CGMB345 Game Design Genre-Specific Game Design Issues.

111
CGMB345 Game Design Genre-Specific Game Genre-Specific Game Design Issues Design Issues

Transcript of CGMB345 Game Design Genre-Specific Game Design Issues.

Page 1: CGMB345 Game Design Genre-Specific Game Design Issues.

CGMB345 Game Design

Genre-Specific Game Genre-Specific Game Design IssuesDesign Issues

Page 2: CGMB345 Game Design Genre-Specific Game Design Issues.

22

CG

MB

345

Gam

e D

esig

n

Action GamesAction Games

Keeping the player moving and Keeping the player moving and involved.involved.

Important skills - hand-eye Important skills - hand-eye coordination and quick reflexes.coordination and quick reflexes.

Deep thinking is less required.Deep thinking is less required. Action-adventure - puzzle solving Action-adventure - puzzle solving

abilities.abilities. Action games benefit from tactical or Action games benefit from tactical or

strategic thinking abilities.strategic thinking abilities.

Page 3: CGMB345 Game Design Genre-Specific Game Design Issues.

33

CG

MB

345

Gam

e D

esig

n

Action GamesAction Games

Pac-Man(Maze)

Metal Slug(Shooter)

Mario 64(Platform)

UT2004(FPS)

Page 4: CGMB345 Game Design Genre-Specific Game Design Issues.

44

CG

MB

345

Gam

e D

esig

n

Action Games:Action Games:Point of ViewPoint of View Having a good point of view is crucial.Having a good point of view is crucial.

Player should see the action well in order to Player should see the action well in order to respond to it.respond to it.

Typically have a choice of first or third Typically have a choice of first or third person.person.

First-person:First-person: Faster paced and more immersive, but Faster paced and more immersive, but

cannot easily “identify” with the character.cannot easily “identify” with the character. Third-person:Third-person:

Good for action-adventure games - better Good for action-adventure games - better see the character as he or she is being see the character as he or she is being controlled.controlled.

Better identify with character, important if Better identify with character, important if emphasis in the game is placed on the main emphasis in the game is placed on the main character (e.g. Lara Croft, Mario, …).character (e.g. Lara Croft, Mario, …).

Page 5: CGMB345 Game Design Genre-Specific Game Design Issues.

55

CG

MB

345

Gam

e D

esig

n

Action Games:Action Games:Point of ViewPoint of View

Screen shot from Splinter Cell. A very impressive game, but some peoplefound they spent as much time moving the viewpoint as moving

their character.

Page 6: CGMB345 Game Design Genre-Specific Game Design Issues.

66

CG

MB

345

Gam

e D

esig

n

Action Games:Action Games:Point of ViewPoint of View

Screen shot from Dino Crisis 3. The action in this game is prettyintense … it’s a shame that the horrible camera angles prevent you

from seeing most of it though!

Page 7: CGMB345 Game Design Genre-Specific Game Design Issues.

77

CG

MB

345

Gam

e D

esig

n

Action Games:Action Games:Level DesignLevel Design Good level design is crucial.Good level design is crucial.

Visually appealing and functional, not Visually appealing and functional, not sacrificing the speed of action just for sacrificing the speed of action just for looks.looks.

Reflect the story behind the game.Reflect the story behind the game. Well structured and able to regulate the Well structured and able to regulate the

flow of action in the game.flow of action in the game. Often it is careful balancing act.Often it is careful balancing act. More on level design later!More on level design later!

Page 8: CGMB345 Game Design Genre-Specific Game Design Issues.

88

CG

MB

345

Gam

e D

esig

n

Action Games:Action Games:WeaponsWeapons Weapons are often an important Weapons are often an important

part.part. Appropriate to the setting.Appropriate to the setting. Interesting characteristics that Interesting characteristics that

encourage players to use them.encourage players to use them. Be well balanced.Be well balanced. Synchronized with the difficulty of Synchronized with the difficulty of

opponents faced in the game.opponents faced in the game. Accompanied by good special effects, Accompanied by good special effects,

both in terms of graphics and sound.both in terms of graphics and sound.

Page 9: CGMB345 Game Design Genre-Specific Game Design Issues.

99

CG

MB

345

Gam

e D

esig

n

Action Games:Action Games:WeaponsWeapons

Screen shot of Potty Pigeon. With a name like Potty Pigeon,you just know what your weapon against those cars is going to be …

Page 10: CGMB345 Game Design Genre-Specific Game Design Issues.

1010

CG

MB

345

Gam

e D

esig

n

Action Games:Action Games:WeaponsWeapons

Screen shot from Unreal Tournament 2003. There is nothing quitelike the feeling of carrying around a weapon that fires miniature nuclear

warheads. A very cool weapon.

Page 11: CGMB345 Game Design Genre-Specific Game Design Issues.

1111

CG

MB

345

Gam

e D

esig

n

Action Games:Action Games:WeaponsWeapons

Screen shot from Armed & Dangerous. This game had some really uniqueand interesting weapons. What’s not to like about a land shark gun?

Page 12: CGMB345 Game Design Genre-Specific Game Design Issues.

1212

CG

MB

345

Gam

e D

esig

n

Action Games:Action Games:The Game EngineThe Game Engine Build your own, or license one from a Build your own, or license one from a

developer or middleware provider?developer or middleware provider? Building your own …Building your own …

Get exactly the features and functionality you Get exactly the features and functionality you need for your game.need for your game.

Costly in time and money to develop.Costly in time and money to develop. Licensing an engine …Licensing an engine …

Usually cheaper than developing your own, Usually cheaper than developing your own, and you don’t lose time in the process.and you don’t lose time in the process.

Often get lots of features, some you don’t Often get lots of features, some you don’t need.need.

Page 13: CGMB345 Game Design Genre-Specific Game Design Issues.

1313

CG

MB

345

Gam

e D

esig

n

Action Games:Action Games:The Game EngineThe Game Engine

Screen shot from Crytek’s Cryengine game engine editor.

Page 14: CGMB345 Game Design Genre-Specific Game Design Issues.

1414

CG

MB

345

Gam

e D

esig

n

Action Games:Action Games:The Game EngineThe Game Engine

Screen shots and movies from Epic’s Unreal 3 engine.

Page 15: CGMB345 Game Design Genre-Specific Game Design Issues.

1515

CG

MB

345

Gam

e D

esig

n

Action Games:Action Games:The Game EngineThe Game Engine Issues to consider in choosing an Issues to consider in choosing an

engine to license:engine to license: Ease of use.Ease of use. Cross-platform capabilities.Cross-platform capabilities. Look-and-feel.Look-and-feel. Support.Support. Availability.Availability. Extendibility.Extendibility. Cost.Cost.

Page 16: CGMB345 Game Design Genre-Specific Game Design Issues.

1616

CG

MB

345

Gam

e D

esig

n

Role-Playing GamesRole-Playing Games

These games revolve around These games revolve around characters, story, and combat.characters, story, and combat. Make sure these elements are done right!Make sure these elements are done right!

Take place in large expansive worlds.Take place in large expansive worlds. Frequently played over dozens or even Frequently played over dozens or even

hundreds of hours.hundreds of hours. Players spend a lot of time playing, Players spend a lot of time playing,

important that things like the user important that things like the user interface are done very well.interface are done very well.

