Principles of Game Design Squirrel Eiserloh Technical Director MumboJumbo Games [email protected] .
Principles of Game Design
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Transcript of Principles of Game Design
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Principles of Game DesignU72
PMD1: Understand the principles of game design
Date due: Monday 22/04/13
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From the Unit Spec – PMD1
GC Pass Merit Distinction
1
describe visual style and elements of gameplay used in game design with some appropriate use of subject terminology
explain visual style and elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology
critically evaluate visual style and elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly
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• The two key subcategories of this GC are:
• Visual style• Gameplay
• Note that you must show evidence of understanding all of these categories in order to achieve the GC.
PMD1 – Principles of GD
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First, be aware of the distinction between visual style and art style. While it incorporates some similar themes, such as environment and character design, there are many other issues that need to be addressed in visual design. For example:• Feedback interface
• HUD, minimap, objective indicators, status indicators etc• Perspective
• FP, TP, scrolling, context-sensitive etc• FMV
• Not the same thing as cutscenes
PMD1a – Visual Style
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Gameplay is arguably the more complicated side of GD, as there are complex mechanics to plan and balance. Some of the requirements for a well-designed game include, but are not limited to:
PMD1b - Gameplay
Interaction model• Avatar or omnipresencePlayers• SP/MP, on/offlineSetting/Theme• Physical, emotional, ethicalChallenges and rewards• Unlocks, achievements, etcActions• Jump, climb, swim, shoot
Difficulty
• High/low/custom and balancing
Win condition• Beat the boss, save the
princess etcBalance• Fairness, levelling,
matchmakingFeedback• How players know what’s
happeningStructure• Linear, open, mission hubsAddiction• Yes, it’s a real thing
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The win condition is a critical part of any game; win conditions are what give a game objectives, and more of a reason to play than…
• Make a giant phallus out of diamond blocks.• Steam sale.• Bethesda.• “ZOMG NEW MAPS AND GUNS AND ZOMBIES!”
Win Conditions
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Win Conditions
Think of three possible win conditions for these genres.
FPS RPG
RacingStrategy
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Boss fights
srs bsns
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While it’s true that certain tropes, themes and genres in games are fantastic and work well in a variety of situations, all designers should make sure they make sure that their games are creative, original and develop over time. Gaming is a relatively young medium, and still evolving at a rapid pace. According to Moore’s law, computer technology doubles in power every two years; we, as designers, artists and developers, need to make sure that we can keep up on the creative side.
Final(ish) comments
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You need to write this up as a webzine or blog article, entitled “The Principles of Game Design”.
This piece of extended writing should aim to have the same written standard as that required by any other piece of theory work, but remember the specific unit requirements.
Use the unit spec as a checklist to ensure you have covered everything that you need to.
Write-Up and examples
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The following are examples of the differences between Pass, Merit and Distinction grade writing. Use them to inform your work.
Write-Up and examples
Pass Merit ‘The graphics in this game are not great: they’re simply still images of the mountain that you are climbing. The reason for this is that it is probably cheaper to make and when the game was made the technology at the time wasn’t the best.’ ‘This game incorporates some of the strategy in mountain climbing as you have to decide how any pots, ropes and tents you want your mountaineers to carry up the mountain.’
‘As Game X was released in 1995 we would have expected graphics similar to that of Sony’s PlayStation, due to its release of that year, but the graphics used are very pixelated and lack definition. The visual style is represented in the first images we encounter which are those of two statues, which appear to be set within a temple or monastery. These images give the players a sense of realism, giving atmosphere to the Mount Everest country of Tibet. Another aspect of these images is that the Tibetan people are famous for being mountain dwellers and good climbers. So the simple visual style using realistic ethnic images allows the players to experience a more realistic game world environment.PMD1 – Principles of GD
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The following are examples of the differences between Pass, Merit and Distinction grade writing. Use them to inform your work.
Write-Up and examples
Distinction‘The game’s graphics are derived from pictures taken by (photographer name), who also was the designer and programmer for the game; the images are raster graphics of low quality, evident by the high level of pixel distortion in the games screens. The graphics display: (1) the victory condition, being the summit of the mountain, with lines and dots representing the routes available; (2) the various objective points (known as ‘camps’) which the player is required to visit and establish a camp at before continuing (in this manner the graphics are used to express the victory condition); (3) the characters, represented by purple squares; and (4) the map along with the boundaries in the form of the routes that may be taken. The interface for the game is a point and click system with menus giving the options available.’
PMD1 – Principles of GD