Reality A GAME IS GAME :
Fundamental are same
1.Either is video game, card game, sports game
2.Its all about entertaining people through PLAY.
3.SO a professional game designer should able to make
either card game or video game ,sports game
4.Today we will concentrate on video game
5.Example Monopoly and chess game are world wide well
known
Why we are not talk about
Character Design
Creative Play
Genre
Emotion
Commercials Issue
Planning and Pre-production
Tools and Testing
Designing for modders (Mod-video gaming)
( Modding is a slang expression that is derived from the verb "modify". Modding refers to the act
of modifying hardware, software, or virtually anything else, to perform a function not originally
conceived or intended by the designer, or achieve a bespoke specification)
Monetization
Gamification
We will not talk about software, technology ,Engine
We will only talk about only gaming and entertaining part of game
What is game ?
Game have four key elements
PLAY -RULES –GOALS – THE MAGIC CIRCLE
Play, non essential usually recreational activity
Competitive play-: overcoming challenge , defeating opponent
(Competitive Play is one of Over watch's game modes that can be accessed from
the Play menu).
Creative play-: construction and self –expression Ex –
(Creative play definition is - children's play (as modeling or painting) that tends to
satisfy the need for self-expression as well as to develop manual skills Ex – Mine Craft).
Social play-: role playing and interacting with others
All these games are single player means Player verses Machine
What is game ?
Game have four key elements
PLAY -RULES –GOALS – THE MAGIC CIRCLE
RULES- that define how game is played
•In video rules are implicit and enforced by the software.
GOALS to be achieved in victory condition
•Not all video games are game in the formal sense
THE MAGIC CIRCLE-a social mental space created by pretending
•Pretending creates suspension of disbelief, also called immersion
which is common to all fictional form of entertainment.
•Games are different from other form of entertainment and may have
multiple end .
• While Participatory books and movies are presentational and have one end
HOW VIDEO GAME ENTERTAIN ?
Game Play- Challenges and achievement
Aesthetic – Visual and auditory style
Story telling – Character to be care about.
Exploration – Moving through unfamiliar space
Novelty- New thing to do , see and hear
Progression- Growth in many forms
Risk and Reward-Fear of Loss and Hope of gain
Learning - Understanding and mastering
Creativity- Making and sharing things
Role Playing- Wearing a mask and acting a part.
Socializing- Interacting with other people
FUNDAMENTAL PART OF VIDEO GAME
PLAYERS
USER
INTERFACE
CODE
MECHANICS
Input Actions
Output Challenges
( INTRACTION LOOP OF PLAY )
PLAYER-Play the game
Senses outputs ,thinks and acts , generate inputs
User Interface –Presents the game to the player
Converts challenge into outputs and converts input into actions
Core Mechanics –Implement the rules and game AI
Generate the challenges and compute the effects of action
WHAT IS GAME DESIGN ?
Imagine the game
Ideas, story ,fun,
Defining ,how it works
Core Mechanics(game play , victory condition, internal process
Use Interface(Inputs and Outputs)
Describe the Elements that make it up.
Conceptual, functional, visual, auditory etc
Transmitting the information to others.
Either is big team or small team
Design is craft ,not an pure art or pure science
Design has pleasant aesthetic and functional elements
To Full Fill Dream ,Understand the Role
Large Video games exists to full fill the dream.
Dream of power ,achievement , creativity , beauty, approval…
Ask first ,Does the player dream of doing?
Understand the action at the heart of role
Which are fun (include them), which are not fun(Omit them) ?
Only then think about the character, story ,setting, art style etc
Games can offer more then one role, example Sports game
ex Athlete ,coach, general manager, striker, goelie
If you cant describe the player role clearly
The Player might not understand
The Marketing department definitely won’t understand.
Game play
There have been many effort to define it
My Definition : game play= challenges + actions
Challenges is the goal of the game
This include immediate goals and the overall goal or victory condition
Must have one or more action that overcome them
Actions : the verbs of the game , the player options
(what the player is going to do)
Actions are assigned to input devices and menus
Some action are unrelated to challenges
Creative play action, customization ,chatting ,saving the game etc
Hierarchy of challenges Win The
GAME
Complete
level1
Complete
level2
g
ion
3.Defeat Level
Boss Mission
2.Distroy
Object Mission
Bargain
Successfully
Solve
Puzzle
Defeat
Level
Boss
Solve
Puzzle
Win
Fight
Destroy
object
Win Big
Fight
1.Win Big
Fight Mission
3.Defeat Level
Boss Mission
2.Distroy
Object Mission
Bargain
Successfully
Solve
Puzzle
D
L
B
Solve
Puzzle
Win
Fight
Destroy
object
Win Big
Fight
Find
Item
Win
Fight
Lowest level of challenges are called ATOMIC CHALLENGES
Cannot break into smaller challenges
Each new have one or more action that overcome it
Game play Modes
Most game offer only subset of their game play at any one time .
