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Multimedia Games Development
COM429M2
Week 2
Game design guidelines
Lecture overview
Games development infrastructure Game design guidelines Game and player considerations
Development infrastructure
Game layer
Software layer
Technical layer
Game development infrastructure
Design layers: TechnicalCore technologies that underpin game
Graphics Animation AI (artificial intelligence) Physics Networking functionality
Each element is individual but must work inpartnership with other elements
Design layers: Software Software layer organizes technical elements
into usable software package to facilitate game development environment
Designed using best practise principles in software engineering.
Design layers: Game Good foundations support game development Game development requires careful
planning and implementation Three layers working well together leads to
successful game development
Game design guidelines Successful game design requires a structured
and thoughtful approach to implementation Number of guidelines to follow to improve
chance of success Some guidelines are obvious, some are not
Game design guidelinesIdentifying with the player
Always try to remember the players experience when designing a game
Try to anticipate players expectations and reactions
Design to meet expectations Enhances player experience
Dead or Alive 3
Dead or Alive 3 completely changes the rules when fighting the last boss
Negates all the player learned Final boss shoots at you Different camera angle Changes controller use
Identifying with the player
Hard to anticipate all eventualities Make maximum use of testers Ensure game play consistent with
expectations Eliminate problems early during design
phrase
Player motivation Be aware of the players motivation for game
playing .e.g. mastery, social interaction Game needs to reflect motivation to ensure
player immersion Game should be easy to learn but difficult to
master, multi-faceted Encourages novice players
Linerider
Simple rules Easy to play Unlimited variations Competitive element
http://www.youtube.com/watch?v=Rb-w0lo9neM
Fling
Fling on YouTube
Player feedback
Playing a computer game is an interactive experience
User need/expect discernable feedback from an action
Feedback can have positive or negative connotations and be delivered through a range of media e.g. joystick/controller or sound
Wii Remote
Basic audio and force feedback functionality Independent speaker Use of bow in The Legend of Zelda: Twilight
Princess. Sound on remote and television altered as the
bow shot Gives impression of the arrow traveling
Feedback Important indicator of wrong move or action Counters frustration Needs to be set in the context of the game
environment to continue immersion
Maintaining player state The player should always be aware of their
immediate and short term objectives Important given increasing game size and
complexity (multiple sessions over lengthy periods of time
Include indicators of progress e.g. maps Immediate goal=current challenge Medium term, built skills or collect supplies Long term, rescue the princess
Maintaining interest Player should always have something
interesting/challenging to complete Avoid boredom and frustration, be aware of
the vver present off button Good games tie the player in emotionally
and psychologically
Maintaining interest Constant stream of choices with notable outcomes Avoid unnecessarily repetitive, complex or tedious
tasks. Automate boring but essential tasks Maintain a sense of purpose and direction Allow player to bypass games elements e.g.
cinematic or cut scene Call of Duty 3, watch intro each time
Player immersion
Compelling content immerses the player in the moment to moment experience
Player forgets real world Successful games totally immerse players Provides continuous and appropriate
stimulus Make content appropriate to maintain
illusion
Maintaining player immersion
Game realism Game should ensure a careful balance
between realism and fantasy Appropriate level of realism to support
immersion but avoid tedium Include natural laws unless genre requires
alternatives
Game consistency Player actions should result in consistent and
predictable outcomes Avoids confusion and frustration Helps player understand game boundaries Sensible or reasonable actions should result in
success Needed to maintain players expectations Doom: Switch in one room opens a door in another
room a mile away
Freedom to explore Games should allow the user the freedom to
explore and experiment in unstructured ways World should respond in a consistent/realistic
fashion Grand theft auto 3, “rampage mode”
Quality of scripts
Users wouldn’t notice good scripts/dialogue Poor dialogue destroys immersion Use appropriate and timely dialogue
Timely information Good games provide timely
information/skills to players Avoids having to remember large amount of
accumulated facts Make available at an opportune moment
Opportunities to win/fairness The ability to complete the game should be
apparent to all player levels (novice and advanced)
Game play and challenges should not overwhelm or intimidate players
Success should always be just beyond reach
Careful balance between challenge and (some) frustration
Should be fine tuned during testing
Player Fatigue Repetitive/pointless or boring tasks will
induce fatigue in players Discourage further game play Vary challenges Vary objectives Include flexibility in problem solving
Player Fatigue
