Game Development Essentials An Introduction Chapter 6 Gameplay

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Game Development Essentials An Introduction

Game Development Essentials An Introduction

Chapter 6 Gameplay creating the experience

Chapter 6 Gameplay creating the experience

Key Chapter Questions ■ How are a game’s challenges and strategies associated with gameplay?

Key Chapter Questions ■ How are a game’s challenges and strategies associated with gameplay? ■ What are interactivity modes and how do they relate to gameplay? ■ What is the relationship between gameplay and story? ■ What is the difference between static and dynamic balance? ■ How can the Prisoner’s Dilemma and the tragedy of the commons be applied to cooperative gameplay?

Rules Victory Conditions (Tekken) Loss Conditions (Battle of the Generals)

Rules Victory Conditions (Tekken) Loss Conditions (Battle of the Generals)

Interactivity Modes • Player-to-game • Player-to-developer • Player-to-platform • Player-to-player • One-on-one • Unilateral

Interactivity Modes • Player-to-game • Player-to-developer • Player-to-platform • Player-to-player • One-on-one • Unilateral • Multilateral • Team

Game Theory Zero Sum (chess) Non Zero Sum [NZS] (Neverwinter Nights: Hordes of the

Game Theory Zero Sum (chess) Non Zero Sum [NZS] (Neverwinter Nights: Hordes of the Underdark)

Game Theory

Game Theory

Game Theory Tragedy of the Commons

Game Theory Tragedy of the Commons

Types of Challenges • Implicit vs. explicit • Perfect vs. imperfect information • Intrinsic

Types of Challenges • Implicit vs. explicit • Perfect vs. imperfect information • Intrinsic vs. extrinsic knowledge • Pattern recognition & matching • Spatial awareness • Micromanagement • Reaction time

Challenges & Game Goals/Objectives • Advancement • Race • Puzzles • Exploration • Conflict

Challenges & Game Goals/Objectives • Advancement • Race • Puzzles • Exploration • Conflict (competition) • Capture • Chase • Organization • Escape • Break the rules (taboo) • Construction • Solution • Outwit

Balance Features • Consistent challenges • Perceivably fair playing experiences • Lack of stagnation

Balance Features • Consistent challenges • Perceivably fair playing experiences • Lack of stagnation • Lack of trivial decisions • Difficulty levels

Balance Static • Obvious strategies • Trade-offs/economics • Combination (resources) • Feedback (positive vs.

Balance Static • Obvious strategies • Trade-offs/economics • Combination (resources) • Feedback (positive vs. negative) • Symmetry (transitive vs. intransitive)

Balance Static (Symmetry)

Balance Static (Symmetry)

Balance Static (Symmetry)

Balance Static (Symmetry)

Balance Dynamic • Destroy • Maintain • Restore In Black & White: Creature Isle,

Balance Dynamic • Destroy • Maintain • Restore In Black & White: Creature Isle, players can sometimes destroy order.

Summary • Rules: victory vs. loss conditions • Interactivity modes • Game theory: Prisoner’s

Summary • Rules: victory vs. loss conditions • Interactivity modes • Game theory: Prisoner’s Dilemma & tragedy of the commons • Types of challenges • Challenges & game goals/objectives • Static vs. dynamic balance