Page 17: CGMB345 Game Design Genre-Specific Game Design Issues.

1717

CG

MB

345

Gam

e D

esig

n

Role-Playing Games Role-Playing Games (RPGs)(RPGs)

Fable

Star Wars KOTOR II Paper Mario: The Thousand Year Door

Final Fantasy X Fable

Page 18: CGMB345 Game Design Genre-Specific Game Design Issues.

1818

CG

MB

345

Gam

e D

esig

n

Role-Playing Games: Role-Playing Games: Character GrowthCharacter Growth Characters should begin weak and Characters should begin weak and

vulnerable.vulnerable. Gain strength and abilities via encounters and Gain strength and abilities via encounters and

alliances.alliances. In the end, they able to handle any villain.In the end, they able to handle any villain.

Players should have choices.Players should have choices. What attributes their characters possess.What attributes their characters possess. Must be limits on their choices to ensure Must be limits on their choices to ensure

balance in the game.balance in the game. Players should also be able to choose to let Players should also be able to choose to let

the game do all of this for them.the game do all of this for them. Players - personally attached to their Players - personally attached to their

characters.characters.

Page 19: CGMB345 Game Design Genre-Specific Game Design Issues.

1919

CG

MB

345

Gam

e D

esig

n

Role-Playing Games: Role-Playing Games: Character GrowthCharacter Growth

Screen shot from The Tales of Trolls and Treasures, an open source RPGproject. This is a shot of a character/party generator screen.

Page 20: CGMB345 Game Design Genre-Specific Game Design Issues.

2020

CG

MB

345

Gam

e D

esig

n

Role-Playing Games:Role-Playing Games:StatisticsStatistics Statistics play a critical role in this genre.Statistics play a critical role in this genre.

The attributes of each game element must be The attributes of each game element must be specified, as well as its interactions with other specified, as well as its interactions with other elements.elements.

Players like this aspect of the game - Players like this aspect of the game - micromanage everything.micromanage everything. Others get into the action and adventure, and Others get into the action and adventure, and

skip over the micromanagement.skip over the micromanagement. Allow both styles of play.Allow both styles of play.

Statistics - heart of this kind of game, but Statistics - heart of this kind of game, but hide them in the player doesn’t want to hide them in the player doesn’t want to be involved with them.be involved with them.

Page 21: CGMB345 Game Design Genre-Specific Game Design Issues.

2121

CG

MB

345

Gam

e D

esig

n

Role-Playing Games:Role-Playing Games:StatisticsStatistics

Screen shot from Final Fantasy X-2. Statistics can be as simpleas hit points or magic points, but can also be more detailed and complex.

Page 22: CGMB345 Game Design Genre-Specific Game Design Issues.

2222

CG

MB

345

Gam

e D

esig

n

Role-Playing Games:Role-Playing Games:StoryStory The story in an RPG is important.The story in an RPG is important.

Story is delivered and told through a series of Story is delivered and told through a series of quests or missions.quests or missions.

Explore the world and learn more about its Explore the world and learn more about its inhabitants.inhabitants.

Should the story be linear or nonlinear?Should the story be linear or nonlinear? Small number or cluster of quests or missions Small number or cluster of quests or missions

at a time.at a time. Player has a choice in how the story unfolds, Player has a choice in how the story unfolds,

but isn’t overwhelmed by too many choices.but isn’t overwhelmed by too many choices. Have several immediate goals, one or two Have several immediate goals, one or two

midterm goals, and one final goal.midterm goals, and one final goal.

Page 23: CGMB345 Game Design Genre-Specific Game Design Issues.

2323

CG

MB

345

Gam

e D

esig

n

Role-Playing Games:Role-Playing Games:StoryStory

Screen shot from Final Fantasy X-2. The Final Fantasy series hasalways been known for its elaborate and interesting story lines.

Page 24: CGMB345 Game Design Genre-Specific Game Design Issues.

2424

CG

MB

345

Gam

e D

esig

n

Role-Playing Games:Role-Playing Games:CombatCombat Combat plays a key role in RPGs.Combat plays a key role in RPGs.

Interface should handles encounters Interface should handles encounters gracefully and gives player a feeling of gracefully and gives player a feeling of control.control.

Give the player a chance to make Give the player a chance to make meaningful choices in combat situations.meaningful choices in combat situations.

Give them the chance to learn and Give them the chance to learn and master combat.master combat.

The first hour of gameplay is the most The first hour of gameplay is the most crucial … if hard to learn and player killed crucial … if hard to learn and player killed again and again - player frustrated and again and again - player frustrated and give up.give up.

Page 25: CGMB345 Game Design Genre-Specific Game Design Issues.

2525

CG

MB

345

Gam

e D

esig

n

Role-Playing Games:Role-Playing Games:CombatCombat

Screen shot from Dungeons & Dragons: Heroes. This is anaction-RPG with some interesting combat and magic systems.

Page 26: CGMB345 Game Design Genre-Specific Game Design Issues.

2626

CG

MB

345

Gam

e D

esig

n

Adventure GamesAdventure Games

Adventure games are primarily Adventure games are primarily defined defined by - their story and puzzle elements.by - their story and puzzle elements.

If either one is done poorly, the If either one is done poorly, the game game will suffer greatly as a result.will suffer greatly as a result.

Page 27: CGMB345 Game Design Genre-Specific Game Design Issues.

2727

CG

MB

345

Gam

e D

esig

n

Adventure GamesAdventure Games

Zork I (TextAdventure)

Tomb Raider (Action-Adventure)

Myst V: End of Ages (Graphical Adventure)

Page 28: CGMB345 Game Design Genre-Specific Game Design Issues.

2828

CG

MB

345

Gam

e D

esig

n

Adventure Games:Adventure Games:StoryStory Need to have a good story.Need to have a good story. Game designer to decides the story Game designer to decides the story

is.is. Decide what the story is about and Decide what the story is about and

build the player’s activities.build the player’s activities. Create interesting people, in interesting Create interesting people, in interesting

places, doing interesting things.places, doing interesting things.

Page 29: CGMB345 Game Design Genre-Specific Game Design Issues.

2929

CG

MB

345

Gam

e D

esig

n

Adventure Games:Adventure Games:StoryStory

Screen shot from the Legend of Zelda: The Ocarina of Time. It has a veryinteresting story that unfolds as you progress through this action-adventure.

Page 30: CGMB345 Game Design Genre-Specific Game Design Issues.

3030

CG

MB

345

Gam

e D

esig

n

Adventure Games:Adventure Games:PuzzlesPuzzles After the story is developed, place obstacles After the story is developed, place obstacles

between the player and their goals.between the player and their goals. Obstacles are puzzles.Obstacles are puzzles. Must flow naturally from the setting and story.Must flow naturally from the setting and story.

A good puzzle - provides a pleasant, A good puzzle - provides a pleasant, temporary frustration that leads to that temporary frustration that leads to that moment of inspiration when the puzzle is moment of inspiration when the puzzle is solved.solved.

A bad puzzle - leaves the player angry, A bad puzzle - leaves the player angry, resentful, frustrated, and distrustful of the resentful, frustrated, and distrustful of the game and its designer.game and its designer.

