Fundamentals of Game Design Chapter 4: Continued SE 3GB3 Chris Harrington 11-Feb-13.
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Transcript of Fundamentals of Game Design Chapter 4: Continued SE 3GB3 Chris Harrington 11-Feb-13.
![Page 1: Fundamentals of Game Design Chapter 4: Continued SE 3GB3 Chris Harrington 11-Feb-13.](https://reader030.fdocuments.us/reader030/viewer/2022032702/56649cd55503460f9499c871/html5/thumbnails/1.jpg)
Fundamentals of Game DesignChapter 4: Continued
SE 3GB3Chris Harrington
11-Feb-13
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Outline
• The Dimensions of a Game World– The Physical Dimension– The Temporal Dimension– The Environmental Dimension– The Emotional Dimension– The Ethical Dimension
• Realism• Summary
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The Dimensions of a Game World
• Many different properties
• Two Categories for the Properties– Quantitative (ex Size.)– Qualitative (ex Mood.)
• Related properties are the Dimensions
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Physical Dimension
• Spatial Dimensionality• Scale• Boundaries
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Spatial Dimensionality
• 2D• 2.5D• 3D• 4D
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Scale
• Scale refers to both the absolute size of the physical space represented, as measured in units
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Boundaries
• A line that marks the limits of an area; a dividing line.
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The Temporal Dimension
• Variable Time• Anomalous Time• Letting the
Player Adjust time
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The Environmental Dimension
• Cultural Context• Physical Surrondings• Detail• Defining a Style• Overused Settings• Sources of Inspiration
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The Emotional Design
• Influencing the Players Feelings
• Limitations of Fun• You cant Paint Emotion
by Numbers
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Design Rule: Avoid Implausible Extremes
• Don’t make your game about the fate of the world if you are serious about producing emotional resonance with your audience; the fate of the world is too big to grasp. Make your game about the fate of people instead.
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The Ethical Dimension
• Moral Decision-Making• Violence in
video games
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Moral Decision Making
• Simple Ethics: Clobber the bad guys, protect the good
• Preachy material can be off putting
• Difficult decisions are at the heart of good story telling
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The Peculiar Morality of America’s Army
• Teaches how real soldiers are meant to fight in two ways
• Players must act in conformance of the actual disciplinary requirements
• Both Sides see them selves as US soldiers (perspective)
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Violence in Video Games
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Realism
•Simplification of the real world•Can have realistic graphics but unrealistic physics•Let R rep. Realism• 0 <= R < 1
(cannot equal 1, no game can be entirely realistic)
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The End(of Chapter 4)
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Bibliography • Adams, Ernest. Fundamentals of Game Design. Berkeley, CA : New Riders,
September 14, 2009• Pictures
– http://cdn2-b.examiner.com/sites/default/files/styles/image_content_width/hash/49/26/victory_6.jpg
– http://static.ddmcdn.com/gif/video-game-violence-2.jpg– http://www.ithp.org/articles/violentvideogames.html – http://fable.wikia.com/wiki/Fable– http://www.examiner.com/images/blog/replicate/EXID55249/images/a14dg4(1).jpg– http://varungenius.files.wordpress.com/2012/03/right-and-wrong-decisions1.jpg– http://neuronarrative.files.wordpress.com/2009/11/emotion.jpg– http://richtaveras.com/static/media/uploads/zinnia/time-warp.jpg