Fundamentals of Game Design Chapter 4: Continued SE 3GB3 Chris Harrington 11-Feb-13 Outline • The Dimensions of a Game World – The Physical Dimension – The Temporal Dimension – The Environmental Dimension – The Emotional Dimension – The Ethical Dimension • Realism • Summary The Dimensions of a Game World • Many different properties • Two Categories for the Properties – Quantitative (ex Size.) – Qualitative (ex Mood.) • Related properties are the Dimensions Physical Dimension • Spatial Dimensionality • Scale • Boundaries Spatial Dimensionality • 2D • 2.5D • 3D • 4D Scale • Scale refers to both the absolute size of the physical space represented, as measured in units Boundaries • A line that marks the limits of an area; a dividing line. The Temporal Dimension • Variable Time • Anomalous Time • Letting the Player Adjust time The Environmental Dimension • • • • • • Cultural Context Physical Surrondings Detail Defining a Style Overused Settings Sources of Inspiration The Emotional Design • Influencing the Players Feelings • Limitations of Fun • You cant Paint Emotion by Numbers Design Rule: Avoid Implausible Extremes • Don’t make your game about the fate of the world if you are serious about producing emotional resonance with your audience; the fate of the world is too big to grasp. Make your game about the fate of people instead. The Ethical Dimension • Moral DecisionMaking • Violence in video games Moral Decision Making • Simple Ethics: Clobber the bad guys, protect the good • Preachy material can be off putting • Difficult decisions are at the heart of good story telling The Peculiar Morality of America’s Army • Teaches how real soldiers are meant to fight in two ways • Players must act in conformance of the actual disciplinary requirements • Both Sides see them selves as US soldiers (perspective) Violence in Video Games Realism •Simplification of the real world •Can have realistic graphics but unrealistic physics •Let R rep. Realism •0 <= R < 1 (cannot equal 1, no game can be entirely realistic) The End (of Chapter 4) Bibliography • • Adams, Ernest. Fundamentals of Game Design. Berkeley, CA : New Riders, September 14, 2009 Pictures – – – – – – – – http://cdn2b.examiner.com/sites/default/files/styles/image_content_width/hash/49/26/victory_6.jpg http://static.ddmcdn.com/gif/video-game-violence-2.jpg http://www.ithp.org/articles/violentvideogames.html http://fable.wikia.com/wiki/Fable http://www.examiner.com/images/blog/replicate/EXID55249/images/a14dg4(1).jpg http://varungenius.files.wordpress.com/2012/03/right-and-wrong-decisions1.jpg http://neuronarrative.files.wordpress.com/2009/11/emotion.jpg http://richtaveras.com/static/media/uploads/zinnia/time-warp.jpg