Page 31: CGMB345 Game Design Genre-Specific Game Design Issues.

3131

CG

MB

345

Gam

e D

esig

n

Adventure Games:Adventure Games:PuzzlesPuzzles

Screen shot from Indiana Jones and the Emperor’s Tomb. This action-adventure has many puzzles to solve, including when to use Indy’s

trademark whip to get to that unreachable platform.

Page 32: CGMB345 Game Design Genre-Specific Game Design Issues.

3232

CG

MB

345

Gam

e D

esig

n

Adventure Games:Adventure Games:PuzzlesPuzzles Some quick tips on puzzle design:Some quick tips on puzzle design:

Be appropriate to the setting. Be Be appropriate to the setting. Be reasonable for the obstacle to be there, reasonable for the obstacle to be there, and when it is solved, the player should and when it is solved, the player should know why the solution worked.know why the solution worked.

Puzzle ideas can be derived from the Puzzle ideas can be derived from the villain of the story villain of the story

The puzzles must make sense - player The puzzles must make sense - player should have enough clues in advance to should have enough clues in advance to solve them.solve them.

It is a storytelling opportunity. Each It is a storytelling opportunity. Each puzzle should somehow advance the story.puzzle should somehow advance the story.

Page 33: CGMB345 Game Design Genre-Specific Game Design Issues.

3333

CG

MB

345

Gam

e D

esig

n

Adventure Games:Adventure Games:InterfaceInterface The interface must be kept simple.The interface must be kept simple.

Player should do as much as possible with a Player should do as much as possible with a minimum amount of effort.minimum amount of effort.

Interface with basic functionality than one Interface with basic functionality than one that has many features that is harder to use.that has many features that is harder to use.

Keep in mind the things the player will Keep in mind the things the player will need to do in solving the puzzles to need to do in solving the puzzles to advance the story along. advance the story along. Exploration, communicating with other Exploration, communicating with other

characters, examining the environment, characters, examining the environment, object-on-object interactions, using inventory, object-on-object interactions, using inventory, and so on.and so on.

Page 34: CGMB345 Game Design Genre-Specific Game Design Issues.

3434

CG

MB

345

Gam

e D

esig

n

Adventure Games:Adventure Games:InterfaceInterface

Screen shot from Prince of Persia: The Sands of Time. This action-adventuregame has a simple interface that does not get in the way of either the

fighting or puzzle sequences.

Page 35: CGMB345 Game Design Genre-Specific Game Design Issues.

3535

CG

MB

345

Gam

e D

esig

nAdventure Games:Adventure Games:Linearity vs. Linearity vs. NonlinearityNonlinearity Players should be able to make Players should be able to make

meaningful choices.meaningful choices. Too many choices, however, cause Too many choices, however, cause

player to get lost.player to get lost. A good solution is to design a linear A good solution is to design a linear

series of open environments.series of open environments. Player has many activities that can be Player has many activities that can be

pursued in any order.pursued in any order. When done, the designer closes off the area, When done, the designer closes off the area,

does some storytelling, and moves to the does some storytelling, and moves to the next area.next area.

Page 36: CGMB345 Game Design Genre-Specific Game Design Issues.

3636

CG

MB

345

Gam

e D

esig

nAdventure Games:Adventure Games:Linearity vs. Linearity vs. NonlinearityNonlinearity

Screen shot from Evil Dead: A Fistful of Boomstick. This game has manytasks in each open level, managed by a “to-do list”. There is some linearity between tasks to maintain the story line, but the player has a lot of choice.

Page 37: CGMB345 Game Design Genre-Specific Game Design Issues.

3737

CG

MB

345

Gam

e D

esig

n

Adventure Games:Adventure Games:ExplorationExploration Players are curious … they should be Players are curious … they should be

given the chance to explore the game given the chance to explore the game world, within the confines of the story.world, within the confines of the story.

Do not give total access to everything at Do not give total access to everything at once.once. It can be overwhelming and they could get It can be overwhelming and they could get

lost.lost. It leaves nothing left as a surprise to explore.It leaves nothing left as a surprise to explore.

Use access to new places asUse access to new places as Reward for completing puzzles and Reward for completing puzzles and To show the user that progress is being made.To show the user that progress is being made.

Page 38: CGMB345 Game Design Genre-Specific Game Design Issues.

3838

CG

MB

345

Gam

e D

esig

n

Adventure Games:Adventure Games:ExplorationExploration

Screen shot from Zork I. Perhaps nowhere else is more explorationpossible in a game than a good old fashioned text adventure.

Page 39: CGMB345 Game Design Genre-Specific Game Design Issues.

3939

CG

MB

345

Gam

e D

esig

n

Strategy GamesStrategy Games

Balance is key to strategy games.Balance is key to strategy games. Unless exact symmetry is being used, this will Unless exact symmetry is being used, this will

require thousands of hours of play testing.require thousands of hours of play testing. There will likely be a continuous loop of playing, There will likely be a continuous loop of playing,

tweaking, more playing, more tweaking, and so tweaking, more playing, more tweaking, and so on.on.

Have a playable version of the game early to Have a playable version of the game early to permit play balancing.permit play balancing.

This balance applies to everything, including This balance applies to everything, including strategies and approaches used in the game.strategies and approaches used in the game. If one strategy always succeeds against all If one strategy always succeeds against all

others, the game will cease being fun to play.others, the game will cease being fun to play.

Page 40: CGMB345 Game Design Genre-Specific Game Design Issues.

4040

CG

MB

345

Gam

e D

esig

n

Strategy GamesStrategy Games

Starcraft

Command and Conquer Rome: Total War

Full Spectrum Warrior

Age of Empires III

Page 41: CGMB345 Game Design Genre-Specific Game Design Issues.

4141

CG

MB

345

Gam

e D

esig

n

Strategy Games:Strategy Games:ResourcesResources The amount of raw material must be The amount of raw material must be

balanced.balanced. Too much, and players will never have to make Too much, and players will never have to make

hard decisions about it.hard decisions about it. Too little, and players will worry too much about Too little, and players will worry too much about

this aspect of the game, and not enjoy it.this aspect of the game, and not enjoy it. Spread throughout the environment to Spread throughout the environment to

ensure each player has reasonable access to ensure each player has reasonable access to the resources.the resources.

Rate of resource consumption and unit Rate of resource consumption and unit production must be balanced across players production must be balanced across players and units.and units.

Page 42: CGMB345 Game Design Genre-Specific Game Design Issues.

4242

CG

MB

345

Gam

e D

esig

n

Strategy Games:Strategy Games:ResourcesResources

Images from Warcraft III. The peasant, peon, acolyte, and wisp are thebasic resource collectors/builders of the different races of the game. Thepeasant and peon are more traditional gatherers and builders, collecting

the gold and lumber resources for their teams and constructing buildings. Theacolyte and wisp rely on magic and summoning to put a different spin on

the whole resource collection and building process.

Page 43: CGMB345 Game Design Genre-Specific Game Design Issues.

4343

CG

MB

345

Gam

e D

esig

n

Strategy Games:Strategy Games:TeamsTeams Many earlier strategy games have Many earlier strategy games have

two teams of opposing forces, but two teams of opposing forces, but more modern ones tend to have more modern ones tend to have more.more.

