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The Elements of The Elements of Game Design—Part Game Design—Part 03 03 Gaming & Simulation Gaming & Simulation Mr. Tillery Mr. Tillery Orlando Technical Center Orlando Technical Center

The Elements of Game Design—Part 03 Gaming & Simulation Mr. Tillery Orlando Technical Center

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Page 1: The Elements of Game Design—Part 03 Gaming & Simulation Mr. Tillery Orlando Technical Center

The Elements of Game The Elements of Game Design—Part 03Design—Part 03

Gaming & SimulationGaming & Simulation

Mr. TilleryMr. Tillery

Orlando Technical CenterOrlando Technical Center

Page 2: The Elements of Game Design—Part 03 Gaming & Simulation Mr. Tillery Orlando Technical Center

1.1.5 Gameplay and Game 1.1.5 Gameplay and Game MechanicsMechanics

Page 3: The Elements of Game Design—Part 03 Gaming & Simulation Mr. Tillery Orlando Technical Center

Game mechanics refer to the rules, Game mechanics refer to the rules, procedures and actions a player can procedures and actions a player can take to navigate through the world take to navigate through the world and produce effects along the way. and produce effects along the way.

The options that a player has should The options that a player has should be clear, and they should understand be clear, and they should understand what effect that decision might bring. what effect that decision might bring.

Furthermore, the choices available to Furthermore, the choices available to the player should not be trivial. the player should not be trivial.

Players should understand what Players should understand what risks are associated with their risks are associated with their behavior and what trials they might behavior and what trials they might encounter. encounter.

Page 4: The Elements of Game Design—Part 03 Gaming & Simulation Mr. Tillery Orlando Technical Center

The player then can make choices The player then can make choices with some intent. with some intent.

You cannot have this intent if the You cannot have this intent if the player can choose between two player can choose between two paths, for example, that look exactly paths, for example, that look exactly identical. identical.

Each move a player makes ends up Each move a player makes ends up having consequences for the player. having consequences for the player.

That means the player cannot go That means the player cannot go back and change his actions in order back and change his actions in order to make a better decision. to make a better decision.

Page 5: The Elements of Game Design—Part 03 Gaming & Simulation Mr. Tillery Orlando Technical Center

In a well designed game, the In a well designed game, the decisions a player makes can be decisions a player makes can be built upon what they have learned built upon what they have learned from past actions. from past actions.

The player feels empowered after The player feels empowered after having figured out the best strategy, having figured out the best strategy, and that helps keep the player and that helps keep the player interested. interested.

You can see that good gameplay You can see that good gameplay must allow for a continual series of must allow for a continual series of scenarios where the player is scenarios where the player is confronted with choices, experiences confronted with choices, experiences consequences, and subsequently consequences, and subsequently learns. learns.

If the player learns everything in the If the player learns everything in the first level, there is no point in first level, there is no point in continuing.continuing.

Page 6: The Elements of Game Design—Part 03 Gaming & Simulation Mr. Tillery Orlando Technical Center

One of the more interesting ideas One of the more interesting ideas about strategy in gameplay is the about strategy in gameplay is the notion of multiple paths that get the notion of multiple paths that get the player to the same place. player to the same place.

Today's games have many choices Today's games have many choices the player can make in terms of the player can make in terms of maneuvers, tactics, weapons, etc. maneuvers, tactics, weapons, etc.

However, the exact nature of those However, the exact nature of those options is not what's important. options is not what's important.

It is how the player utilizes them. It is how the player utilizes them. There should be no best weapon, or There should be no best weapon, or

best tactic. best tactic.

Page 7: The Elements of Game Design—Part 03 Gaming & Simulation Mr. Tillery Orlando Technical Center

The notion of intent and consequences has The notion of intent and consequences has shown up in the earlier discussion on level shown up in the earlier discussion on level design, and is fundamental to good design, and is fundamental to good gameplay. gameplay.

A player can usually accept a bad outcome A player can usually accept a bad outcome if they understand exactly if they understand exactly whywhy their their decision was not a good one. decision was not a good one.

