L L Line CSE 420 Computer Games Lecture

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L L Line CSE 420 Computer Games Lecture #1 Games and Video Games

L L Line CSE 420 Computer Games Lecture #1 Games and Video Games

Objectives n n n Know the essential elements of a game— rules, goals, play,

Objectives n n n Know the essential elements of a game— rules, goals, play, and pretending—and what they do in the context of playing games Know the formal definition of a game Understand the nature of challenges and actions, as well as the formal definition of gameplay Lecture #1 Games and Video Games 2

Objectives (Cont. ) n n n Become familiar with the concepts of symmetry and

Objectives (Cont. ) n n n Become familiar with the concepts of symmetry and asymmetry, fairness, and competition and cooperation Learn the various benefits that computers bring to games Become familiar with the ways in which video games entertain people Lecture #1 Games and Video Games 3

Objectives (Cont. ) n n Understand the player-centric approach to game design Know how

Objectives (Cont. ) n n Understand the player-centric approach to game design Know how the core mechanics and the user interface work together to create gameplay Explain how gameplay modes and shell menus make up the structure of a game Recognize three stages of game design and describe the design work in each stage Lecture #1 Games and Video Games 4

Objectives (Cont. ) n n n Know the kinds of jobs required on a

Objectives (Cont. ) n n n Know the kinds of jobs required on a design team Know the kinds of documents that a game designer is likely to need and what they are for Know the qualities required of a good game designer Lecture #1 Games and Video Games 5

Objectives (Cont. ) n n n Take a game idea and add the necessary

Objectives (Cont. ) n n n Take a game idea and add the necessary material to make it into a design concept Define the player’s role or roles in the game Know the different genres of games and think about which one your game may belong to Lecture #1 Games and Video Games 6

Objectives (Cont. ) n n n Know how to choose a target audience and

Objectives (Cont. ) n n n Know how to choose a target audience and understand the special considerations associated with designing for specialized markets Plan the progress of your game Understand the differences among the kinds of game machines and how these differences affect the way people play on them Lecture #1 Games and Video Games 7

What Is a Game? n n n Toys do not have rules or goals

What Is a Game? n n n Toys do not have rules or goals Puzzles have goals Games have rules and goals Lecture #1 Games and Video Games 8

What Is a Game? (Cont. ) n A game must include q q Play

What Is a Game? (Cont. ) n A game must include q q Play activity Pretended reality A nontrivial goal Rules Lecture #1 Games and Video Games 9

Essential Elements of a Game n Play q q n Play requires participation Making

Essential Elements of a Game n Play q q n Play requires participation Making different choices while playing the game a second time affects the results Pretending q q q Creates an artificial reality known as the magic circle Artificial importance is assigned to events within the magic circle To leave the magic circle, stop playing the game Lecture #1 Games and Video Games 10

Essential Elements of a Game (Cont. ) n Goal q q Every game must

Essential Elements of a Game (Cont. ) n Goal q q Every game must have a nontrivial goal or object The rules define the goal The game designer sets the rules, thus defining the object of the game The player must overcome one or more challenges to achieve the goal n The goal is often a victory condition, but victory or defeat is not required in all games Lecture #1 Games and Video Games 11

Essential Elements of a Game (Cont. ) n Rules q q q Rules are

Essential Elements of a Game (Cont. ) n Rules q q q Rules are definitions and instructions that players accept for the game Rules define the actions the players may select that will help them achieve the object of the game Game designers must make the rules understandable to the player Lecture #1 Games and Video Games 12

Things That a Game Is Not n A game does not have to include

Things That a Game Is Not n A game does not have to include q q n n Competition Conflict Entertainment Fun These are qualities of some games, but not essential to the definition Serious games are not necessarily made for entertainment or fun Lecture #1 Games and Video Games 13

Gameplay n The player must overcome a nontrivial challenge q q n Challenges require

Gameplay n The player must overcome a nontrivial challenge q q n Challenges require mental or physical effort A challenge can be composed of several smaller challenges Challenges can be required to reach the goal or optional to add game content Lecture #1 Games and Video Games 14

Gameplay (Cont. ) n n The rules determine what actions are available to the

Gameplay (Cont. ) n n The rules determine what actions are available to the player(s) Different actions may be q q q n Permitted by the rules, or Required by the rules, or Prohibited by the rules Video games permit only actions that are programmed into the game Lecture #1 Games and Video Games 15

