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Wii Sports - Game Design Choices in Tennis and Baseball

Wii Sports - Game Design Choices in Tennis and Baseball

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This slideshow accompanied a talk for the Intro to Game Design at LIU Post on November 18, 2015. The game design of Nintendo's 2006 hit Wii Sports for the Nintendo Wii draws on simplicity, accessibility, and multiplayer interaction. The tennis and baseball modes give players limited control options, relying on motion controls from the Wii Remote for natural sports interaction. The design is such that inexperienced players can achieve some level of success in the games with minimal feedback while veteran players improve their skill level and swing timing. The execution of game design in Wii Sports, along with it being a pack-in title, contributed to the acceptance and success of motion controls in video game sales.

This slideshow accompanied a talk for the Intro to Game Design at LIU Post on November 18, 2015. The game design of Nintendo's 2006 hit Wii Sports for the Nintendo Wii draws on simplicity, accessibility, and multiplayer interaction. The tennis and baseball modes give players limited control options, relying on motion controls from the Wii Remote for natural sports interaction. The design is such that inexperienced players can achieve some level of success in the games with minimal feedback while veteran players improve their skill level and swing timing. The execution of game design in Wii Sports, along with it being a pack-in title, contributed to the acceptance and success of motion controls in video game sales.

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Wii Sports - Game Design Choices in Tennis and Baseball

  1. 1. Wii Sports - Game Design Choices in Tennis and Baseball ● A Presentation by Dr. Christopher Hopkins
  2. 2. Main Design Areas
  3. 3. Main Design Areas ● Simplicity – Controls – Mechanics
  4. 4. Main Design Areas ● Simplicity – Controls – Mechanics ● Accessibility – All ages – All skill levels
  5. 5. Main Design Areas ● Simplicity – Controls – Mechanics ● Accessibility – All ages – All skill levels ● Social – Casual – Competitive
  6. 6. Essence of Tennis ● What are gameplay aspects of tennis? – – – – – – – – – –
  7. 7. Essence of Tennis ● What are gameplay aspects of tennis? – Serving – Drop Shot – Indoor/Outdoor – Singles/Doubles – Crowd – – – – –
  8. 8. Essence of Tennis ● What are gameplay aspects of tennis? – Serving – Drop Shot – Indoor/Outdoor – Singles/Doubles – Crowd – Hitting – Overhead Smash – Court Type – Referee and Ball Retrievers – Grand Slam tournament
  9. 9. Essence of Tennis ● What can the player control? – Serving – Drop Shot – Indoor/Outdoor – Singles/Doubles – Crowd – Hitting – Overhead Smash – Court Type – Referee and Ball Retrievers – Grand Slam tournament
  10. 10. Essence of Tennis ● What can the player control? – Serving – Hitting – Overhead Smash – Court Type – Referee and Ball Retrievers – Grand Slam tournament
  11. 11. Essence of Tennis ● What can the player control? – Serving – Hitting
  12. 12. Tennis Mechanics ● Serving – – ● Hitting –
  13. 13. Tennis Mechanics ● Serving – Motion gestures – throw ball up, hit overhand/underhand, rocket serve – ● Hitting –
  14. 14. Tennis Mechanics ● Serving – Motion gestures – throw ball up, hit overhand/underhand, rocket serve – Controller buttons – throw ball up ● Hitting –
  15. 15. Tennis Mechanics ● Serving – Motion gestures – throw ball up, hit overhand/underhand, rocket serve – Controller buttons – throw ball up ● Hitting – Motion gestures – forehand, backhand, lob, spin, smash
  16. 16. Tennis Mechanics ● Serving – Motion gestures – throw ball up, hit overhand/underhand, rocket serve – Controller buttons – throw ball up ● Hitting – Motion gestures – forehand, backhand, lob, spin, smash
  17. 17. Why?
  18. 18. Why? ● Core gameplay – Serve, hit ball
  19. 19. Why? ● Core gameplay – Serve, hit ball ● Easy actions to map to motion controls – Serve ball, swing racquet
  20. 20. Why? ● Core gameplay – Serve, hit ball ● Easy actions to map to motion controls – Serve ball, swing racquet ● minimum action for players to feel invested (meaningful choice)
  21. 21. Essence of Baseball ● What are gameplay aspects of baseball? – – – – – – – – – – – – – – – – – –
  22. 22. Essence of Baseball ● What are gameplay aspects of baseball? – Batting – Fielding – Baserunning – Stat tracing – Weather – Stadium Design – Coaching – Player Development – Leagues – – – – – – – – –
  23. 23. Essence of Baseball ● What are gameplay aspects of baseball? – Batting – Fielding – Baserunning – Stat tracing – Weather – Stadium Design – Coaching – Player Development – Leagues – Pitching – Online – Strategy – Management – Crowds – Uniform Design – Financial Planning – Hats – Warming Up
  24. 24. Essence of Baseball ● What can the player control? – Batting – Fielding – Baserunning – Stat tracing – Weather – Stadium Design – Coaching – Player Development – Leagues – Pitching – Online – Strategy – Management – Crowds – Uniform Design – Financial Planning – Hats – Warming Up
  25. 25. Essence of Baseball ● What can the player control? – Batting – Pitching – Online – Strategy – Management – Crowds – Uniform Design – Financial Planning – Hats – Warming Up
  26. 26. Essence of Baseball ● What can the player control? – Batting – Pitching
  27. 27. Baseball Mechanics ● Pitching – – ● Batting –
  28. 28. Baseball Mechanics ● Pitching – Motion gestures – pitch speed, under/overhand – ● Batting –
  29. 29. Baseball Mechanics ● Pitching – Motion gestures – pitch speed, under/overhand – Controller buttons – pitch type, pitch direction ● Batting –
  30. 30. Baseball Mechanics ● Pitching – Motion gestures – pitch speed, under/overhand – Controller buttons – pitch type, pitch direction ● Batting – Motion gestures – swing timing
  31. 31. Baseball Mechanics ● Pitching – Motion gestures – pitch speed, under/overhand – Controller buttons – pitch type, pitch direction ● Batting – Motion gestures – swing timing
  32. 32. Why?
  33. 33. Why? ● Core gameplay – Throw ball, hit ball
  34. 34. Why? ● Core gameplay – Throw ball, hit ball ● Easy actions to map to motion controls – Throw ball, swing bat
  35. 35. Why? ● Core gameplay – Throw ball, hit ball ● Easy actions to map to motion controls – Throw ball, swing bat ● minimum action for players to feel invested (meaningful choice)
  36. 36. Where is...?
  37. 37. Where is...?
  38. 38. Where is...?
  39. 39. Where is...?
  40. 40. Where is...?
  41. 41. Questions?
  42. 42. Questions? ● Dr. Christopher Hopkins – Official Website – E-Mail

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