Each team in the game must have Each team in the game must have an equal chance to win.an equal chance to win.

A good strategy player should be A good strategy player should be able to lead any side to victory - able to lead any side to victory - teams must be well balanced.teams must be well balanced.

Page 44: CGMB345 Game Design Genre-Specific Game Design Issues.

4444

CG

MB

345

Gam

e D

esig

n

Strategy Games:Strategy Games:TeamsTeams

Screen shot from Warcraft III. This game featured four different races,all of which were well-balanced against the other.

Page 45: CGMB345 Game Design Genre-Specific Game Design Issues.

4545

CG

MB

345

Gam

e D

esig

n

Strategy Games:Strategy Games:Units and WeaponsUnits and Weapons Weapon and unit strength is important.Weapon and unit strength is important.

All using the same weapon, it is likely too All using the same weapon, it is likely too strong - be made less effective.strong - be made less effective.

One is always ignored - it should be made One is always ignored - it should be made better.better.

Distinguishing characteristics, both Distinguishing characteristics, both visually and functionally.visually and functionally.

The same units and weapons should not The same units and weapons should not be given to all sides.be given to all sides. Each side should have a defensive weapon Each side should have a defensive weapon Helps to maintain balance in the game.Helps to maintain balance in the game.

Page 46: CGMB345 Game Design Genre-Specific Game Design Issues.

4646

CG

MB

345

Gam

e D

esig

n

Strategy Games:Strategy Games:Units and WeaponsUnits and Weapons

Image from Warcraft III. This is a picture of the Meat Wagon, a unitof the Undead race. It can collect corpses from the field of battle and

store them for future reanimation, or can use its Meat-A-Pult™ to fling themback at the enemy. This is a good siege weapon, but is open to up-close

melee attacks, or attacks from the air. Like all Blizzard games, the units inWarcraft III are unique and well-balanced.

Page 47: CGMB345 Game Design Genre-Specific Game Design Issues.

4747

CG

MB

345

Gam

e D

esig

n

Strategy Games:Strategy Games:Realism vs. FunRealism vs. Fun Fun overrides realism.Fun overrides realism. Even though units in a game often Even though units in a game often

have real-world counterparts, it have real-world counterparts, it might be more fun or better might be more fun or better balanced to have slightly different balanced to have slightly different behaviour.behaviour.

Start with the real world in defining Start with the real world in defining such behaviour, but ultimately, the such behaviour, but ultimately, the game must be fun!game must be fun!

Page 48: CGMB345 Game Design Genre-Specific Game Design Issues.

4848

CG

MB

345

Gam

e D

esig

n

Strategy Games:Strategy Games:Realism vs. FunRealism vs. Fun

Screen shot from Starcraft. Siege tanks have some interesting characteristicsthat make their use more fun and interesting, even if they are not as

realistic or behave the same as real-world tanks.

Page 49: CGMB345 Game Design Genre-Specific Game Design Issues.

4949

CG

MB

345

Gam

e D

esig

n

Strategy Games:Strategy Games:Artificial IntelligenceArtificial Intelligence Artificial intelligence in strategy games is Artificial intelligence in strategy games is

important.important. If the computer always takes the same If the computer always takes the same

strategy or makes the same choices, the strategy or makes the same choices, the game will soon cease to be fun.game will soon cease to be fun.

It can be difficult to balance the difficulty of It can be difficult to balance the difficulty of the game … the computer should neither be the game … the computer should neither be too easy or too difficult to defeat.too easy or too difficult to defeat.

Game designers must be clear on what Game designers must be clear on what behaviour is appropriate in certain game behaviour is appropriate in certain game situations.situations. A certain amount of randomness is good too!A certain amount of randomness is good too!

Page 50: CGMB345 Game Design Genre-Specific Game Design Issues.

5050

CG

MB

345

Gam

e D

esig

n

Strategy Games:Strategy Games:Artificial IntelligenceArtificial Intelligence

Screen shot from Warcraft II. When playing multiplayer games against the AI,there was little variation in the AI’s tactics. Consequently, the game in this

mode was usually easy to beat, once the pattern was identified.

Page 51: CGMB345 Game Design Genre-Specific Game Design Issues.

5151

CG

MB

345

Gam

e D

esig

n

Strategy Games:Strategy Games:TestingTesting Since balance is critically important Since balance is critically important

to strategy games, so is testing.to strategy games, so is testing. An improperly balanced strategy game An improperly balanced strategy game

ceases to be fun quickly.ceases to be fun quickly. Inside testing is crucial.Inside testing is crucial. If resources exist to support it, open If resources exist to support it, open

beta testing with real end users can beta testing with real end users can be incredibly useful as well.be incredibly useful as well.

The more testing, the better!The more testing, the better!

Page 52: CGMB345 Game Design Genre-Specific Game Design Issues.

5252

CG

MB

345

Gam

e D

esig

n

Strategy Games:Strategy Games:MissionsMissions Organize each mission around a single Organize each mission around a single

premise.premise. Variety is important … change the themes Variety is important … change the themes

and structure of missions throughout the and structure of missions throughout the game.game.

Quality is also more important than quantity.Quality is also more important than quantity. It is better to have fewer missions that are well It is better to have fewer missions that are well

done with a lot of variety than lots of missions done with a lot of variety than lots of missions where the players keep doing the same things where the players keep doing the same things over and over again, and gets bored as a result.over and over again, and gets bored as a result.

Make sure the player understands the Make sure the player understands the objectives of each mission.objectives of each mission. A cut scene is good at doing this.A cut scene is good at doing this.

Page 53: CGMB345 Game Design Genre-Specific Game Design Issues.

5353

CG

MB

345

Gam

e D

esig

n

Strategy Games:Strategy Games:MissionsMissions

Screen shot from Warcraft III. A quest is assigned. There are a widevariety of missions and quests in the game, most of which are quite

entertaining.

Page 54: CGMB345 Game Design Genre-Specific Game Design Issues.

5454

CG

MB

345

Gam

e D

esig

n

SimulationsSimulations

Require a substantial amount of Require a substantial amount of depth.depth. Research is required in developing Research is required in developing

simulations.simulations. Focus on one piece of equipment or Focus on one piece of equipment or

activity and emphasize on the activity and emphasize on the experience it need to provide.experience it need to provide. If you do not capture this well, your If you do not capture this well, your

simulation is in big trouble.simulation is in big trouble.

Page 55: CGMB345 Game Design Genre-Specific Game Design Issues.

5555

CG

MB

345

Gam

e D

esig

n

SimulationsSimulations

Microsoft Flight SimulatorGran Turismo 4

Page 56: CGMB345 Game Design Genre-Specific Game Design Issues.

5656

CG

MB

345

Gam

e D

esig

n

Simulations:Simulations:Hard-Core vs. CasualHard-Core vs. Casual Tune the reality of your game according to Tune the reality of your game according to

audience.audience. For the hard-core …For the hard-core …

No detail is too small to get right.No detail is too small to get right. Accurate physics model.Accurate physics model. Close to real life as possible.Close to real life as possible.

