Designprocesser lecture1
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Transcript of Designprocesser lecture1
Petri Lankoski
Design processer för spel
Introduction to the course
Petri Lankoski
Table of Contents1. Course description and assignments (slides
3-10)
2. Game system design Game elements (slides 12-29) Hints for design (slides 30-32) References + reading list (slides 33-34)
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Learning Goals Identify and describe the design theories and design techniques
from game science, human-computer interaction and interaction design
Describe and use various creative methods to generate game ideas, choose ideas and develop them
Describe game ideas in different ways, both verbally and non-verbally, and effectively communicate and market the game concept in different contexts and for different audiences, such as for their team and for funders
Iterate design using prototyping
Describe the basic connection between the games design and mechanics, and the player's motivation
Evaluate their own and others' design work and relate to it in relation to the artifact itself, gameplay and the game in relation to society.
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Course Content Design theory and practice (All)
Game system design (All)
Narrative design & design processes for narrative design (First: all; the second and third: Designers & Artists)
Object-Oriented Analysis & Design (programmers)
Partly Problem Based Learning You are not given all answers, but problems
To solve the problems requires learning in those areas Development diary
You should provide evidence of your leaning to me!
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Course content… Narrative design assignment 1 & 2 (artist,
designers) (G)
Object-Oriented Analysis & Design assignment (programmers) (G)
3 Design iterations (G)
Playable game prototype demonstrating core mechanics, visual style, and storytelling (G,VG)
Development diary (G,VG)
Being present at sprint reviews and retrospectives (G)
You continue with this project at the Level Design course if your project is ready enough
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OOD & AProgrammers
Read Read McLaughlin, Police & West, Head first object-oriented analysis & design, pp. 1–144 & 577.
By Thu, April 28, 10 o’clock
You should be able to describe the concepts: Class diagram Requirement Scenario
You should be able to describe why OOD&A
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Narrative Design Assignments will be introduced at Narrative
Design lectures
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Design Iterations & Prototype Wed, Mar 13 – Thu, Mar 14
Core mechanic: Collection Chance(luck) element
Visual style: Line art (black and white)
Tue, Mar 19 – Mon, Mar 25
Final design: Choose one design (design 1–3)
and create playable digital prototype of the game that demonstrate the core mechanics, visual style, and story-telling approach.
Mon, Mar 11 – Tue, Mar 12
Core mechanic: Exploration territorial acquisition
Visual style: Monochrome
Fri, Mar 15 – Mon, Mar 18
Core mechanic: Racing Puzzle
Visual style: 6 colours (select)
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Note on Level DesignYou continue with this game in Level Design
course If the design is ready enough
Ready enough means I can playtest the core mechanics by playing your
prototype Your prototype demonstrates look and feel I understand your storytelling approach by playing
your prototype The storytelling is implementable within Level
Design course
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Development diary An entry per day during the
project What where you working on? What was the goal of the work? What theories or methods did
you use? Did you reach your design
goals Did you make compromises
(due technical or limited resources)?
What problems did you have? How did you solve the
problems? What did you learn? Is there something else worth
to mention?
These questions are to help you to write an entry No need to answer all the
questions each day, but to write on entry based on the relevant ones You might have learnt
something at one day You might have solved a
problem at another day
Should show evidence that you have gain understanding in areas defined by learning goals
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Game System Design
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What Games are?
Chess
Space Invaders
Doom
Flower
Sim City
War Hammer 40 000
September 12
GraveyardSims
World of Warcraft
Eve Online
Heavy Rain
Poker
Table-top RPGs
Cow Clicker
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What Games Are?There are prototypical games
Tetris, Chess, Space Invaders,… Understanding what make these things tick help
you to understand game design
BUT going out from the box might produce something very interesting Sim City, Little people, Sims Graveyard, Every day the same dream
However, if a game is too novel, players do not get it
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What games are about Meaningful decisions
Twitch skill
Puzzle solving
Challenges
Learning to play
Mastering the game
In other words
That the players’ actions and choices have an impact In the game To the players’ emotions
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What is game design?Creating rules or game systems
Creating goals for players that
Creating content Not always purely game design But content and game design are always linked
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Why Theories?What are your building blocks?
How the building blocks relate to each other?
What are the consequences of your design?
