1. Unit 30 Design for Games AO1Understanding Aspects of Game Design
2. AO1 asks you to demonstrate your understanding of the fundamentals of Game Design. You are going to do this by analysing traditional gamesand video games. You need to be writing about:-Core MechanicsInteractivity Storytelling and Narrative Audio-Visual ComponentsWhat do these things mean? 3. Core MechanicsThe fundamental structures, practices and rulesthat allow you to get on with playing the game.LuckStrategy and SkillDiplomacyResource ManagementTerritory Control 4. Core Mechanics - Luck Random occurrence often a planned random occurrence Traditional game the roll of a dice orthe turn of a card Videogame avirtual dice roll does the creatureappear? Does theshot hit you? 5. Luck Traditional GamesPoker What cards are you and your opponents dealt? What cards are dealtSome traditional in the flop, turn games involve and river? nothing but luck Snakes and How do your Ladders is allopponents react? about the dice. 6. Core Mechanics - Skill and Strategy Planning and planned occurrences. Based on your knowledge and understanding of the game and the playing contexts Reading and understanding your opponent Planning for the short, medium and long term in the game 7. Skill and Stragegy Traditional Games When to play and when tofold When to raise, how much tobet Knowing the odds for yourhand and what you need Knowing and understandinglikely odds on opponentshands Reading bluffs Bluffing 8. Core Mechanics - Diplomacy Player interaction Cooperation, colaboration and competition Short term and long term diplomacy Capture games Sorry orFrustration Role Playing Games 9. Diplomacy Traditional Games Poker Cooperation Building a pot Collaboration eliminating players Competition raising, bluffingand betting againstopponents 10. Core Mechanics Resource Management Different assets fordifferent players andcharacters Use now or save for later? High value assets Money, or the things money can buy? Attack or defence? Knowledge of the game leads to informed choices 11. Resource Management Traditional Games Poker Using your chips When to punt on achance When to go with a raiseand when to raise Draw Poker keeping or exchanging cards 12. Core Mechanics Territory Control Controlling game space Defensive lines defending key spaces, players or pieces Games about territory control Risk, Diplomacy Wargames 13. Territory Control Traditional GamesChess Offensive and defensivelines Protecting the back rank Protecting the king Protecting high valuepieces Balancing offense anddefence. Using familiar patterns. 14. AO1 Task 1Using the following subheadings, analyse the CoreMechanics of:-a) A traditional game andb) A video game* Luck* Strategy and Skill* Diplomacy* Resource Management* Territory ControlYou can use different games to illustrate different concepts you dont have to stick to one traditional game and one video game for all of them 15. InteractivityInteractive texts do not follow a linearcourse but are shaped by yourdecisions and actions. You decide where the text goes within certain limits. 16. Interactivity Traditional Games Some traditional gamesare models forinteractive videogames Choose your own adventure books Territory games like Carcassonne 17. Interactivity Video GamesVideogames now arefundamentallyinteractive yourdecisions and actionsshape the future courseof the game SIMS when doesinteractivity becomecreation How interactive were early video games? 18. AO1 Task 2Analyse with specific examples the uses andeffects of Interactivityi) In a traditional game andii) In a video game 19. Storytelling and NarrativeYou need to demonstrate your understanding ofa wide range of aspects of narrative in a game...Three Act StructurePlot Point of View - 1st Person -v- 3rd PersonSetting (in time and place)Linear Narrative -v- Disrupted NarrativeCharacters Stereotypes and ArchetypesRepresentations, messages and values, themes 20. The Three Act Structure Situation / Complication / Resolution Introduction / Crisis / ResolutionAct 1 Introduction The farmer lives a peaceful lifeAct 2 Crisis The family and farm are destroyed by badguysAct 3 Resolution The farmer gains vengeance on thebad guys 21. More on Three Act StructureEach Act will also have acts or scenes within it following similar structures. So end of Act 2 might be...Situation The farmer has no fighting skillsCrisis He is tutored by a Martial Arts expertResolution He becomes a Kung Fu masterready to whup some bad guys. 22. Point of ViewThis can literally mean the view we have of the game through one characters eyes. Obvious example a FirstPerson ShooterIt also means which character we follow. Doesnt have to be a first person view, there can still be a viewpoint character.Traditional games Chess or Draughts black or white- you only see the board from your side. Cat and Mouse board games one is trying to escape, one to capture very different perspectives on the game. 23. Setting (in time and space)How real is the world of the game compared to our world? How do we learn its rules? anything can happen (flying in Second Life, for example) aslong as the game is internally consistent What signs show us when and where we are?Why are so many fantasy games set in the past? 24. Linear Narrative -v- Disrupted NarrativeIs there one route through the game that youhave to take (Simple board games have one track you go round. Race games take youaround one track at a time) or can things happenin any different order and still get you to the end(Sandbox games). 25. Characters: Archetypes and StereotypesArchetype the model example of a particular type of person the original. Video games areoften built around mythic structures usingarchetypes.Stereotype A personality type observedrepeatedly and summed up in an individual anoversimplification of what a type of person is likeHeroes and villains helpers and messengers experts and teachers... 26. Representations What is your game about?What does it have to say about the world? (Thisworld, not the world of the game) What ideas does it have about good and evil?About gender or race?About leadership? 27. AO1 Task 3Using the headings in Aspects of Narrative,analyse how narrative and storytelling work ini) a traditional game andii) a video game 28. Audio Visual Elements Traditional games still work on being audio- visually and visually interesting. Black and White in Chess/Draughts Visual design of board gamesAudio suspense from the noise of shaking androlling diceAudio stimulus in Crossfire and Kerplunk 29. Audio Visuals in traditional games The traditional look of the table green baize, traditional cards The sound of cards shuffling and being turned The look of players bluffing 30. Audio Visuals in Video Games Simple visuals inearly video games Pong SpaceInvaders Developments in displays Defender Elite Hardware/Software development and improved AV 31. AO1 Task 4i) Analyse the Audio Visual appeal of atraditional gameii) Analyse the developing Audio Visual appeal ofone game or one game genre as it has developed through successive generations of hardware and/or software 32. AssessmentAll of the above work is required to completeAO1.Pass Limited and superficial understandingMerit Broad and sound understandingDistinction Comprehensive and detailedunderstandingThese tasks are designed so that if you completethem in full you should be working to Distinction.