Design constraints Computer game is a software project It has costs and timescales for implementation Key to success is good game play in a title
delivered on time and within budget Ensure all features work Halo 2 ending
Controller shortcomings Ensure good planning to minimize game
shortcomings Intensive testing should identify problems Consistent use of controller essential, use
standard commands for genre Offer ability for user to customise controller
commands but use should be intuitive and match user expectations
Unreal Championship
Unreal Championship, poor on the Xbox Unreal is fast paced game did not translate to
Xbox controller Call of Duty 2, PC versus Xbox
Disk swapping/load times
Avoid the need to frequently swap disks Large worlds require careful attention Less of an issue with DVD but their capacity is
reaching its limits Disks are not as fast as cartridges for loading Using smaller levels, reduce data requirements
Interruptions to game play All games have breaks in action e.g. failure
condition or level change Should be minimized and focused on keeping
the player in the game Use cliffhanger approach to raise players
sense of anticipation Game re-entry should allow game play
resumption without excessive loss of progress
Interruptions to game play
Ensure consistent and appropriate use of game save facility
Limits repetition, frustration and boredom Allows flexibility ensuring better overall
experience Original Grand Theft Auto with limited save
functionality (Rectified later in series)
Saving facilities Original Alien vs. Predator No gaming saving Required patch to rectify Ensure easy access to standard functionality Help, load, save, pause and quit as any time
Saving facilities
Bugs Ensure little or no game bugs Process begins in design process, planning can limit impact Final Fantasy, character sprite was invisible (poor rendering) Early versions of the Asteroids you could hide in the score
field and never get hit Epyx game 'Impossible Mission' impossible to win. Pieces
needed to solve the game are hidden under computer terminals but player was not allowed to search the terminals
Doom, use rocket launcher to access parts of game
Bugs
Interface Design Good game interface design essential Needs to be functional as well as
aesthetically pleasing Needs to present information in a manner
that is intuitive and easy to find Critical in games with time constraints.
Interface Design Allow player control of viewpoint Test/prototype extensively to ensure correct layout Follow genre conventions Focus on ease of use
Unreal tournament 2004
Menu systems Games will attract novice and expert users Game introduction should cater for all levels of
experience Well designed start up screen essential Should allow access to start/load/exit game,
access to tutorials and game options.
Game settings Facilitate flexible options control Allow user to change game controls, display
settings, volume and sound Cater to diversity Be clear on options/impact
Cheat Codes
Include cheat codes Be aware of impact on game balance Beware of compromising game integrity Power ups, warps, weapons
Tutorials Provide training/tutorial levels Develops skills needed to complete games Familiarize users with complex or unusual
controls Remind the user to do tutorials if skills are
wanting
Game progression
Games should be easy to learn and difficult to master
Early game challenges should be easy to overcome
Challenges graded and matched to skills Game stages staggered e.g. start,
intermediate, final level
Structure and Progression Gradual introduction to games features Include skills practice Involve game testers extensively Have variety of game tester skills
Game balance issues Good game balance essential Difficult process, poor game balance = poor
user experience Game environment and progression should
be under gamers control
Types of balance Player to player balance No player should have an unfair advantage Outcome based on skill, experience and
judgement and element of luck
Types of balance Player to game/gameplay balance Relationship between player and game Toughest opponent should not be the game Learning curve balance Challenges versus rewards
Types of balance Gameplay to gameplay balance Game features should balance Weapons, vehicles, characters, and other
game elements should have a balance or strengths and weaknesses
Variety of choices without a single element dominating
Types of balance
Symmetrical balance Easy to implement, all elements equal Fair but boring
Asymmetrical balance More interesting game play, harder to
implement Relies on extensive testing
Game fairness Game obstacles should be surmountable on the
first attempt Don’t rely on trial and error Repeated failure = player frustration Theoretically a player should be able to complete a
game in one attempt
Player consideration End objective is player enjoyment Essential balance in challenges between
pleasure and frustration Always ensure player choice can lead to
success Avoid “dead man walking” syndrome Can be improbable but still possible Protect novices Have safe areas to learn and develop skills
Player consideration Do not punish players in complex sequences for
minor errors Avoid repetition by good design and frequent
checkpoints Ensure information is available in a timely fashion
Player consideration All features evident in the game, no over
dependence on large manuals or user guides All information contained in the game to ensure
progress Reassure players on game progress Set incremental goals Offer levels of difficulty in games
Multimedia Games Development
COM429M2
Week 2
Game design guidelines