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Game Autopsy Components
Game environment
Actions What a player(s) can do Verbs
Mechanics
Goals
Game State
Game View
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Components Components are something that can
manipulate or owned Components-of-self Components-of-system Components-of-other
Components in Chess Components-of-self
Pieces that I move Components-of-other
Pieces that the other player moves Components-of-system
Does not have
Chessboard: Klin, ILA-BOY, Beao, en.wikipedia.org/wiki/File:Chess_board_blank.svg
Components-of-self
Components-of-other
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Game EnvironmentArea where the game take place
Area can be Field as in Soccer, Ice Hockey, Basket ball Game board as in Chess, Backgammon Screen as in Space Invaders, Game world as in Elder Scrolls Designed or randomly generated,
But no clearly defined environment Shadow Cities Geocaching
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ActionsWhat players do when they play game
Actions can be expressed as verbs Shoot, hide, sneak, drive
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Game StateAll information that can change during the
gameplay and that is needed to construct a situation in a specific moment
Consists of All components, their positions, values Who's turn it is (in turn-based multiplayer) Possible previous game states when the previous
states influence the current state
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Game State examplesPoker
Cards in hands Discarded cards Bot Who’s turn it is What is the stage in the game
Tetris The position and rotation of falling blog Blogs on the ground Score Level
Poker: image by Todd Klassy, en.wikipedia.org/wiki/File:Holdem.jpg
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Game View What kind of view a player
have to the game state
Perfect Information The game state is fully
visible to a player of to all players
E.g., Chess
Imperfect Information The game state is partly
hidden E.g., Poker
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Mechanics game system, algorithms or rules,
The core of game
Mechanics defines how game behaves
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GoalsWhat is the goal of playing
What is needed to win the game
Victory conditions / conditions for loosing game
Important for motivating play
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Dynamics Patterns that happens when the game system is
motion, in use
Approximately the same as Gameplay
Same dynamics in (among other dynamics) Bridge Trump Spades Core mechanics is trick-taking
Same core mechanics -> similar dynamics But dynamics depends on implementation and
other mechanics in the game
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Core Mechanics Chase or evade
Trading
Racing
Not exhaustive list
These are commonly used
Very useful
Territorial acquisition
Prediction
Spatial reasoning
Survival
Destruction
Building / Resource management
Collection
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Core MechanicsTetris
Spatial reasoning
Settlers of Catan, Carcassonne Building/Resource management + Trading
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ThemeA game can have a theme
Visual theme vs narrative theme
Example Ico is a game about a boy who get captured
because he is different to others and he needs to escape
Not all games have a theme Poker Tetris
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Where to Start? What this game is about?
How do I play? Verbs
How do I complete the game/How do I win? Goals
What challenges I face? Obstacles, enemies
What are the things I need to do to reach the goals?
Why I do want to play?
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Work with the Limitations Game design is about working with limitations
Limitations are not negative thing Limitations force you to be creative!
Set limitations for the design Our game should contain
A core mechanics, a design pattern, etc. E.g., territorial acquisition, ROLE-REVERSAL, one-button
control Our game should not contain
Limit away the most obvious direction E.g., No shooting
The style of the game is E.g., Dali-like, cute animals, pop art, wild west + magic
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Some Tricks to Overcome Designers Block Kill a rule, remove a feature
Limit or unlimit a resource
Take one random design patterns from Björk & Holopainen and add that to the game
Change a value in the game system or in rules Multiply or dive by two
Change the visual theme or narrative theme Try something very different to the current one
Test the design after a change to get a fresh perspective
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ReferencesBrathwaite & Schreiber, 2008, Challenges for
game designers. Charles River Media, chapters 1-2
Järvinen, 2008, Games without frontiers, Tampere University Press, chapter 4.
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Reading for the Project Brathwaite & Schreiber:
Change/luck: pp., 69–74 Puzzle: pp., 40–50
Exploration as puzzle: p., 47
Strategy: pp., 83–91 Territorial acquisition
Twitch skill: pp. 99–102 Racing
Schell: The art of game design Change/luck, pp., 153–169 Puzzle: pp., 208–219
Carson: Environmental Storytelling http://www.gamasutra.com/view/
feature/3186/environmental_storytelling_.php
http://www.gamasutra.com/view/feature/131593/environmental_storytelling_part_.php