For the casual gamer …For the casual gamer … They want to get in and go with minimal fuss.They want to get in and go with minimal fuss. They want simplifications, in controls and They want simplifications, in controls and

elsewhere.elsewhere. They should be able to have some measure of They should be able to have some measure of

immediate success; total mastery should immediate success; total mastery should require knowing the finer points of the game.require knowing the finer points of the game.

Page 57: CGMB345 Game Design Genre-Specific Game Design Issues.

5757

CG

MB

345

Gam

e D

esig

n

Simulations:Simulations:Hard-Core vs. CasualHard-Core vs. Casual

Screen shot from X-Plane, showing lift and drag vectors calculated inreal time. This game has a devoted community of flight enthusiasts and

developers who are striving to make it the most realistic flight simulator ever. In fact, flight characteristics are calculated in real time from aircraft design

data, not static tables like Microsoft’s Flight Simulator.

Page 58: CGMB345 Game Design Genre-Specific Game Design Issues.

5858

CG

MB

345

Gam

e D

esig

n

Simulations:Simulations:Hard-Core vs. CasualHard-Core vs. Casual

Screen shot from World Racing. Even the most casual gamer won’t forgivethe lack of realism in this game. The planes, helicopters, trees, and people in

this game can all be driven through!

Page 59: CGMB345 Game Design Genre-Specific Game Design Issues.

5959

CG

MB

345

Gam

e D

esig

n

Simulations:Simulations:Hard-Core vs. CasualHard-Core vs. Casual

Screen shot from Big Rigs: Over the Road Racing. Not to be outdone byWorld Racing, this takes realism in this genre to a new low.

Page 60: CGMB345 Game Design Genre-Specific Game Design Issues.

6060

CG

MB

345

Gam

e D

esig

n

Simulations:Simulations:InterfaceInterface More functionality, more complex More functionality, more complex

the interface becomes.the interface becomes. Interface should be kept as simple Interface should be kept as simple

as possible, however.as possible, however. Lot of controls and options, but the Lot of controls and options, but the

interface should still look clean.interface should still look clean. Interface is cluttered, game will Interface is cluttered, game will

become difficult to use.become difficult to use.

Page 61: CGMB345 Game Design Genre-Specific Game Design Issues.

6161

CG

MB

345

Gam

e D

esig

n

Simulations:Simulations:InterfaceInterface

Picture of Microsoft Flight Simulator on 9 computers and 13 monitors.Wideview software was used to split the game image. Such a nice interface

that the player even needed a seatbelt to be strapped in place!

Page 62: CGMB345 Game Design Genre-Specific Game Design Issues.

6262

CG

MB

345

Gam

e D

esig

n

Simulations:Simulations:InterfaceInterface

Picture of the Real Virtual Car. Not to be outdone, racing fans have builta racing simulator in a Renault Megane, complete with steering wheel,

pedals, a gear shifter, and gauges that work!

Page 63: CGMB345 Game Design Genre-Specific Game Design Issues.

6363

CG

MB

345

Gam

e D

esig

n

Simulations:Simulations:Keep it FunKeep it Fun Whether the simulation is hard-core or Whether the simulation is hard-core or

casual, it cannot afford to be boring!casual, it cannot afford to be boring! Not just about operating the machinery Not just about operating the machinery

or equipment being simulated.or equipment being simulated. Must still have something interesting to Must still have something interesting to

do in the game.do in the game. Entertain the player.Entertain the player.

Use audio, visual, and tactile feedback to Use audio, visual, and tactile feedback to engage of the player’s senses to engage of the player’s senses to immerse the player in the simulation immerse the player in the simulation experience.experience.

Page 64: CGMB345 Game Design Genre-Specific Game Design Issues.

6464

CG

MB

345

Gam

e D

esig

n

Sports GamesSports Games

Play sports games - fans of the Play sports games - fans of the sport.sport.

Well versed in the rules of the game, Well versed in the rules of the game, its history, current athletes.its history, current athletes.

Good portrayal of the sport in your Good portrayal of the sport in your game, game, or they will notice it and will not be or they will notice it and will not be pleased otherwise.pleased otherwise.

Page 65: CGMB345 Game Design Genre-Specific Game Design Issues.

6565

CG

MB

345

Gam

e D

esig

n

Sports GamesSports Games

Salt Lake 2002NHL 2006

Tony Hawk’s American Wasteland Madden NFL 2006

Page 66: CGMB345 Game Design Genre-Specific Game Design Issues.

6666

CG

MB

345

Gam

e D

esig

n

Sports Games:Sports Games:Know the GameKnow the Game Important - rules and traditions of Important - rules and traditions of

the sport done right.the sport done right. Consult the official rule book and use it Consult the official rule book and use it

frequently.frequently. Check the history books and follow Check the history books and follow

them.them. Let the players change the rules!Let the players change the rules!

Customize the rules or turn off rules Customize the rules or turn off rules that they do not want.that they do not want.

Page 67: CGMB345 Game Design Genre-Specific Game Design Issues.

6767

CG

MB

345

Gam

e D

esig

n

Sports Games:Sports Games:Know the GameKnow the Game

Screen shot from High Heat Major League Baseball 2004. Not exactly known asthe best baseball game, this game frequently assigns retired player numbersto other game players. For example, on the Yankees, Todd Zeile was given Mickey Mantle's retired number (#7). Fans of the game were not amused.

Page 68: CGMB345 Game Design Genre-Specific Game Design Issues.

6868

CG

MB

345

Gam

e D

esig

n

Sports Games:Sports Games:The Meta-GameThe Meta-Game Sport is not just played on the field Sport is not just played on the field

… but also played from the bench … but also played from the bench and in the front office.and in the front office. Coaching decisions.Coaching decisions. Management decisions.Management decisions. Owner decisions.Owner decisions.

Nice to have all of these features in Nice to have all of these features in a game.a game. If not included, make sure that the user If not included, make sure that the user

knows this from the box.knows this from the box.

Page 69: CGMB345 Game Design Genre-Specific Game Design Issues.

6969

CG

MB

345

Gam

e D

esig

n

Sports Games:Sports Games:The Meta-GameThe Meta-Game

Screen shot from Madden NFL 2006. This Madden series of football gameshas long had a good collection of meta-game features.

Page 70: CGMB345 Game Design Genre-Specific Game Design Issues.

7070

CG

MB

345

Gam

e D

esig

n

Sports Games:Sports Games:LicensesLicenses The whole genre is filled with licensing The whole genre is filled with licensing

issues. You need written permission to issues. You need written permission to use:use: Different stadiums, tracks, and other Different stadiums, tracks, and other

venuesvenues Team names, logos, uniform design, …Team names, logos, uniform design, … Player names, likenesses, signature Player names, likenesses, signature

moves, …moves, … Licenses cost money and must be Licenses cost money and must be

cleared by both budget and legal staff.cleared by both budget and legal staff.

Page 71: CGMB345 Game Design Genre-Specific Game Design Issues.

7171

CG

MB

345

Gam

e D

esig

n

Sports Games:Sports Games:LicensesLicenses

Box art from NHL 2006. The circled part in the corner are the officiallogos for the NHL league and players’ association. Without approval

from these two organizations, your hockey game will not get far!

Page 72: CGMB345 Game Design Genre-Specific Game Design Issues.