Each subset is game play mode
Most video games have 4-5 modes ; some have dozens
A game play mode is characterized by :
A camera model (explained later)
An interaction model (explained later)
Game play that is available in that mode
Whenever any of these changes significantly ,it’s probably a new
mode
But the definition is not rigorous
Does the player sense that something has changed?
INTRACTION MODEL
How the player interacts with game world.
Two traditional model are
Avatar based
A character or object that represent the player
Player affects the game world through Avatar
Shooter platform and driving games
Omnipresent
Player can act many places in the world
CAMERA MODEL (Perspective)
Most all game stimulate in physical space
Virtual camera looks at that space
oFirst person used with avatar based interaction model
First person shooters e.g. Half life
oThird person –i.e. over the shoulder , avatar based
Tom Raider ,modern era Mario
oSide scrolling ,top scrolling , fixed –varies
Super Nintendo Mario ,Pac-Man
oAerial (isometric , top down etc)-omnipresent
Sim City , Starcraft , FIFA- Soccer
oContext Sensitive –varies
Resider, Silent Hill
Game Structure
The Relation ship among game play mode
Some mode are entered by player action
E.g. Going to strategy menu in sports game
Some mode are entered automatically
E.g. Going into penalty kick mode in soccer game
Create a flow board to design the structure.
Core Mechanics
The Core mechanics are rules of algorithm form
They implement internal economy of the game
Internal economy govern the behavior of numeric quantities(
money ,points , health etc.)
Most game have internal economy
Exception : adventure game ,puzzle game
•They don’t use number much
Economy of first person shooter
Resource :ammunition , hit points ,Enemies
Source: found clips, medical kits , spawn points
Drains: firing weapon , being hit by enemy ,death
You have the game adjusting them
BALANCE
Different meaning in different types of game
FAIR –In a player v/s player (multiplayer game) All player must have equal chance
of winning at the start
Appropriately challenging – a player v/s environment (single player ) game must
neither too hard or too easy
It is good design practice to offer multiple difficulty level
It is hard to create multiple levels of symbolic relationship and so on..
Puzzle based and adventure game are difficult to balance
Winnable : the game must end some time.
Symmetry : everyone start the same, plays the same
Simplest way to balance PvP game
Chess , monopoly , draughts
Asymmetry :Player starts and play by different rule
Hard to balance , more interesting to play
Most of game are asymmetric.
Positive Feedback
Positive feedback occurs when a resources add the same process that
produce the resources
In games it occurs if an achievement make the next achievement
easier.
MONOPOLY is classical
example
Positive feedback prevent
stalemate
It must not give too much
advantage to the player in
lead
EARNS
REWARDSACHEVEMENTS
POWERS
CHALLENGES
Physical Coordination challenges
Speed and reaction time(Twitch games)
Accuracy and precision (Steering and shooting)
Timing and Rhythm (dance game)
Learning Special move (fighting game)
Logical Challenges (Puzzle game)
Should be based on underlying principle
Trial and error solution is a sign of bad design
Pattern recognition
Relationship among thing or pattern or behavior
Races and Time Pressure
Doing something before someone else does
Beating the clock
CHALLENGES
Factual Knowledge challenges
Found in trivia games
In all other game types, all factual knowledge should be available
inside the game
Memory challenges
Testing the player’s ability to remember something
Player can cheat by taking notes
List of time table for them to see the information.
Exploration Challenges
Locked doors and traps
Mazes and illogical or complicated, spaces
Teleporters
CHALLENGES
Conflict Challenges
Strategy ,tactic and logistic ( food, ammo)
In war games we usually abstract out logistics to reduce the burden
on the player
Survival and reduction of enemy forces
Defending vulnerable items or units
Stealth (can beat directly or indirectly)
Economic Challenges
Accumulating wealth and points
Efficient manufacturing
Achieving balance or stability in a system
Caring of living thing within a system
CHALLENGES
Lateral Thinking and Conceptual Reasoning
Understanding something new
Observation , interpretation , deduction
Match the related words : detecting games
Requires common senses or familiarity with subject
Things the Player Need to know
Where am I ?
What am I doing ?
What challenge am I facing ?
Did my choice of action succeed or fail ?
This is called feedback and is critically important
Not the same as positive feedback in mechanics
Do I have what I need to play successfully ?
Am in danger of losing the game ?
Am I making progress toward victory ?
User interface also provide emotional rewards
Indicators
Show the internal value the player need to know.
Graphics : display data on beside the main view
Audio : Pitch, volume, beat frequency
Indicator Type :
Binary : on /off , Present/ Absent , grayed out
Multi state
Traffic light shows 1 or 3 possibilities at a time
Numeric
Don’t display raw digits unless you have to.