They can learn from their mistakes and They can learn from their mistakes and improve their position from what they have improve their position from what they have learned. If the game mechanics are vague, learned. If the game mechanics are vague, then the consequences of a player's then the consequences of a player's choices are not very pronounced, and the choices are not very pronounced, and the value of the gameplay is diminished. value of the gameplay is diminished.

Page 8: The Elements of Game Design—Part 03 Gaming & Simulation Mr. Tillery Orlando Technical Center

As an example, if a game offers As an example, if a game offers a choice of two guns, and they a choice of two guns, and they both function in very similar way both function in very similar way in terms of their kill power, then in terms of their kill power, then the distinction between the two the distinction between the two makes the feature pointless. makes the feature pointless.

On the other hand, some On the other hand, some consequences should never consequences should never really be known absolutely. really be known absolutely.

It is by progression of the It is by progression of the player's learning curve that the player's learning curve that the probability of success increases.probability of success increases.

Page 9: The Elements of Game Design—Part 03 Gaming & Simulation Mr. Tillery Orlando Technical Center

Consequences of a player's actions Consequences of a player's actions that are very severe only serve to that are very severe only serve to agitate the player to the extent that agitate the player to the extent that they become more concerned with they become more concerned with competing against the game itself, competing against the game itself, rather than focusing on the game rather than focusing on the game goals or the entertainment aspect. goals or the entertainment aspect.

That being said, severe That being said, severe consequences can work for consequences can work for tournament style games, and in fact tournament style games, and in fact may be the overriding concern in may be the overriding concern in those games. those games.

However, games made for general However, games made for general public consumption usually avoid public consumption usually avoid excessively severe gameplay.excessively severe gameplay.

Page 10: The Elements of Game Design—Part 03 Gaming & Simulation Mr. Tillery Orlando Technical Center

Game design can be a rewarding Game design can be a rewarding experience, but also a frustrating experience, but also a frustrating one. one.

Many good ideas will surface during Many good ideas will surface during the development of a game, but they the development of a game, but they can never all be implemented. can never all be implemented.

Letting go of a pet feature that you Letting go of a pet feature that you really want is always difficult, but the really want is always difficult, but the good game designer knows what good game designer knows what limitations are present and is limitations are present and is prepared to make the hard prepared to make the hard decisions. decisions.

Page 11: The Elements of Game Design—Part 03 Gaming & Simulation Mr. Tillery Orlando Technical Center

Below is a list of some of the major Below is a list of some of the major considerations in game mechanics. considerations in game mechanics.

There is no way to tell you how to There is no way to tell you how to combine all or some of the ideas combine all or some of the ideas below to make a killer game. below to make a killer game.

However, as you read through the However, as you read through the list, think about games that you have list, think about games that you have played and compare the gameplay to played and compare the gameplay to the ideas below. the ideas below.

You may suddenly realize why you You may suddenly realize why you loved or hated a particular game.loved or hated a particular game.

Page 12: The Elements of Game Design—Part 03 Gaming & Simulation Mr. Tillery Orlando Technical Center

1. 1. Avoid Trivial ChoicesAvoid Trivial Choices

If shooting an arrow at an opponent always If shooting an arrow at an opponent always kills the opponent, then why bother picking kills the opponent, then why bother picking another weapon? another weapon?

If the player can somehow see that one If the player can somehow see that one path leads to a treasure, while another path leads to a treasure, while another leads to a maze that will then get him to the leads to a maze that will then get him to the treasure, why bother going through the treasure, why bother going through the maze (even if you put some very maze (even if you put some very interesting things in it)?interesting things in it)?

Avoiding trivial choices is probably one of Avoiding trivial choices is probably one of the easier rules to follow when designing a the easier rules to follow when designing a game, as most of the time it should be game, as most of the time it should be fairly obvious when something is trivial. fairly obvious when something is trivial.