7272

CG

MB

345

Gam

e D

esig

n

Sports Games:Sports Games:The LookThe Look Sports games lead all other genres in the Sports games lead all other genres in the

realistic depiction of human motion.realistic depiction of human motion. Incorporate motion capture into your design, Incorporate motion capture into your design,

schedule, and budget.schedule, and budget. Managing the camera is also complex.Managing the camera is also complex.

Focus on a single part, at times encompass Focus on a single part, at times encompass the entire field of play.the entire field of play.

Player must be able to see all of the action Player must be able to see all of the action needed at the time!needed at the time!

Special visuals enhance your game -Special visuals enhance your game -environment conditions, sweat, hair environment conditions, sweat, hair motion, player attitude, and so on.motion, player attitude, and so on.

Page 73: CGMB345 Game Design Genre-Specific Game Design Issues.

7373

CG

MB

345

Gam

e D

esig

n

Sports Games:Sports Games:The LookThe Look

Screen shot from NBA Live 2004. For the first time, EA Sports went for a five player team motion capture, to grab all players’ activities at once. This allowed

team responses, shifts, rotations, and reactions to events. Apparently, theresult was the best looking basketball game ever, according to many reviews.

Page 74: CGMB345 Game Design Genre-Specific Game Design Issues.

7474

CG

MB

345

Gam

e D

esig

n

Sports Games:Sports Games:Features and InterfaceFeatures and Interface Simple interface and well tuned to the Simple interface and well tuned to the

sport being played.sport being played. Let players update statistics, rosters, Let players update statistics, rosters,

and perhaps import their own data into and perhaps import their own data into the game.the game.

Include real-word ambience in the Include real-word ambience in the game.game. Stadium and arena music, spectator noise Stadium and arena music, spectator noise

and activities, and so on.and activities, and so on. This will entertain and captivate the player.This will entertain and captivate the player.

Page 75: CGMB345 Game Design Genre-Specific Game Design Issues.

7575

CG

MB

345

Gam

e D

esig

n

Sports Games:Sports Games:Features and InterfaceFeatures and Interface

Screen shot from FIFA 2006. The fan noises, singing, and other stadiumambience makes you feel like you are part of a real soccer game, and

not just a video game.

Page 76: CGMB345 Game Design Genre-Specific Game Design Issues.

7676

CG

MB

345

Gam

e D

esig

n

Fighting GamesFighting Games

Usually simple and direct, yet they can be Usually simple and direct, yet they can be very engaging.very engaging. The goal is create quick bursts of swift and The goal is create quick bursts of swift and

intense action.intense action. The characters and their moves must be The characters and their moves must be

well balanced.well balanced. If one is unstoppable, everyone will play him.If one is unstoppable, everyone will play him. If another is too weak, no one will.If another is too weak, no one will. Either is evidence of poor game design.Either is evidence of poor game design.

Manage the damage inflicted by the Manage the damage inflicted by the characters on each other.characters on each other. Fights should neither be too short nor too Fights should neither be too short nor too

long.long.

Page 77: CGMB345 Game Design Genre-Specific Game Design Issues.

7777

CG

MB

345

Gam

e D

esig

n

Fighting GamesFighting Games

Mortal Kombat Deadly Alliance

Virtua Fighter 4

Tekken 4

Soul Calibur III

Dead or Alive 4

Page 78: CGMB345 Game Design Genre-Specific Game Design Issues.

7878

CG

MB

345

Gam

e D

esig

n

Fighting Games:Fighting Games:VisualsVisuals Visuals in fighting games are Visuals in fighting games are

important.important. The focus is tight (on the two fighters, and The focus is tight (on the two fighters, and

the portion of the arena they are fighting the portion of the arena they are fighting in) - so they better look good!in) - so they better look good!

Character have a unique look and Character have a unique look and distinctive moves that are interesting to distinctive moves that are interesting to watch.watch.

Animations be smooth.Animations be smooth. Pay attention to weapons and special Pay attention to weapons and special

audio and graphical effects.audio and graphical effects. They add a lot of impact to the game.They add a lot of impact to the game.

Page 79: CGMB345 Game Design Genre-Specific Game Design Issues.

7979

CG

MB

345

Gam

e D

esig

n

Fighting Games:Fighting Games:VisualsVisuals

Screen shot from Dead or Alive 4. This has some of the best visualsever seen in a fighting game. You can tell a lot of time and attention

went into producing them!

Page 80: CGMB345 Game Design Genre-Specific Game Design Issues.

8080

CG

MB

345

Gam

e D

esig

n

Fighting Games:Fighting Games:MovesMoves The player should start with a set of The player should start with a set of

easy-to-learn moves.easy-to-learn moves. Punches, kicks, and blocks.Punches, kicks, and blocks. Walking, running, ducking, and jumping.Walking, running, ducking, and jumping.

Character have special moves that Character have special moves that are learned over time and through are learned over time and through practice.practice. Individual moves or combinations.Individual moves or combinations. Finishing moves and signature moves.Finishing moves and signature moves.

Page 81: CGMB345 Game Design Genre-Specific Game Design Issues.

8181

CG

MB

345

Gam

e D

esig

n

Fighting Games:Fighting Games:MovesMoves

Screen shot from Mortal Kombat Deadly Alliance. Yup. That lookslike a fatality to me!

Page 82: CGMB345 Game Design Genre-Specific Game Design Issues.

8282

CG

MB

345

Gam

e D

esig

n

Fighting Games:Fighting Games:The Right DifficultyThe Right Difficulty Important - get the right level of difficulty Important - get the right level of difficulty

into a fighting game.into a fighting game. First attempt, just about any player should be First attempt, just about any player should be

able to defeat the first opponent able to defeat the first opponent Should not be able to get very far until they Should not be able to get very far until they

hone their skills and timing and master more hone their skills and timing and master more complex moves.complex moves.

If a game is too hard - players If a game is too hard - players discouraged from playing it. discouraged from playing it.

If it is too easy (no challenge or replay If it is too easy (no challenge or replay value) - they won’t want to play it either.value) - they won’t want to play it either.

Page 83: CGMB345 Game Design Genre-Specific Game Design Issues.

8383

CG

MB

345

Gam

e D

esig

n

Fighting Games:Fighting Games:The Right DifficultyThe Right Difficulty

Screen shot from Kakuto Chojin. This fighting game for the Xbox is ridiculouslyeasy. On your first try, you can beat every opponent without losing a single

match. Trust me … I’ve done it myself!

Page 84: CGMB345 Game Design Genre-Specific Game Design Issues.

8484

CG

MB

345

Gam

e D

esig

n

Fighting Games:Fighting Games:The Right DifficultyThe Right Difficulty

Screen shot of Tao Feng: Fist of the Lotus. On the other end of the spectrum,this game is often criticized as being way too difficult. Even seasoned players

can have a lot of trouble getting past the first opponent.

Page 85: CGMB345 Game Design Genre-Specific Game Design Issues.

8585

CG

MB

345

Gam

e D

esig

n

Casual GamesCasual Games

These tend not to be very deep games.These tend not to be very deep games. Casual games are often played in short Casual games are often played in short

bursts.bursts. On a lunch hour, or break for example.On a lunch hour, or break for example. The player wants to get in, have quick fun, The player wants to get in, have quick fun,

and get out as easily as possible.and get out as easily as possible. A simple and clean interface.A simple and clean interface.