Gameplay (Cont. ) n Gameplay therefore consists of: q q The challenges that a

Gameplay (Cont. ) n Gameplay therefore consists of: q q The challenges that a player must face to arrive at the object of the game, and The actions that the player is permitted to take to address those challenges plus other possible actions that are enjoyable Lecture #1 Games and Video Games 16

Fairness n n Players expect that the rules will guarantee that the game is

Fairness n n Players expect that the rules will guarantee that the game is fair Fairness is not an essential element of a game, but a quality of good games q q Players often change rules of a game if they perceive it as unfair Fairness is particularly important in video games because video games seldom allow rule changes Lecture #1 Games and Video Games 17

Symmetry and Asymmetry n n In a symmetric game, all players use the same

Symmetry and Asymmetry n n In a symmetric game, all players use the same rules to accomplish the same goal In an asymmetric game, different players follow different rules to accomplish different goals Lecture #1 Games and Video Games 18

Competition and Cooperation n When players compete, they try to accomplish mutually exclusive goals

Competition and Cooperation n When players compete, they try to accomplish mutually exclusive goals When players cooperate, they work together to accomplish goals that are the same or similar Competition modes are ways to build cooperation and competition into games Lecture #1 Games and Video Games 19

Hiding the Rules n Video games do not require written rules q q n

Hiding the Rules n Video games do not require written rules q q n The game enforces the rules The player can’t change the rules Provide adequate clues for players to overcome a challenge q Using trial and error to overcome a challenge frustrates many players Lecture #1 Games and Video Games 20

Setting the Pace n n n The software determines the speed of the events

Setting the Pace n n n The software determines the speed of the events in a game The player can’t affect the speed of the game unless the software has to wait for player input The computer allows for modulation of the pace, so players can rest between periods of intense activity Lecture #1 Games and Video Games 21

Presenting a Game World n To present a game world, video games can use

Presenting a Game World n To present a game world, video games can use q q q q Pictures Animation Movies Music Dialog Sound effects Text and subtitles Lecture #1 Games and Video Games 22

Artificial Intelligence n Today, artificial intelligence is used for q q q n Strategy

Artificial Intelligence n Today, artificial intelligence is used for q q q n Strategy Pathfinding Simulating the behavior of people and creatures As artificial intelligence advances, games will add more uses for it q q q Natural language parsing Natural language generation Pattern recognition Lecture #1 Games and Video Games 23

Aesthetics n All game elements should be high in quality and present a harmonious

Aesthetics n All game elements should be high in quality and present a harmonious look and feel q q n The look includes the quality and appearance of the graphics, movie clips, animation, buttons, and fonts The feel includes the music, dialog, user interface, and objectives Harmony is the feeling that all game elements are part of a coherent whole Lecture #1 Games and Video Games 24

Storytelling n n Most games incorporate some kind of story Video games can mix

Storytelling n n Most games incorporate some kind of story Video games can mix storylike and gamelike entertainment almost seamlessly q q They can make player feel he is inside a story and affecting flow of events This is one reason why video games are considered a new medium Lecture #1 Games and Video Games 25

Risks and Rewards n n Risk is created by uncertainty If the player overcomes

Risks and Rewards n n Risk is created by uncertainty If the player overcomes the risk, a reward should be given q The size of the reward should match the size of the risk Lecture #1 Games and Video Games 26

Novelty and Learning n n Video games can offer more variety and content than

Novelty and Learning n n Video games can offer more variety and content than any traditional game Novelty alone is not enough to sustain player interest, however People enjoy learning when it takes place in an enjoyable context or provides useful mastery Games should supply both enjoyable context and useful mastery Lecture #1 Games and Video Games 27

Creative and Expressive Play n n n People love to select, design, and customize

Creative and Expressive Play n n n People love to select, design, and customize This activity can have a direct effect on gameplay As video games reach a wider audience, creative and expressive play become increasingly important Lecture #1 Games and Video Games 28

Immersion n n Immersed players lose track of the real world outside the game

Immersion n n Immersed players lose track of the real world outside the game Immersion can be q q q Tactical—the sense of being “in the groove” Strategic—observing, calculating, planning Narrative—the feeling of being inside a story Lecture #1 Games and Video Games 29