Page 13: The Elements of Game Design—Part 03 Gaming & Simulation Mr. Tillery Orlando Technical Center

2. 2. Make Choices InterestingMake Choices Interesting

The kinds of choices you can put in a The kinds of choices you can put in a game fall into these categories:game fall into these categories: A choice that should only be made at A choice that should only be made at

certain times.certain times. A choice that doesn't make much A choice that doesn't make much

difference.difference. A choice that is always a good idea to A choice that is always a good idea to

make.make. A choice that is never a good idea to A choice that is never a good idea to

make.make.

Page 14: The Elements of Game Design—Part 03 Gaming & Simulation Mr. Tillery Orlando Technical Center

3. 3. The User ControlsThe User Controls

Ultimately, gameplay and game mechanics Ultimately, gameplay and game mechanics are manifest in the controls available to the are manifest in the controls available to the user. user.

As such, their design and implementation As such, their design and implementation is crucial to a successful game. is crucial to a successful game.

Awkward access to commonly used Awkward access to commonly used keyboard keys, or nonsensical keyboard keys, or nonsensical combinations of keyboard and mouse will combinations of keyboard and mouse will only frustrate the player. only frustrate the player.

Changing the way the controls work Changing the way the controls work between levels also can be a very between levels also can be a very frustrating thing. frustrating thing.

Think about how annoying it is when you Think about how annoying it is when you upgrade some software package and find upgrade some software package and find that menus and keyboard shortcuts have that menus and keyboard shortcuts have changed. changed.

Page 15: The Elements of Game Design—Part 03 Gaming & Simulation Mr. Tillery Orlando Technical Center

Now imagine that happening at each Now imagine that happening at each game level. game level.

You want part of the game learning You want part of the game learning curve and acquisition of skills to curve and acquisition of skills to include familiarity and conquest of include familiarity and conquest of the game's controls. the game's controls.

One way to create good control One way to create good control designs is to examine successful designs is to examine successful games already on the market and games already on the market and learn by what they have done. learn by what they have done.

More likely than not, there will be More likely than not, there will be commonality between control commonality between control functions of games in a particular functions of games in a particular genre.genre.

Page 16: The Elements of Game Design—Part 03 Gaming & Simulation Mr. Tillery Orlando Technical Center

4. 4. Unavoidable RiskUnavoidable Risk

In Saltzman's book, "Game Design: In Saltzman's book, "Game Design: Secrets of the Sages", the notion of sudden Secrets of the Sages", the notion of sudden death is discussed. death is discussed.

If the player has no idea that he can If the player has no idea that he can possibly be killed, yet it happens, then possibly be killed, yet it happens, then there is no challenge at all. there is no challenge at all.

This is called "unavoidable risk". This is called "unavoidable risk". It most likely will require that the player It most likely will require that the player

continually reload the game until they have continually reload the game until they have figured out how not to die. figured out how not to die.

There is a distinction between learning how There is a distinction between learning how to survive by use of tactics at your to survive by use of tactics at your disposal, as opposed to how not to die disposal, as opposed to how not to die from an unavoidable risk. from an unavoidable risk.

Page 17: The Elements of Game Design—Part 03 Gaming & Simulation Mr. Tillery Orlando Technical Center

5. 5. InvestmentsInvestments The notion of an investment is that the The notion of an investment is that the

player must spend time or resources to player must spend time or resources to build, hunt, learn, etc. in order to achieve a build, hunt, learn, etc. in order to achieve a goal. goal.

Perhaps the player must loose energy in Perhaps the player must loose energy in order to obtain some kind of information, or order to obtain some kind of information, or must give up energy to strengthen a must give up energy to strengthen a weakened companion. weakened companion.

This is different from a player loosing This is different from a player loosing energy because they have been shot at. energy because they have been shot at.

Not all games will lend themselves to Not all games will lend themselves to investment constructs, but they can add a investment constructs, but they can add a great deal of interest to gameplay, and great deal of interest to gameplay, and some genres like World Building games, some genres like World Building games, may rely entirely on them.may rely entirely on them.

Page 18: The Elements of Game Design—Part 03 Gaming & Simulation Mr. Tillery Orlando Technical Center

6. 6. Peripheral ConcernsPeripheral Concerns

An interesting addition to many An interesting addition to many games is that of saving another games is that of saving another character or protecting an asset. character or protecting an asset.

