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Fundamentals of
nd
Game Design, 2 Edition
by Ernest Adams

Chapter 1: Games and Video Games
Objectives





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

© 2009 by Pearson
Education, Inc

Chapter 1 Games and
Video Games

2
Objectives (Cont.)






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

© 2009 by Pearson
Education, Inc

Chapter 1 Games and
Video Games

3
What Is a Game?




Toys do not have rules or goals
Puzzles have goals
Games have rules and goals

© 2009 by Pearson
Education, Inc

Chapter 1 Games and
Video Games

4
What Is a Game? (Cont.)


A game must include





Play activity
Pretended reality
A nontrivial goal
Rules

© 2009 by Pearson
Education, Inc

Chapter 1 Games and
Video Games

5
Essential Elements of a Game


Play





Play requires participation
Making different choices while playing the game a
second time affects the results

Pretending






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

© 2009 by Pearson
Education, Inc

Chapter 1 Games and
Video Games

6
Essential Elements of a Game
(Cont.)


Goal






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


The goal is often a victory condition, but victory or defeat
is not required in all games

© 2009 by Pearson
Education, Inc

Chapter 1 Games and
Video Games

7
Essential Elements of a Game
(Cont.)


Rules






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

© 2009 by Pearson
Education, Inc

Chapter 1 Games and
Video Games

8
Things That a Game Is Not


A game does not have to include









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

© 2009 by Pearson
Education, Inc

Chapter 1 Games and
Video Games

9
Gameplay


The player must overcome a nontrivial
challenge





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

© 2009 by Pearson
Education, Inc

Chapter 1 Games and
Video Games

10
Gameplay (Cont.)




The rules determine what actions are
available to the player(s)
Different actions may be






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

© 2009 by Pearson
Education, Inc

Chapter 1 Games and
Video Games

11
Gameplay (Cont.)


Gameplay therefore consists of:




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

© 2009 by Pearson
Education, Inc

Chapter 1 Games and
Video Games

12
Fairness




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




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

© 2009 by Pearson
Education, Inc

Chapter 1 Games and
Video Games

13
Symmetry and Asymmetry




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

© 2009 by Pearson
Education, Inc

Chapter 1 Games and
Video Games

14
Competition and Cooperation






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

© 2009 by Pearson
Education, Inc

Chapter 1 Games and
Video Games

15
Hiding the Rules


Video games do not require written rules





The game enforces the rules
The player can’t change the rules

Provide adequate clues for players to
overcome a challenge


Using trial and error to overcome a challenge
frustrates many players

© 2009 by Pearson
Education, Inc

Chapter 1 Games and
Video Games

16
Setting the Pace






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

© 2009 by Pearson
Education, Inc

Chapter 1 Games and
Video Games

17
Presenting a Game World


To present a game world, video games can
use








Pictures
Animation
Movies
Music
Dialog
Sound effects
Text and subtitles

© 2009 by Pearson
Education, Inc

Chapter 1 Games and
Video Games

18
Artificial Intelligence


Today, artificial intelligence is used for






Strategy
Pathfinding
Simulating the behavior of people and creatures

As artificial intelligence advances, games will
add more uses for it




Natural language parsing
Natural language generation
Pattern recognition

© 2009 by Pearson
Education, Inc

Chapter 1 Games and
Video Games

19
Aesthetics


All game elements should be high in quality
and present a harmonious look and feel






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

© 2009 by Pearson
Education, Inc

Chapter 1 Games and
Video Games

20
Storytelling



Most games incorporate some kind of story
Video games can mix storylike and gamelike
entertainment almost seamlessly




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

© 2009 by Pearson
Education, Inc

Chapter 1 Games and
Video Games

21
Risks and Rewards



Risk is created by uncertainty
If the player overcomes the risk, a reward
should be given


The size of the reward should match the size of
the risk

© 2009 by Pearson
Education, Inc

Chapter 1 Games and
Video Games

22
Novelty and Learning








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

© 2009 by Pearson
Education, Inc

Chapter 1 Games and
Video Games

23
Creative and Expressive Play





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

© 2009 by Pearson
Education, Inc

Chapter 1 Games and
Video Games

24
Immersion




Immersed players lose track of the real world
outside the game
Immersion can be




Tactical—the sense of being “in the groove”
Strategic—observing, calculating, planning
Narrative—the feeling of being inside a story

© 2009 by Pearson
Education, Inc

Chapter 1 Games and
Video Games

25
Socializing




Most traditional games are played with other
people, making it a social activity
Several methods allow people to play video
games together





Multiplayer local
Networked play (multiplayer distributed)
LAN parties
Group play

© 2009 by Pearson
Education, Inc

Chapter 1 Games and
Video Games

26
Summary


You should now understand





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

© 2009 by Pearson
Education, Inc

Chapter 1 Games and
Video Games

27

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Fundamentals of Game Design - Ch1