Socializing n n Most traditional games are played with other people, making it a

Socializing n n Most traditional games are played with other people, making it a social activity Several methods allow people to play video games together q q Multiplayer local Networked play (multiplayer distributed) LAN parties Group play Lecture #1 Games and Video Games 30

Art, Engineering, or Craft? n n Game design is not purely an art nor

Art, Engineering, or Craft? n n Game design is not purely an art nor an act of pure engineering Game design is a craft q q It includes both creative and functional elements It can be learned Lecture #1 Games and Video Games 31

The Player-Centric Approach n n Player-centric game design is a philosophy of design in

The Player-Centric Approach n n Player-centric game design is a philosophy of design in which the designer envisions a representative player Two duties in player-centric design: q q n n Entertain the representative player Empathize with the representative player You are not the player’s opponent Lecture #1 Games and Video Games 32

Other Motivations That Influence Design n Market-driven games q n Designer-driven games q n

Other Motivations That Influence Design n Market-driven games q n Designer-driven games q n Games trying to appeal to the maximum number of people, regardless of implications for harmony Designer retains all creative control, usually to the detriment of the game Games for a specific license q q Content must fit into an existing world Limits creativity, but often very lucrative Lecture #1 Games and Video Games 33

Other Motivations That Influence Design (Cont. ) n Technology-driven games q n Games built

Other Motivations That Influence Design (Cont. ) n Technology-driven games q n Games built to show off the hardware running the game Art-driven games q q Games built to show off the artwork Games are visually innovative but seldom good otherwise; comparatively rare Lecture #1 Games and Video Games 34

Integrating for Entertainment n Integrating characteristics to entertain players requires designer to q q

Integrating for Entertainment n Integrating characteristics to entertain players requires designer to q q q Have a specific vision Consider the audience’s preferences Understand licensing benefits and exploit them to the game’s best advantage Understand the capabilities of the technology Consider aesthetic style Lecture #1 Games and Video Games 35

Core Mechanics n Core mechanics generate the gameplay q q q n Define the

Core Mechanics n Core mechanics generate the gameplay q q q n Define the challenges Define the actions Define the player’s effect on the game world Core mechanics determine how realistic the game world seems to the player q Realism is a continuum between abstract and representational Lecture #1 Games and Video Games 36

User Interface n Mediates between the core mechanics and the player q q n

User Interface n Mediates between the core mechanics and the player q q n Interprets player’s mouse clicks or button presses Displays the result of the player’s input Can also be called the presentation layer q q Presents the game world to the player Includes artwork and audio effects Lecture #1 Games and Video Games 37

User Interface (Cont. ) n Interaction model q Identifies the way in which the

User Interface (Cont. ) n Interaction model q Identifies the way in which the player acts upon the game world; common models include: n n n Avatar-based—through a character in the world Multipresent—the player can act on many places at once Camera model q q Viewpoint of the virtual camera, and its behavior Simple models are called perspectives. First- and third-person are common perspectives. Lecture #1 Games and Video Games 38

The Structure of a Video Game n Structure is composed of q q Gameplay

The Structure of a Video Game n Structure is composed of q q Gameplay modes Shell menus Lecture #1 Games and Video Games 39

Gameplay Modes n Gameplay modes consist of the available gameplay and user interface at

Gameplay Modes n Gameplay modes consist of the available gameplay and user interface at a specific time q q n Not all actions are available at all times Available user interface choices should be related to the current actions A game is in exactly one gameplay mode at a time. q It can move to another mode as necessary Lecture #1 Games and Video Games 40

The Gameplay Mode Lecture #1 Games and Video Games 41

The Gameplay Mode Lecture #1 Games and Video Games 41

Shell Menus and Screens n Shell menus are used when the player is NOT

Shell Menus and Screens n Shell menus are used when the player is NOT in a gameplay mode q q The player can’t affect the game world The player can save or load a game, adjust the hardware, etc. Lecture #1 Games and Video Games 42

Forming the Structure n n Gameplay modes + shell menus = structure The game

Forming the Structure n n Gameplay modes + shell menus = structure The game switches between gameplay modes as required: q q In response to specific player requests In response to events in the game Lecture #1 Games and Video Games 43

