James Bond – Fatih Terim – Counter-terrorism officer – Garrett the thief – Any well-defined fictional character 10/4/2011 32 Elements of a Game (cont’d) • Mode – Switches in the nature of gameplay • Structure – Relationship between modes, rules, why and when modes change – Flowchart • Realism • Story 10/4/2011 33 Understanding Your Audience • Entertaining other people is hard! • Common characteristics – Core vs. casual – Age groups – Male vs. female • User testing is indispensable! 10/4/2011 34 Genres • Action Physical challenges, puzzles, races, conflict, economy – Strategic, conceptual • Strategy Strategic, tactical, logistical, economic challenges – Physical challenges, races, puzzles • Role-playing Tactical, logistical, exploration, economic challenges, puzzles – Physical challenges 10/4/2011 35 Genres (cont’d) • Simulations Sports, vehicles, physical and tactical challenges – Exploration, economic, conceptual challenges • Construction and management Economic, conceptual challenges – Physical challenges • Adventure Exploration, puzzles, conceptual challenges • Puzzle Logical, time pressure, some action 10/4/2011 36 Hardware • • • • • Game consoles PCs Handheld devices Phones Other devices 10/4/2011 37 Design Motivations • Market-driven games • Designer-driven games • License exploitation • Technology-driven games • Art-driven games Integrate elements from multiple goals 10/4/2011 38 Game Concept Worksheet • Nature of gameplay (challenges, actions, etc.) • Victory condition • Role (in relation to gameplay) • Game setting (world) • Interaction model (avatar, omnipresent, etc.) 10/4/2011 • Primary perspective (camera) • Structure and modes • Single or multi player, competitivecooperative • Story and narrative • Genre (if an existing one applies) • Target audience 39 Game Ideas for Next Week • One-page game summary (e-mail to me before class) – Story – Details – Small image or background image (optional) • Three-minute presentation – Shoot for two – Pitch your game idea – Why should people want to work with you? 10/4/2011 40