02 Nature PDF
02 Nature PDF
gamedesigninitiative
at cornell university
Lecture 2:
Nature of Games
What is a Game?
Hopscotch Rules
Each player has a unique marker
Toss marker from starting line
Marker hits squares in sequence
Progress to next square each turn
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What is a Game?
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What is a Game?
Contest Rules
Disqualification if
Player moves feet
Throw leaves trick box
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What is a Game?
Rules
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What is a Game?
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Definitions of Games
Adams: Fundamentals of Game Design
A game is a form of interactive entertainment where
players must overcome challenges, by taking actions
that are governed by rules, in order to meet a victory
condition.
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Definitions of Games
Adams: Fundamentals of Game Design
A game is a form of interactive entertainment where
players must overcome• challenges, by taking actions
Players
that are governed by rules, in order to meet a victory
condition. •
Challenges
Salen & Zimmerman: • Rules
Rules of Play
A game is a system in which players engage in
artificial conflict, • Goalsby rules, that results in a
defined
quantifiable outcome.
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Design Decisions
Players
How many players are there at a time?
Who or what is the player in the world?
Specifies a notion of identity
Goals
What is the player trying to achieve?
Defined by the game or by the player?
Specifies the player focus
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Design Decisions
Rules
How does the player effect the world?
How does the player learn the rules?
Specifies the boundaries of the game
Challenges
What obstacles must the player overcome?
Is there more than one way to overcome them?
Specifies the fundamental gameplay
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(Other) Design Decisions
Game Modes
How are the challenges put together?
What is the interaction context?
Setting
What is the nature of the game world?
What is the perspective (e.g. side-scroller, 3D, etc.)?
Story
What narrative will the player experience?
How is it connected to gameplay?
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What about Fun?
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Casual vs. Core
Core gamers play lots of games
Almost always to finish games they play
Want hard games; will tolerate frustration
Casual gamers play for enjoyment
Will stop when the game stops being fun
Challenges must be reasonable
Harder to distinguish than you think
Something designers are paying less attention to
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Play Length
How short a game can I play and have fun?
Least meaningful unit of play
Console: 30 minutes+ is acceptable
Mobile: No more than a minute
Casual often means short play units
But can have sophisticated gameplay!
Example: Plants vs. Zombies
But long play length is always core
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Psychology: Bartle’s Four Types
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Dueling Design Philosophies
Narrative Ludic
Games are a story medium Games are about mechanics
Focuses on storytelling Focus on gameplay, rules
Traditional narrative structure Storytelling is minimal
Advantages: Advantages:
Emotionally compelling Focus on player agency
Strong artistic vision Tight, well-defined gameplay
Disadvantages: Disadvantages:
Author voice over player voice Lack of player motivation
Poorly defined mechanics Hard to distinguish yourself
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The Dangers of Pure Story
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The Dangers of Pure Story
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But Ludic is Not Everything
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Game Design Must Be a Balance
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But This Course Will Be Ludic-Centric
Will focus on design tools
Techniques that we can train
Using them requires practice
Implementing them has
technical challenges