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FUNDAMENTALS OF GAME DESIGNGAMES AND VIDEO GAMES
Sayed AhmedBSc. Eng. in CSc. & Eng. (BUET)
MSc. in CSc. (U of Manitoba)
http://sayed.justEtc.net
http://www.justETC.net
Just E.T.C for Business, Education, and Technology Solutions
www.JustEtc.net
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TOPICS
Define Games Essential Elements of Games Define games based on the elements
What computers bring to gaming How video games differ from traditional
games Specific ways how video games entertain
people Some other enjoyable feature
That you need to know for Game Design
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WHAT IS A GAME Playing and pretending are essential elements of playing
games Play:
Arise from human’s desire to entertain themselves Nonessential and usually recreational activities
Pretending: Is the mental ability to create a notional reality
Different from the actual/real world We can create, abandon, or change at will
Toys, Puzzles, and Games Toys: We play with toys
No defined rules or games Puzzles: We play with (or solve) puzzles
No defined rules but defined goals Games: With defined rules and goals
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WHAT IS A GAME
Definition of a Game A game is a type of play activity
Conducted in the context of a pretended reality In which the participants try to achieve at least one
arbitrary, nontrivial goal By acting in accordance with rules
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THE ESSENTIAL ELEMENTS OF A GAME
Play Pretending A Goal The Rules
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THE ESSENTIAL ELEMENTS OF A GAME Play
Participatory form of Entertainment Books and movies provide presentational form of
entertainment not necessarily passive but not interactive
Pretending Magic Circle: boundary that divides ideas and
activities from game world and real world Single Player Games: Pretending – just select the
player and pretend with the game world Multiplayer game: All players pretend together and
agree to the game world rules We even pretend in traditional games as the rules or
activities may not have any real significance or effect in real world Exception: The win loss can cause death or not Gambling
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THE ESSENTIAL ELEMENTS OF A GAME A Goal
Games should have one or more goals (objects) Not necessarily quantifiable (Simcity) Victory condition, termination condition, loss
condition Loss condition: You cannot win but can loss
RollerCoaster Tycon: Lose by running out all of your money and having
your park collapse Rules and Goals within the magic circle
But winning or losing can affect the real world as well The Rules
Definitions and instructions that the players agree to accept during the duration of the game
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THE ESSENTIAL ELEMENTS OF A GAME
Rules The following things are defined by rules
The semiotics of the game The gameplay The sequence of play The goal(s) of the play The termination condition (may or may not have) Metarules
Rules about rules When certain rules expire or can get changed
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THINGS THAT A GAME IS NOT
Games are not always Competition or conflict
It can be cooperative as well Entertainment and recreation
Can be part of Study, practice, training, and work About fun
Fun is not intrinsic to the game itself Fun is just an emotional response to playing a game
That’s why the definition does not mention about Competition, conflict, entertainment, or fun
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GAMEPLAY
Essential Elements of Gameplay Challenges Actions
Challenges Task set for the player
Nontrivial to accomplish Overcoming a challenge must require
Physical or mental effort Unique, recurring, or continuous
Shooting down – recurring Avoiding to get hit - continuous
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GAMEPLAY: CHALLENGES
Challenges Simple, complex (make a game profitable) Can be divided into smaller challenges
Completing an obstacle course divided into Climbing over a fence, crawling under a barrier,
jumping across a gap Optional challenges
Preventing opponents to score goals May not be explicitly told
But can be logically formed from the rules Nontrivial but not necessarily difficult
Think about casual players, children, inexperienced players
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GAMEPLAY: ACTIONS
Actions Rules specify
What actions players can take to surmount the challenges
Actions that are allowed Actions that are prohibited Which ones are required and under what
circumstances Games also
Permit Optional actions Listen to radio
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GAMEPLAY: DEFINITION OF GAMEPLAY Gameplay consists of
The challenges that the player must face to arrive at the objective of the game
The actions that the player is permitted to take to address to those challenges
As a game designer you should create them simultaneously No point to create interesting challenges without
defining actions to overcome those Some designers consider fantasy and imagination
to be part of gameplay In general, fantasy and imagination are good sources
of fun as well Part of pretending (assuming that he is the pilot –
reality of the situation) You may design fantasy separately from gameplay
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FAIRNESS Players expect that the
Game rules should be fair In single player games
Fairness is a complicated issue It depends on the expectation of the player The outcome should reflect the actions Also dependent on the balancing
In multiplayer games Each player should have equal chance of winning the
game At the beginning Make games symmetric
Lies outside the magic circle Not an essential element Culturally constructed notion Social metarule on how the players will judge the rules of