Stages of the Design Process n n Concept stage Elaboration stage Tuning stage Note

Stages of the Design Process n n Concept stage Elaboration stage Tuning stage Note that these are purely stages of design, not of development; development includes many more factors q “Pre-production” and “production” are development stages that overlap the design stages Lecture #1 Games and Video Games 44

Concept Stage n During the concept stage, you q q n Define the fundamental

Concept Stage n During the concept stage, you q q n Define the fundamental game concept, including the game’s genre Define an audience Determine the player’s role in the game Think about how to fulfill the player’s dream Concept should not change after this stage Lecture #1 Games and Video Games 45

Elaboration Stage During this stage, you n q q Define the primary game mode

Elaboration Stage During this stage, you n q q Define the primary game mode Design the protagonist Define the game world Design the core mechanics q q Create additional modes Create the first playable level Write the story Build, test, and iterate Lecture #1 Games and Video Games 46

Tuning Stage n n n You enter the tuning stage at the point when

Tuning Stage n n n You enter the tuning stage at the point when the entire design is locked and no more features may be added to the game During the tuning stage, the design team makes small adjustments to levels and core mechanics Polishing is a subtractive process—removing imperfections Lecture #1 Games and Video Games 47

Game Design Teams n A game design team may include q q q q

Game Design Teams n A game design team may include q q q q Lead Designer Game Designers Level Designers User Interface Designers Writers Art Director Audio Director Lecture #1 Games and Video Games 48

Documenting the Design n Design documents are used q q n To communicate your

Documenting the Design n Design documents are used q q n To communicate your ideas clearly to other team members As sales tools As design tools To record the decisions made The process of writing a document can turn a vague idea into an explicit plan Lecture #1 Games and Video Games 49

Types of Design Documents n High concept document q q n Tool to sell

Types of Design Documents n High concept document q q n Tool to sell your game concept Two to four pages Game treatment document q q Sales tool with more detail than the high concept document Summary of the basic game design Lecture #1 Games and Video Games 50

Types of Design Documents (Cont. ) n Character design document q q n Design

Types of Design Documents (Cont. ) n Character design document q q n Design one character in the game Include moveset Include concept art in different poses Include the character’s backstory World design document q q q General overview of the game world art Types and locations for sounds Include a map Lecture #1 Games and Video Games 51

Types of Design Documents (Cont. ) n Flowboard q q n Story and level

Types of Design Documents (Cont. ) n Flowboard q q n Story and level progression document q q n Document the structure—links among gameplay modes and shell menus List available menu items and player inputs Tell the story Record the player’s progression through the game Game script document q Specifies rules and core mechanics in enough detail to play the game Lecture #1 Games and Video Games 52

Anatomy of a Game Designer n Skills most useful for professional game designer q

Anatomy of a Game Designer n Skills most useful for professional game designer q q q Imagination Technical awareness Analytical competence Mathematical competence Aesthetic competence q q General knowledge and ability to research Writing skills Drawing skills Ability to synthesize Lecture #1 Games and Video Games 53

Getting an Idea n You can find game ideas anywhere q q q n

Getting an Idea n You can find game ideas anywhere q q q n Dreams of doing something or achieving a goal From media such as books or movies From other games When evaluating ideas, remember that the game must provide entertainment Lecture #1 Games and Video Games 54

From Idea to Game Concept n n A game concept is a description with

From Idea to Game Concept n n A game concept is a description with enough detail to discuss it as a commercial product A game concept should include: q q q High concept statement Player’s role in the game Proposed primary gameplay mode Genre Target audience Hardware q q q Licenses Competition modes General summary of progression Short description of the game world Key characters, if any Lecture #1 Games and Video Games 55

The Player’s Role n Define the role q q n What is the player

The Player’s Role n Define the role q q n What is the player going to do? Most important part of the game concept Make the definition clear and simple q q Help the player understand the goals and rules Help publisher, retailer, and customer decide to buy the game Lecture #1 Games and Video Games 56

Choosing a Genre n n A genre is a category of games characterized by

Choosing a Genre n n A genre is a category of games characterized by a particular set of challenges, regardless of setting or game-world content Many players buy a particular genre because they like the type of challenges it offers Lecture #1 Games and Video Games 57

Classic Game Genres n n Action games—physical challenges Strategy games—strategic, tactical, and logistical challenges

