Software Game Design Issues

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Software Game Design Issues Peter L. Jackson School of O.R. and I.E. Cornell University

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Software Game Design Issues. Peter L. Jackson School of O.R. and I.E. Cornell University. What makes for a good game?. Fast, fun, and understandable Pleasing to the eye and to the touch Competitive: nontrivial but not impossible Social: stimulates interaction - PowerPoint PPT Presentation

Transcript of Software Game Design Issues

Page 1: Software Game Design Issues

Software Game Design Issues

Software Game Design Issues

Peter L. JacksonSchool of O.R. and I.E.

Cornell University

Page 2: Software Game Design Issues

What makes for a good game?What makes for a good game?• Fast, fun, and understandable• Pleasing to the eye and to the touch• Competitive: nontrivial but not

impossible• Social: stimulates interaction• Relevant: connects with the real world• Skill-building: not pure chance or

autoplay

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OverviewOverview

• Evolution of game software elements: a personal history• Examples from 7 games

• Towards a data-driven game interface• Network game architecture• Game software design

recommendations• Game design recommendations

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The Mfg. Operations GameThe Mfg. Operations Game

Text-based screen

Large font

Menu buttons

List-limited inputs

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The Distribution GameThe Distribution Game

Simple score

Few inputs

Button control

Graphical analysis

Multi-purpose screen sections

Menu

Animated pictorial state of system

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The Transportation GameThe Transportation Game

Drag and drop interaction

Multiple cascaded screens

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Process OptimizationProcess OptimizationMenu buttons replace menus

High impact art

Graphical analysis

Diverse inputs with pictorial clues

Quick help text line

Multi-purpose screen sections

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The M.F.D. Pull GameThe M.F.D. Pull Game

Centralized control panel

Multi-purpose screen sections

Animated pictorial state of system

Quick help text line

Message line

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Situations Flavor the GameSituations Flavor the Game The

Manufacturing Operations Game

The M.F.D. Pull Game

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Commercial Game Screen: “Deadlock”Commercial Game Screen: “Deadlock”

Pseudo 3-D view with high impact animated art

Iconic menu buttons

Multiple screen sections

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The M.F.D. THRUPUT GameThe M.F.D. THRUPUT Game

Pseudo 3-D view with high impact animated art

Graphical analysis from database query

Query control dialog

Menu button panelMulti-purpose

screen sections

Quick help text line

Centralized control and dialog panel

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The M.F.D. Thruput GameThe M.F.D. Thruput Game

Cyclical game sequence control

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The Engineering FactoryThe Engineering Factory

Large font status row

Menu button panel

High impact art section

Variable size

Centralized control and dialog area

Multi-purpose screen sections

Quick help text line Variable

size

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The Engineering FactoryThe Engineering Factory

Graphical analysis from database query: networks and multi-level axes

Drill-downlist for query control

Centralized dialog panel

Multi-purpose screen sections

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Situations Flavor the GameSituations Flavor the Game

Rich text format document view; document stored in database

3-D rotational view

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Towards a Data-Driven Game InterfaceTowards a Data-Driven Game Interface• Game components are becoming

standard• Programming and layout is repetitive• Data are coming from relational databases• Put component descriptions in database too

• Databases provide both data and instructions on how to display data

• Graphs, lists, tree lists, dialogs, control panels, rich text documents, images

• Result: game interface is more generic

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Towards a Data-Driven Game InterfaceTowards a Data-Driven Game Interface

Queries define multi-level indices

Tables define dialogs

Tables and queries define complex charts

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Network Game ArchitectureNetwork Game Architecture

Server

Clients

Game database executes game

Map database describes game

Clients interact with game database

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Game Software Design RecommendationsGame Software Design Recommendations• Use multi-purpose screen sections• Reserve a section for a centralized control

panel (even if it blocks view)• Make next steps obvious: eg. cycle

• Use high impact art• Illustrate situations• Animate resource states• Customize buttons• (Hire an artist)

• Don’t try to be funny: play it straight

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Game Software Design Recommendations (cont’d)

Game Software Design Recommendations (cont’d)• Represent state of system pictorially

• Animate resource state changes

• Show history in graphical form• Display status in large font

• (for instructor to see)

• Plan for different screen resolutions• Use iconic menu buttons rather than

menus• Add tool help text (balloons or text line)

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Game Design RecommendationsGame Design Recommendations• Identify a small number of decision

variables in a repetitive decision problem• Prefer low-level decision to high-level

• eg. Next city to visit rather than which TSP algorithm to use

• Flavor the game with situations• Break monotony of repetitive problem• Illustrate complex problems but treat them as

exceptions

• Keep scoring (and tradeoffs) simple

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For More InformationFor More Information

• Web page • http:///www.orie.cornell.edu/~jackson

• E-mail:• [email protected]