the game Players try to change the rules (real world games)
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SYMMETRY AND ASYMMETRY
Symmetric Game All players play by the same rule Try to achieve the same victory condition
Basketball Initial conditions, actions allowed, and the victory
condition are identical for both teams
Chess and Backgammon are symmetric Except that one player will go first But in Chess – it does not give any special advantage
(like tic tac toe)
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SYMMETRY AND ASYMMETRY
Symmetry and Fairness All players should start in the same state If a player is already more skilled with the game
He should better take a handicapped role Sometimes people feel – this is fairness
Example: Amateur Golf (allows handicapped concept), Professional Golf
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SYMMETRY AND ASYMMETRY Asymmetric Games
Different players may play with different rules May try to achieve different goals For example: Wargames
More asymmetric if based on historical events Starts with different number of troops and weapons
(different kinds as well) Start from different locations It may be necessary for different players to have different
objectives – to make the game fair Difficult to say players with equal skills have equal
chance of winning At the beginning of the game People adjust the rules to reflect their own notions of
fairness For example: Fox and Geese Games
Adjustment of rules
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COMPETITION AND COOPERATION Two player competitive (you versus me)
Chess, backgammon Multiplayer competitive (everyone for himself)
Monopoly Multiplayer cooperative (all of us together)
Lego Star Wars – two-player cooperative Gauntlet – four-player cooperative
Team based (us versus them) Soccer and sports game Partner games - bridge
Single Player Solitaire, arcade games, Mario for Wii
Hybrid competition modes Diplomacy: Overall context – competitive but also
permits cooperative modes Coordinate strategies, later renege for own advantage
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CONVENTIONAL GAMES VERSUS VIDEO GAMES
A game designer Ideally should be able to design all kinds of
games May be with pen and pencil
Video Game A video game is a game mediated by a computer
Whether it is the traditional desktops and laptops or computers built in A tiny keychain A huge electronic play environment at a theme park
Computers help to borrow entertainment techniques from Books Film Karaoke
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COMPETITION AND COOPERATION
Design considerations You may offer options regarding
Single player, multiplayer, team based Adds considerably for the design and
implementation
Competition: Conflict of interest
Cooperation Cooperate to achieve the same goal
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VIDEO GAMES: HIDING THE RULES Video Games
Do not require written rules The machine implements and enforces them Players need to be told
how to play Not the rules
Computer sets the magic circle The computer also determines when the player
reaches the goal Players don’t have to think the game to be a game
Try and see if the game permits it Provide good immersion and pretending
Disadvantage of Hiding With uninformed rules players cannot optimize their
moves Many players do not like trial and error process
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SETTING THE PACE Pace of game
The rate at which the events required by the rules take place
In traditional games A timer in timer/time based games Non-timer based games
The players or a referee sets the pace of the game Video Games
The computer sets the pace of the game Unless waiting for the players input
The game moves at a pace the designer has set This allows us to make
Fast and furious games – constantly throwing enemies or other challenges
Slow and deliberate games Players can think as long as they want
Games can automatically modulate the pace by giving a rest period between period of intense activity
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PRESENTING A GAME WORLD Game designers can
Place imaginary people, places, and situations in the game world
Can use sound and appropriate video/graphics effect to make the players sense the game world directly
Video games target to present game worlds Similar to fictional world in televison or film
Recent advancement of computer graphics has made this almost reality
Video games are now full of Pictures, animation, movies, music, dialog, sound effect,
and so on Designers now experimenting with a wide range
of visual styles, augmented reality or mixed reality
Computers are used with real world activities to play a game
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CREATING ARTIFICIAL INTELLIGENCE
Strategy Path-finding Natural language parsing Natural language generation Pattern recognition Simulated people and creatures
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HOW VIDEO GAMES ENTERTAIN
Gameplay Aesthetics Harmony Storytellling Risks and rewards Novelty Learning Creative and Expressive play Immersion Socializing
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HOW VIDEO GAMES ENTERTAIN
Gameplay Aesthetics Harmony Storytellling Risks and rewards Novelty Learning Creative and Expressive play Immersion Socializing
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SUMMARY We have learned that
Play, pretending, a goal, and rules are the essential elements of a game
How they work together to create the experience of playing one
Game play is defined as Challenges and actions
Important issues of game design Winning and losing, fairness, competiton, and cooperation
Informed what computers bring in the world of gaming With this knowledge
You are now ready to learn How games are structured How to design them What it takes to be a designer
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