  • 1. Fundamentals of nd Game Design, 2 Edition by Ernest Adams Chapter 1: Games and Video Games
  • 2. Objectives    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 © 2009 by Pearson Education, Inc Chapter 1 Games and Video Games 2
  • 3. Objectives (Cont.)    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 © 2009 by Pearson Education, Inc Chapter 1 Games and Video Games 3
  • 4. What Is a Game?    Toys do not have rules or goals Puzzles have goals Games have rules and goals © 2009 by Pearson Education, Inc Chapter 1 Games and Video Games 4
  • 5. What Is a Game? (Cont.)  A game must include     Play activity Pretended reality A nontrivial goal Rules © 2009 by Pearson Education, Inc Chapter 1 Games and Video Games 5
  • 6. Essential Elements of a Game  Play    Play requires participation Making different choices while playing the game a second time affects the results Pretending    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 © 2009 by Pearson Education, Inc Chapter 1 Games and Video Games 6
  • 7. Essential Elements of a Game (Cont.)  Goal     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  The goal is often a victory condition, but victory or defeat is not required in all games © 2009 by Pearson Education, Inc Chapter 1 Games and Video Games 7
  • 8. Essential Elements of a Game (Cont.)  Rules    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 © 2009 by Pearson Education, Inc Chapter 1 Games and Video Games 8
  • 9. Things That a Game Is Not  A game does not have to include       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 © 2009 by Pearson Education, Inc Chapter 1 Games and Video Games 9
  • 10. Gameplay  The player must overcome a nontrivial challenge    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 © 2009 by Pearson Education, Inc Chapter 1 Games and Video Games 10
  • 11. Gameplay (Cont.)   The rules determine what actions are available to the player(s) Different actions may be     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 © 2009 by Pearson Education, Inc Chapter 1 Games and Video Games 11
  • 12. Gameplay (Cont.)  Gameplay therefore consists of:   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 © 2009 by Pearson Education, Inc Chapter 1 Games and Video Games 12
  • 13. Fairness   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   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 © 2009 by Pearson Education, Inc Chapter 1 Games and Video Games 13
  • 14. Symmetry and Asymmetry   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 © 2009 by Pearson Education, Inc Chapter 1 Games and Video Games 14
  • 15. Competition and Cooperation    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 © 2009 by Pearson Education, Inc Chapter 1 Games and Video Games 15
  • 16. Hiding the Rules  Video games do not require written rules    The game enforces the rules The player can’t change the rules Provide adequate clues for players to overcome a challenge  Using trial and error to overcome a challenge frustrates many players © 2009 by Pearson Education, Inc Chapter 1 Games and Video Games 16
  • 17. Setting the Pace    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 © 2009 by Pearson Education, Inc Chapter 1 Games and Video Games 17
  • 18. Presenting a Game World  To present a game world, video games can use        Pictures Animation Movies Music Dialog Sound effects Text and subtitles © 2009 by Pearson Education, Inc Chapter 1 Games and Video Games 18
  • 19. Artificial Intelligence  Today, artificial intelligence is used for     Strategy Pathfinding Simulating the behavior of people and creatures As artificial intelligence advances, games will add more uses for it    Natural language parsing Natural language generation Pattern recognition © 2009 by Pearson Education, Inc Chapter 1 Games and Video Games 19
  • 20. Aesthetics  All game elements should be high in quality and present a harmonious look and feel    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 © 2009 by Pearson Education, Inc Chapter 1 Games and Video Games 20
  • 21. Storytelling   Most games incorporate some kind of story Video games can mix storylike and gamelike entertainment almost seamlessly   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 © 2009 by Pearson Education, Inc Chapter 1 Games and Video Games 21
  • 22. Risks and Rewards   Risk is created by uncertainty If the player overcomes the risk, a reward should be given  The size of the reward should match the size of the risk © 2009 by Pearson Education, Inc Chapter 1 Games and Video Games 22
  • 23. Novelty and Learning     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 © 2009 by Pearson Education, Inc Chapter 1 Games and Video Games 23
  • 24. Creative and Expressive Play    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 © 2009 by Pearson Education, Inc Chapter 1 Games and Video Games 24
  • 25. Immersion   Immersed players lose track of the real world outside the game Immersion can be    Tactical—the sense of being “in the groove” Strategic—observing, calculating, planning Narrative—the feeling of being inside a story © 2009 by Pearson Education, Inc Chapter 1 Games and Video Games 25
  • 26. Socializing   Most traditional games are played with other people, making it a social activity Several methods allow people to play video games together     Multiplayer local Networked play (multiplayer distributed) LAN parties Group play © 2009 by Pearson Education, Inc Chapter 1 Games and Video Games 26
  • 27. Summary  You should now understand     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 © 2009 by Pearson Education, Inc Chapter 1 Games and Video Games 27

Notas do Editor

  1. Toys and puzzles can be used to play games.
  2. Actions that can be made while playing are limited by the rules.
  3. A video game will not respond to player actions that it has not been programmed to recognize.
  4. When players compete, there is often a winner and a loser.
  5. Currently, the behavior simulations are very simple. The goal of AI research is to create ever more realistic simulations.
  6. For example, in SimCity, players learn how to attract a larger population and meet their needs.
  7. Most multiplayer games have a communication method built into the software. However, players often use communication software such as TeamSpeak or Ventrilo.