They do not want to be encumbered to play.They do not want to be encumbered to play. If adaptation of a real-world game, it stick If adaptation of a real-world game, it stick

to rules, allowing for player to rules, allowing for player customizations as well.customizations as well.

Licensing may also be an issue.Licensing may also be an issue.

Page 86: CGMB345 Game Design Genre-Specific Game Design Issues.

8686

CG

MB

345

Gam

e D

esig

n

Casual GamesCasual Games

Who Wants to be a Millionaire?

Minesweeper Solitaire

Page 87: CGMB345 Game Design Genre-Specific Game Design Issues.

8787

CG

MB

345

Gam

e D

esig

n

God GamesGod Games

You must design a compelling activity You must design a compelling activity that is fun for the player, without that is fun for the player, without forcing a lot of direction on them.forcing a lot of direction on them.

Some important tips:Some important tips: Huge variety of interesting building Huge variety of interesting building

blocks to use - if world-building game.blocks to use - if world-building game. Easy to keep track of everything in the Easy to keep track of everything in the

game. Simple interface, and let the game. Simple interface, and let the player zoom in for detail, or out for the player zoom in for detail, or out for the big picture.big picture.

Page 88: CGMB345 Game Design Genre-Specific Game Design Issues.

8888

CG

MB

345

Gam

e D

esig

n

God GamesGod Games

The Sims 2

Rollercoaster Tycoon

Black & White 2

Page 89: CGMB345 Game Design Genre-Specific Game Design Issues.

8989

CG

MB

345

Gam

e D

esig

n

God Games:God Games:More TipsMore Tips More tips:More tips:

Interface allow player easily jump around the Interface allow player easily jump around the game world.game world.

Graphics should allow the user to easily Graphics should allow the user to easily distinguish between units and convey status distinguish between units and convey status information.information.

The heart of the game is a complex set of The heart of the game is a complex set of interrelated rules and subsystems that interrelated rules and subsystems that determine how the computer reacts to the determine how the computer reacts to the player.player.

Instant feedback on all activities.Instant feedback on all activities. Occasional disasters.Occasional disasters. If the game is real-time, let the player vary the If the game is real-time, let the player vary the

speed of events in the game.speed of events in the game.

Page 90: CGMB345 Game Design Genre-Specific Game Design Issues.

9090

CG

MB

345

Gam

e D

esig

n

Educational GamesEducational Games

Goal - teach a specific body of knowledge Goal - teach a specific body of knowledge to the player.to the player. You must know what this is at the start and You must know what this is at the start and

build the game around it, and not the other build the game around it, and not the other way around!way around!

Some tips:Some tips: Clear goals for the player.Clear goals for the player. Consult curriculum documents in designing Consult curriculum documents in designing

the content of the game.the content of the game. Targeting the game is important - background Targeting the game is important - background

knowledge of the player and level of maturity.knowledge of the player and level of maturity.

Page 91: CGMB345 Game Design Genre-Specific Game Design Issues.

9191

CG

MB

345

Gam

e D

esig

n

Educational GamesEducational Games

Disney Learning Adventure

Reader Rabbit Carmen Sandiego

Page 92: CGMB345 Game Design Genre-Specific Game Design Issues.

9292

CG

MB

345

Gam

e D

esig

n

Educational Games:Educational Games:More TipsMore Tips More tips:More tips:

Interactivity is vital to children. Interactivity is vital to children. The interface must be simple and The interface must be simple and

clean. clean. Engage emotions and wrap educational Engage emotions and wrap educational

content into goal-oriented behaviour.content into goal-oriented behaviour. Reward and encourage the player Reward and encourage the player

often.often. Be sure to avoid inappropriate content.Be sure to avoid inappropriate content.

Page 93: CGMB345 Game Design Genre-Specific Game Design Issues.

9393

CG

MB

345

Gam

e D

esig

n

Educational Games:Educational Games:More TipsMore Tips

Screen shot from Typing of the Dead. Based on House of the Dead II, thisgame can serve as a nice typing tutor. Definitely not for children though!

An interesting concept, and a surprisingly fun game.

Page 94: CGMB345 Game Design Genre-Specific Game Design Issues.

9494

CG

MB

345

Gam

e D

esig

n

Puzzle GamesPuzzle Games

Creating a puzzle that appeals to a wide Creating a puzzle that appeals to a wide audience.audience. Start with the kind of puzzle you like - people Start with the kind of puzzle you like - people

have different tastes.have different tastes. Your goal is to not make the player feel Your goal is to not make the player feel

stupid.stupid. Your goal is to provide a challenge, and to help Your goal is to provide a challenge, and to help

the player overcome the challenge.the player overcome the challenge. Provide a range of difficulties in the Provide a range of difficulties in the

puzzle(s), some simple ones and incredibly puzzle(s), some simple ones and incredibly difficult ones for the expert player.difficult ones for the expert player.

Page 95: CGMB345 Game Design Genre-Specific Game Design Issues.

9595

CG

MB

345

Gam

e D

esig

n

Puzzle GamesPuzzle Games

TetrisLumines

The Incredible MachineZoo Keeper

Page 96: CGMB345 Game Design Genre-Specific Game Design Issues.

9696

CG

MB

345

Gam

e D

esig

n

Serious GamesSerious Games

Serious games are still games, and so Serious games are still games, and so they share many of the same design they share many of the same design considerations.considerations.

Goal is no longer entertainment, there Goal is no longer entertainment, there are some differences as well to keep are some differences as well to keep in mind.in mind. ““Don’t try and peel the icing off the video Don’t try and peel the icing off the video

game cake and lay it over the liver of game cake and lay it over the liver of learning and expect it to taste the same.”learning and expect it to taste the same.”

- David Thomas, of Buzzcut.com - David Thomas, of Buzzcut.com

Page 97: CGMB345 Game Design Genre-Specific Game Design Issues.

9797

CG

MB

345

Gam

e D

esig

n

Serious GamesSerious Games

Screenshots from example serious games from the Serious Games Summit

Page 98: CGMB345 Game Design Genre-Specific Game Design Issues.

9898

CG

MB

345

Gam

e D

esig

n

Serious Games:Serious Games:Reality Trumps Fun?Reality Trumps Fun? Entertainment games, fun overrides Entertainment games, fun overrides

reality.reality. Serious games, realism should win Serious games, realism should win

out over fun.out over fun. Precise, real-world effects might be of Precise, real-world effects might be of

overwhelming importance, particularly overwhelming importance, particularly in military, health, and emergency in military, health, and emergency response applications where lives are response applications where lives are at stake.at stake.

Page 99: CGMB345 Game Design Genre-Specific Game Design Issues.

9999

CG

MB

345

Gam

e D

esig

n

Serious Games:Serious Games:Reality Trumps Fun?Reality Trumps Fun?

Screen shot from Hazmat: Hotzone. In a serious game like this, you wantreality over fun, or else you could have dire consequences in the real world.

Page 100: CGMB345 Game Design Genre-Specific Game Design Issues.