This increases tension because This increases tension because the player has more than just the player has more than just themselves to watch out for.themselves to watch out for.

Page 19: The Elements of Game Design—Part 03 Gaming & Simulation Mr. Tillery Orlando Technical Center

7. 7. HintsHints A player's choices can be influenced by the use of A player's choices can be influenced by the use of

noise, lighting or glimpses of something in the noise, lighting or glimpses of something in the distance. distance.

Hints like these can be used in many ways. Hints like these can be used in many ways. A player can get a sense of what's ahead, for A player can get a sense of what's ahead, for

example, by an ominous sound or by noticing a example, by an ominous sound or by noticing a body of water on the horizon. body of water on the horizon.

They can prepare themselves because it's They can prepare themselves because it's something they have seen or heard before, such as something they have seen or heard before, such as recognition of the grunting sounds of a particular recognition of the grunting sounds of a particular enemy that might be offscreen. enemy that might be offscreen.

The timing of where and how the hints appear The timing of where and how the hints appear verses when the actual entity appears is also verses when the actual entity appears is also something that the game designer can use. something that the game designer can use.

Enemy sounds can be soft or low, indicating that Enemy sounds can be soft or low, indicating that trouble is ahead, or they can be immediate and be trouble is ahead, or they can be immediate and be followed within seconds by the enemy's followed within seconds by the enemy's appearance.appearance.

Page 20: The Elements of Game Design—Part 03 Gaming & Simulation Mr. Tillery Orlando Technical Center

8. 8. VersatilityVersatility

This is probably an obvious This is probably an obvious statement, but you should provide statement, but you should provide enough differences in the enough differences in the maneuvers, tactics, and weapons to maneuvers, tactics, and weapons to make things interesting. make things interesting.

You may also want to make You may also want to make weapons be dual purpose. weapons be dual purpose.

The same weapon that blows up The same weapon that blows up tanks could be used to explode a tanks could be used to explode a land mine up ahead. land mine up ahead.

The player will have to determine The player will have to determine which weapons they wish to use for which weapons they wish to use for what purpose, but be sure to give a what purpose, but be sure to give a lot of options. lot of options.

Page 21: The Elements of Game Design—Part 03 Gaming & Simulation Mr. Tillery Orlando Technical Center

9. 9. Balance and Trade-OffsBalance and Trade-Offs It was mentioned earlier that it's fairly It was mentioned earlier that it's fairly

pointless to offer the ultimate weapon to pointless to offer the ultimate weapon to the player. the player.

If you wish to provide weapon that is very If you wish to provide weapon that is very powerful, you can compensate for its powerful, you can compensate for its power by taking away from some of its power by taking away from some of its other features. other features.

For instance, a really killer tank might only For instance, a really killer tank might only be able to move slowly, or have a limited be able to move slowly, or have a limited range, or a very powerful magic spell may range, or a very powerful magic spell may be very expensive. be very expensive.

This sort of balancing will force the player This sort of balancing will force the player into thinking strategically about what he is into thinking strategically about what he is doing and what choices he makes. doing and what choices he makes.

Make sure the player knows up front what Make sure the player knows up front what the compensating factors are. the compensating factors are.

Finding out after the fact is another form of Finding out after the fact is another form of unavoidable risk mentioned above.unavoidable risk mentioned above.

Page 22: The Elements of Game Design—Part 03 Gaming & Simulation Mr. Tillery Orlando Technical Center

10. 10. Speed, Pacing and Speed, Pacing and BalanceBalance

Slow characters, fast enemies, unbalanced Slow characters, fast enemies, unbalanced reaction sequences all contribute to poor reaction sequences all contribute to poor gameplay. gameplay.

Adjusting these properties is normally an Adjusting these properties is normally an iterative process that gets fine-tuned during iterative process that gets fine-tuned during the testing phases of the game. the testing phases of the game.

Normally the parameters that determine Normally the parameters that determine how many monsters are on the screen, how many monsters are on the screen, their strength and intelligence, etc. are their strength and intelligence, etc. are available in either text files, or in scripts. available in either text files, or in scripts.