Multi dimensional value
X, Y Position on map, color +Position ; color + size
Don’t display the data the player can already see by looking at
the game
How UI Element provide information ?
Where am I ?
Main view if game world
Maps or mini- map or radar screens
Environment sound
What am I doing ?
View of avatar , Units or other interaction mechanism
Audio feed back as buttons are pressed
What challenges am I facing ?
View of enemies , puzzles or other obstacles.
Audible sound of threats (if any )
Did my choice of action succeed or fail ?
Animation or indicators showing the result of my actions
Audio feedback indication indicate what happened ?(explosion)
How UI Element provide information ?
Where am I ?
Main view if game world
Maps or mini- map or radar screens
Environment sound
What am I doing ?
View of avatar , Units or other interaction mechanism
Audio feed back as buttons are pressed
What challenges am I facing ?
View of enemies , puzzles or other obstacles.
Audible sound of threats (if any )
Did my choice of action succeed or fail ?
Animation or indicators showing the result of my actions
Audio feedback indication indicate what happened ?(explosion)
How UI Element provide information ?
Do I have what I need to play successfully ?
Inventory
Indicators for :
Ammo, money, power-ups , spells, other resources, etc.
Am I in danger of losing the game ?
Indicators for life ,health , power , time left
Audio feedback : heartbeat ,warning signals
Am I making progress toward victory ?
Indicators for score, completion percentage ,Check points
Emotional rewards
Congratulation ,special animation ,special sound
C O N S T R U C T I N G T H E FA N TA S Y WO R L D S
Game Setting
The setting is fictional component of magic circle,
pretended world
It contribute the immersion and fantasy.
If the game play is absorbing enough , a setting is not needed
Chess and deal match FPS player ignore it
Video game setting have many dimension like physical,
temporal, environmental , esthetical , realism ,abstract v/s
representational game
THE PHYSICAL DIMENTION
TEMPORAL DIMENTION
ENVIRONMENTAL DIMENTION
EMOTIONAL DIMENTION
ETHICAL DIMENTION
REALISM
ABSTRACT GAME
REPRESENTATIONAL GAME
PHYSICAL DIMENTION
Dimensionality
2D, 2.5 D (layer 2D) ,3 D
Scale
How big is the world ?
How big are the things relative to each other ?
Boundaries
What happened at the edge of the world ?
Law of Physics
Literal, adjusted for game play or totally Bogus ?
Literal seldom works except in vehicle Sims because in other
games the controller mechanism are poor analogies for real
world
TEMPORAL DIMENTION
Is the time meaningful to the game ?
What happens if the player put down the controller ?
Time can merely cosmetics
Sun goes up and down , but the play does not change
Variable time
In the Sims , time speed up while people sleep
Analogous Time
Time goes faster for something than others.
Player adjustable time
Speed up and slow down : often seen in fight simulators
Reverse time : prince of Persia :sans of time
ENVIRONMENTAL DIMENTION
Natural surrounding
Landscape , flora , fauna ,weather
Man made surrounding
Building , vehicles ,clothing ,weapons ,furniture ,art etc
These are influenced by the culture of the world
Beliefs ,values ,social ,governmental and economic system , family
structure ,key ceremonies and rituals ,history
Level of Details
What the player can see and interact with ?
Visual and Auditory Style ( Music , Sound )
These attribute strongly maintain to tone and mood
Underlying Style v/s Style of Depiction
Depiction is stylistic filter through which view underlying style.
Clip art depiction of classical Taj MahaUnderlying style – Taj Mahal
EMOTIONAL DIMENTION
What is emotional tone of the world ?
What do you want to make player feel ?
Most game are not emotional subtle.
Emotion related “yahoo” or “damn”
Consider other also:
Jealousy ,grief ,anger ,greed ,ambition
MMORPGs are good at this because they are social.
How will you inspire these emotions ?
These questions skill test you as dramatist.
ETHICAL DIMENTION
With passive entertainment (books , film, TV )
Viewers can use their own moral judgment.
With interactive entertainment (games)
We give the player a moral compass.
Action that lead to victory are defined as good
Player must conform their morality to win
They can’t win at Call of Duty by being a pacifist.
You must make the game’s ethical system clear.
A game gets into political trouble when:
It looks like a real world but its ethics do not.
Its OK to kill aliens and robot realistically.
Its also OK to kill people unrealistic.
Abstract v/s Representational
Realism is the misnomer
No game is truly realistic
All have compromise and simplification.
Abstract Game (e.g. Packman)
Take place in unfamiliar world.
Can have a arbitrary rule
Representational game (e.g. flight Sims )
Present the world the player is familiar with.
Except player to use some common senses
Must avoid conceptual non-sequiturs
No of medical kits hidden in oil tank.
P O RT FO L I O
• http://www.dankennygamedesign.com/legends-of-
dorin.html
• http://www.designersnotebook.com/