Classic Game Genres n n Action games—physical challenges Strategy games—strategic, tactical, and logistical challenges Role-playing games—tactical, logistical, exploration, and economic challenges Real-world simulations (sports games and vehicle simulations) —physical and tactical challenges Lecture #1 Games and Video Games 58

Classic Game Genres (Cont. ) n n n Construction and management games— economic and

Classic Game Genres (Cont. ) n n n Construction and management games— economic and conceptual challenges Adventure games—exploration and puzzlesolving challenges Puzzle games—logic and conceptual challenges Lecture #1 Games and Video Games 59

Hybrid Games n n n Games that cross genres Risky because it might alienate

Hybrid Games n n n Games that cross genres Risky because it might alienate some of your target audience The most successful hybrid is the actionadventure q q Mostly action Include a story and puzzles that give them some of the quality of adventure games Lecture #1 Games and Video Games 60

Defining Your Target Audience n n Who will buy the game? The representative player

Defining Your Target Audience n n Who will buy the game? The representative player is a member of your target audience Lecture #1 Games and Video Games 61

The Dangers of Binary Thinking n n n Binary thinking—assumes that if group A

The Dangers of Binary Thinking n n n Binary thinking—assumes that if group A likes a thing, everyone outside that group WON’T like it Interests overlap among groups Avoid exclusionary material Lecture #1 Games and Video Games 62

The Dangers of Binary Thinking (Cont. ) n n Core versus casual—the most significant

The Dangers of Binary Thinking (Cont. ) n n Core versus casual—the most significant method of grouping players Other groups that exhibit trends in gameplaying preferences: q q q Men and women Children and adults Boys and girls Players with disabilities Players of other cultures Lecture #1 Games and Video Games 63

Progression Considerations n n Players need to feel they are making progress when playing

Progression Considerations n n Players need to feel they are making progress when playing long games Progress can be implemented through q q q Levels Story Both Lecture #1 Games and Video Games 64

Types of Game Machines n Home game consoles q q Simpler, bolder graphics than

Types of Game Machines n Home game consoles q q Simpler, bolder graphics than a PC provides Standard controller Excellent for multiplayer local games Slower computing and less storage space than a personal computer Lecture #1 Games and Video Games 65

Types of Game Machines (Cont. ) n Personal computer q q q Keyboard, mouse,

Types of Game Machines (Cont. ) n Personal computer q q q Keyboard, mouse, joystick Very high-resolution graphics Intended for a single user Internet connection is common License or special equipment not needed for game development No standard configuration Lecture #1 Games and Video Games 66

Types of Game Machines (Cont. ) n Handheld game machines q q Very popular

Types of Game Machines (Cont. ) n Handheld game machines q q Very popular and inexpensive Fewer control mechanisms Small LCD screen Less storage space than a PC or console Lecture #1 Games and Video Games 67

Types of Game Machines (Cont. ) n Mobile phones and wireless devices q q

Types of Game Machines (Cont. ) n Mobile phones and wireless devices q q Little memory or processing power No standard specifications Can provide portable networked play License not required for game development n (Apple’s i. Phone is an exception) Lecture #1 Games and Video Games 68

Types of Game Machines (Cont. ) n Other devices q q q Personal digital

Types of Game Machines (Cont. ) n Other devices q q q Personal digital assistants Video gambling machines Arcade machines Lecture #1 Games and Video Games 69

Summary n You should now understand q q q q The elements of a

Summary n You should now understand q q q q The elements of a game The interaction of challenges and actions The role of the computer in video games The various ways that games entertain Player-centric approach to game design Structure of a game Stages of game design and the required documentation Lecture #1 Games and Video Games 70

Summary (Cont. ) n You should now understand q q q q Roles and

Summary (Cont. ) n You should now understand q q q q Roles and qualities of the design team members Defining a game concept Creating a high concept document Defining the player’s role Identifying game genres Choosing the target audience Selecting the game machine Lecture #1 Games and Video Games 71

Next Lecture Genres of Computer Games Part 1 72

Next Lecture Genres of Computer Games Part 1 72

References n 73 Ernest Adams, Fundamentals of Game Design, 2 nd Edition, New Riders,

References n 73 Ernest Adams, Fundamentals of Game Design, 2 nd Edition, New Riders, 2016