Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 10: Core Mechanics.

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Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 10: Core Mechanics

Transcript of Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 10: Core Mechanics.

Page 1: Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 10: Core Mechanics.

Fundamentals of Game Design, 2nd Edition

by Ernest Adams

Chapter 10: Core Mechanics

Page 2: Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 10: Core Mechanics.

Chapter 10 Core Mechanics 2© 2009 by Pearson Education, Inc.

Objectives

Explain the functions of the core mechanics in a game

Describe the key components—resources, entities, attributes, and mechanics—that define how a game works

Explain how a game’s internal economy controls the way resources and entities are produced, consumed, and exchanged by sources, drains, converters, and traders

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Chapter 10 Core Mechanics 3© 2009 by Pearson Education, Inc.

Objectives (Cont.)

Discuss how the core mechanics implement both challenges and player actions to manage gameplay

Know how to design the core mechanics of a game by writing specifications to document the entities and the functioning of the mechanics

Understand how to use random numbers in a game, and test with Monte Carlo simulation

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What Are the Core Mechanics?

Core mechanics consist of algorithms and data that precisely define the rules Implementation of mechanics varies as project

goes through design process Player does not experience core mechanics

directly The game engine is the part of the software

that implements the game’s rules

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What Are the Core Mechanics? (Cont.) Functions of the core mechanics in operation

Operate the internal economy Present active challenges Accept player’s actions and determine their

consequences Detect victory, loss, and the termination conditions Operate the AI of nonplayer characters Switch the game from mode to mode Transmit triggers to the storytelling engine

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What Are the Core Mechanics? (Cont.) Real-time games versus turn-based games

In a real-time game, many mechanics are processes that operate continuously

In a turn-based game, mechanics compute the effects of the player’s actions after each turn

Core mechanics and level design Design should specify how challenges work in

general but not which challenges each level will contain

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Key Concepts

A resource is a type of object or material that can move or exchange within the game Resources are handled as numeric quantities Core mechanics define how resources are used

or traded and how they enter and leave the game Note: resources are not objects but types of

objects “Pencils” are a resource “This pencil” or “these 3 pencils” are entities

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Chapter 10 Core Mechanics 8© 2009 by Pearson Education, Inc.

Key Concepts (Cont.)

An entity is an instance of a resource or the state of some element of the game world A simple entity is defined by one datum

E.g. Points scored in a basketball game A compound entity is defined by multiple attributes

A character in a role-playing game has many attributes A unique entity occurs when the game world

contains only one entity of a specific type A football in a football game is a unique entity – there is

only ever one in play. It is compound because it has several attributes: position, velocity, and spin

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Chapter 10 Core Mechanics 9© 2009 by Pearson Education, Inc.

Key Concepts (Cont.)

Mechanics document how the game world and everything in it behaves States the relationships among entities A global mechanic operates throughout the game Identifies the events and processes that take

place among the resources and entities Tracks the conditions that trigger events and

processes

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Chapter 10 Core Mechanics 10© 2009 by Pearson Education, Inc.

Key Concepts (Cont.)

Numeric and symbolic relationships A numeric relationship between entities is defined

in terms of numbers and arithmetic operations The values of symbolic entities can’t be added or

manipulated mathematically You must define how symbolic entities change state Symbolic entities can control mathematical operations

on other numeric entities

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Entity Examples

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The Internal Economy

A source is a mechanic that defines the way that a resource or entity comes into the game world The “Go” square in Monopoly is a source that

produces money according to certain rules Sources can produce resources automatically or

when started by the player Sources can be global mechanics Sources can be limited or unlimited

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The Internal Economy (Cont.)

Drains remove resources from the game Converters turn a resource into a different

type of resource Traders change the ownership of resources Production mechanisms make a resource

available to players

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The Internal Economy (Cont.)

Resources can be tangible or intangible Tangible resources possess physical properties Intangible resources do not occupy space or

require transportation In a feedback loop, a production mechanism

requires some of the resource that the mechanism itself produces Not a problem unless the system runs out of the

resource—this produces deadlock

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The Internal Economy (Cont.)

Two production mechanisms that require each other’s output as inputs are mutually dependent

In static equilibrium, the amount of resources produced and consumed remains the same

In dynamic equilibrium, the amount of resources produced and consumed fluctuates cyclically

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Core Mechanics and Gameplay

Core mechanics present challenges to the player and accept actions from the player Core mechanics implement the mechanisms to

operate challenges Core mechanics perform tests to see if a

challenge has been surmounted Passive challenges (such as static obstacles) do

not require mechanics to operate Active challenges require mechanics that

implement their activity

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Core Mechanics and Gameplay (Cont.) Actions and the core mechanics

Actions available to a player normally do not change much from level to level

Player actions trigger mechanics Complicated actions may involve manipulation or

storage of data In this case you must create both an event mechanic

that implements the action and an entity that stores the data

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Designing the Core Mechanics

Goals of core mechanics design Keep it simple and elegant Create generalized systems from patterns Use iterative refinement

Don’t try to get everything perfect on paper Build a prototype, test it, and refine the results

Discuss with programmers the level of detail they need in your documentation

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Designing the Core Mechanics (Cont.) Revisit earlier design work on the project to

identify entities and mechanics Nouns in design documents will probably be

implemented as entities or resources or both Verbs are actions that will be implemented as

mechanics “If” and “when” statements identify conditions that

trigger and control mechanics

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Designing the Core Mechanics (Cont.) List the entities and resources

Does a noun describe a resource or an entity? If an entity, is the entity simple or compound? If a compound entity, what attributes describe it?

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Designing the Core Mechanics (Cont.) Add the mechanics

Remember that mechanics consist of relationships, events, processes, and conditions

Think about your resources Study your entities Analyze challenges and actions Look for global mechanics

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Random Numbers and the Gaussian Curve For pseudo-random numbers, a seed

generates the sequence of random numbers produced by the algorithm

In uniform distribution, the chance of getting any number equals the chance of getting any other number

Sometimes you want certain events to be rare and others to be common – for this use non-uniform distributions of random numbers

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Random Numbers and the Gaussian Curve (Cont.) To generate non-uniform random numbers,

generate multiple uniform ones and add them together Adding 3 six-sided dice produces non-uniform

values between 3 and 18. 10 and 11 are common, but 3 and 18 are very

rare Using nonuniform distribution creates a

Gaussian curve

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Monte Carlo Simulation

A means of testing a complex mechanic to see how it performs in different conditions

Simulate your mechanic hundreds or thousands of times with different random values in the entities it works with

Analyze the results to see if the mechanic is performing the way you expect

Often you can do this in a spreadsheet

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Chapter 10 Core Mechanics 25© 2009 by Pearson Education, Inc.

Summary

You should now understand How core mechanics function How to identify resources, entities, and mechanics How to manage the internal economy How core mechanics affect gameplay How to convert your early design into mechanics How to generate random numbers The use of Monte Carlo simulation