Either way, you will have to adjust them to Either way, you will have to adjust them to get the right balance. get the right balance.

Page 23: The Elements of Game Design—Part 03 Gaming & Simulation Mr. Tillery Orlando Technical Center

There are no rules for how to do this. There are no rules for how to do this. You will know when it's right when You will know when it's right when

the game plays well. the game plays well. There are some considerations to There are some considerations to

keep in mind; however, so that you keep in mind; however, so that you reduce the amount tweaking you will reduce the amount tweaking you will need to do. need to do.

Pay attention to the genre you are Pay attention to the genre you are designing. designing.

An empire-building game will not An empire-building game will not benefit from the high intensity action benefit from the high intensity action found in a racing game. found in a racing game.

Page 24: The Elements of Game Design—Part 03 Gaming & Simulation Mr. Tillery Orlando Technical Center

Your game may require patience and Your game may require patience and thought, not distractions. thought, not distractions.

Similar arguments can be made for Similar arguments can be made for any genre you are designing. any genre you are designing.

A game that tries to combine a fast A game that tries to combine a fast pace, high detail, and is replete with pace, high detail, and is replete with a great number of actions will always a great number of actions will always overwhelm the player.overwhelm the player.

Page 25: The Elements of Game Design—Part 03 Gaming & Simulation Mr. Tillery Orlando Technical Center

11. 11. Let Everyone Have a Let Everyone Have a ChanceChance

Hardcore gamers may wish to become Hardcore gamers may wish to become perfectionists at a game, but the casual perfectionists at a game, but the casual player, which will make up the bulk of those player, which will make up the bulk of those buying the game, will quickly become buying the game, will quickly become frustrated if they have to get everything frustrated if they have to get everything absolutely perfect to win. absolutely perfect to win.

Many players gain an immense amount of Many players gain an immense amount of enjoyment simply by being immersed in the enjoyment simply by being immersed in the world and navigating through it. world and navigating through it.

You do not want to isolate the mainstream You do not want to isolate the mainstream player. player.

You can provide different skill levels for the You can provide different skill levels for the player to choose from, or your game can player to choose from, or your game can learn the player's skill level and adjust itself learn the player's skill level and adjust itself dynamically, or you can simply design for dynamically, or you can simply design for the median skilled player.the median skilled player.

Page 26: The Elements of Game Design—Part 03 Gaming & Simulation Mr. Tillery Orlando Technical Center

12. 12. RealismRealism

Every game has certain aspects that must Every game has certain aspects that must be realistically simulated. be realistically simulated.

Often this done through the physics engine Often this done through the physics engine or Artificial Intelligence engine. or Artificial Intelligence engine.

There is a large community in the gaming There is a large community in the gaming world that firmly believes that more realism world that firmly believes that more realism is better. is better.

However you do not necessarily need to be However you do not necessarily need to be excruciatingly precise or accurate. excruciatingly precise or accurate.

The game must be entertaining as well. The game must be entertaining as well. Find the proper balance between realism Find the proper balance between realism

and your games values.and your games values.

Page 27: The Elements of Game Design—Part 03 Gaming & Simulation Mr. Tillery Orlando Technical Center

13. 13. ScopeScope The larger the scope of the game, the The larger the scope of the game, the

longer it will take to create, and the more longer it will take to create, and the more difficult it will be to blend all the elements difficult it will be to blend all the elements together. together.

However, not all games benefit from a However, not all games benefit from a large breadth. large breadth.

You must find a balance between providing You must find a balance between providing entertainment value and the possibility of entertainment value and the possibility of boredom or fatigue. boredom or fatigue.

A level that seems to go on forever is not A level that seems to go on forever is not going to be much fun after a while, and going to be much fun after a while, and anyone who has played a lot of games has anyone who has played a lot of games has run into this problem. run into this problem.

This fact is particularly important for This fact is particularly important for multiplayer games, since you must hold the multiplayer games, since you must hold the interest of more than one player. interest of more than one player.