100100

CG

MB

345

Gam

e D

esig

n

Serious Games:Serious Games:Assumptions to AvoidAssumptions to Avoid The latest and greatest hardware is The latest and greatest hardware is

available to players of the game.available to players of the game. This might be true for entertainment This might be true for entertainment

games dominated by the hard core, but games dominated by the hard core, but bad assumption for serious games.bad assumption for serious games.

Some serious games will require the Some serious games will require the latest and greatest in hardware, but it latest and greatest in hardware, but it is bad to assume it will be available for is bad to assume it will be available for all serious games.all serious games.

Page 101: CGMB345 Game Design Genre-Specific Game Design Issues.

101101

CG

MB

345

Gam

e D

esig

n

Serious Games:Serious Games:Assumptions to AvoidAssumptions to Avoid Players have prior gameplay Players have prior gameplay

experience.experience. True in entertainment, but in serious True in entertainment, but in serious

applications a lot of users will have applications a lot of users will have little or no gameplay experience.little or no gameplay experience.

Interfaces and other assumptions must Interfaces and other assumptions must be re-examined - to ensure that games be re-examined - to ensure that games remain accessible to the target remain accessible to the target audience.audience.

Page 102: CGMB345 Game Design Genre-Specific Game Design Issues.

102102

CG

MB

345

Gam

e D

esig

n

Serious Games:Serious Games:Assumptions to AvoidAssumptions to Avoid

Screen shot from Hazmat: Hotzone. The interface is kept simpleto assist non gamers in playing the game.

Page 103: CGMB345 Game Design Genre-Specific Game Design Issues.

103103

CG

MB

345

Gam

e D

esig

n

Serious Games:Serious Games:Assumptions to AvoidAssumptions to Avoid Bigger is better.Bigger is better.

Entertainment games, players play for Entertainment games, players play for fun, and so provide as much fun. fun, and so provide as much fun.

Serious game, the intent must be kept Serious game, the intent must be kept in mind and addressed.in mind and addressed. Stay focused on the objectives of the game.Stay focused on the objectives of the game. Avoid complicating the experience.Avoid complicating the experience. Attempting to capture too much in a Attempting to capture too much in a

simulation will lead to schedule misses and simulation will lead to schedule misses and cost overruns.cost overruns.

Page 104: CGMB345 Game Design Genre-Specific Game Design Issues.

104104

CG

MB

345

Gam

e D

esig

n

Serious Games:Serious Games:Assumptions to AvoidAssumptions to Avoid Provide short-cuts to fun.Provide short-cuts to fun.

Entertainment games, shortcuts are a Entertainment games, shortcuts are a good thing to get players into fun quicker:good thing to get players into fun quicker:

Includes the use of randomness, time Includes the use of randomness, time compression, process simplification, headache compression, process simplification, headache removal, and perfect communication.removal, and perfect communication.

All of these short-cuts, however, introduce All of these short-cuts, however, introduce deviations from reality, with potentially deviations from reality, with potentially harmful consequences depending on the harmful consequences depending on the nature of the serious game and its overall nature of the serious game and its overall objectives.objectives.

Page 105: CGMB345 Game Design Genre-Specific Game Design Issues.

105105

CG

MB

345

Gam

e D

esig

n

Serious Games:Serious Games:Assumptions to AvoidAssumptions to Avoid

Screen shot from Desert Rats vs. Afrika Korps. Military strategy games like this one have to employ several short-cuts to keep the game flowing nicely.

Such short-cuts in a real military simulation could be bad though.

Page 106: CGMB345 Game Design Genre-Specific Game Design Issues.

106106

CG

MB

345

Gam

e D

esig

n

Serious Games:Serious Games:Other ConsiderationsOther Considerations Testing and progression tracking Testing and progression tracking

tends to be important to serious tends to be important to serious games.games. Are the game players getting what they Are the game players getting what they

should be getting out of the game?should be getting out of the game? Does the serious game integrate well Does the serious game integrate well

within the environment in which it is within the environment in which it is going to be used?going to be used? They should assist existing processes (for They should assist existing processes (for

education, training, and so on), and not education, training, and so on), and not replace them.replace them.

Page 107: CGMB345 Game Design Genre-Specific Game Design Issues.

107107

CG

MB

345

Gam

e D

esig

n

Serious Games:Serious Games:Other ConsiderationsOther Considerations How do you get players to playHow do you get players to play

serious games?serious games? Ideally, players should want to play Ideally, players should want to play

without being compelled to play by their without being compelled to play by their teachers, parents, employers, and so on.teachers, parents, employers, and so on.

Want to focus on intrinsic motivations, Want to focus on intrinsic motivations, not just extrinsic motivations!not just extrinsic motivations!

Usually, this requires relating the Usually, this requires relating the experience to the player and their world, experience to the player and their world, and show how this can positively affect and show how this can positively affect their lives.their lives.

Page 108: CGMB345 Game Design Genre-Specific Game Design Issues.

108108

CG

MB

345

Gam

e D

esig

n

Online GamesOnline Games

Almost any kind of game can also be Almost any kind of game can also be online if it allows network play.online if it allows network play. Consult the design issues for other Consult the design issues for other

genres as necessary.genres as necessary. How will money be made from the How will money be made from the

game?game? Selling game units?Selling game units? Selling subscriptions to the game?Selling subscriptions to the game? Pay per play or per hour?Pay per play or per hour? Advertisements? (More likely on web-Advertisements? (More likely on web-

based games)based games)

Page 109: CGMB345 Game Design Genre-Specific Game Design Issues.

109109

CG

MB

345

Gam

e D

esig

n

Online GamesOnline Games

Dark Age of Camelot

Ultima OnlineEverquest II

World of Warcraft

City of Heroes

Page 110: CGMB345 Game Design Genre-Specific Game Design Issues.

110110

CG

MB

345

Gam

e D

esig

n

Online Games:Online Games:Stick to the RulesStick to the Rules Everyone in an online game sticks to the Everyone in an online game sticks to the

game rules.game rules. This not only includes the players, but the This not only includes the players, but the

provider of the game service.provider of the game service. Violating the game rules has several Violating the game rules has several

negative effects on the game:negative effects on the game: It breaks the immersive experience being It breaks the immersive experience being

developed and nurtured in the game.developed and nurtured in the game. It removes faith that players had in the game It removes faith that players had in the game

to behave according to expectations.to behave according to expectations. It just is not fair. Plain and simple.It just is not fair. Plain and simple.

Page 111: CGMB345 Game Design Genre-Specific Game Design Issues.

111111

CG

MB

345

Gam

e D

esig

n

Online Games:Online Games:Network ServicesNetwork Services Would like it to seem as if all players are Would like it to seem as if all players are

playing on the local system.playing on the local system. Must reduce lag or latency effects.Must reduce lag or latency effects. If it affects gameplay, it is an issue. If not, you If it affects gameplay, it is an issue. If not, you

may be able to ignore it.may be able to ignore it. The game must also allow drop-outs and The game must also allow drop-outs and

drop-ins as much as possible.drop-ins as much as possible. You must also consider the other services You must also consider the other services

offered with the game.offered with the game. Updates, new content, player matching, Updates, new content, player matching,

community services, multiple distributed community services, multiple distributed services, and so on.services, and so on.