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02 Nature PDF

This document discusses the nature of games and game design. It defines games as interactive systems involving players, goals, rules and challenges. It examines key design decisions around players, goals, rules, challenges and other elements. It also discusses what makes games fun for different types of players and explores tensions between narrative-focused and mechanics-focused game design philosophies. The document emphasizes the importance of balancing story, player motivation and agency in game design.
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0% found this document useful (0 votes)
151 views30 pages

02 Nature PDF

This document discusses the nature of games and game design. It defines games as interactive systems involving players, goals, rules and challenges. It examines key design decisions around players, goals, rules, challenges and other elements. It also discusses what makes games fun for different types of players and explores tensions between narrative-focused and mechanics-focused game design philosophies. The document emphasizes the importance of balancing story, player motivation and agency in game design.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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the

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

—  Hop through squares and back


—  Skip over square with marker
—  Hop on one foot
—  Except for side-by-side squares

—  If fail, repeat at next turn

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gamedesigninitiative
2 Nature of Games at cornell university
What is a Game?

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3 Nature of Games at cornell university
What is a Game?

Contest Rules

—  Two attempts per trick


—  5 points for success on 1st
—  3 points for success on 2nd

—  Trick is complete when


—  String fully wound on axel
—  Yo-yo is back in hand

—  Disqualification if
—  Player moves feet
—  Throw leaves trick box
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4 Nature of Games at cornell university
What is a Game?

Rules

—  Players take turns


—  Spin the number wheel
—  Move that many spaces
—  When land on space…
—  Ladders take you up
—  Chutes take you down
—  First one to 100 wins!

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5 Nature of Games at cornell university
What is a Game?

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6 Nature of Games at cornell university
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.

—  Salen & Zimmerman: Rules of Play


A game is a system in which players engage in
artificial conflict, defined by rules, that results in a
quantifiable outcome.

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7 Nature of Games at cornell university
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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8 Nature of Games at cornell university
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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9 Nature of Games at cornell university
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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10 Nature of Games at cornell university
(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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11 Nature of Games at cornell university
What about Fun?

— But how do we create good games?


—  Games are a creative medium
—  Games are designed to entertain
— Question: What makes a game fun?
— Better: Why do people play games?

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12 Nature of Games at cornell university
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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13 Nature of Games at cornell university
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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14 Nature of Games at cornell university
Psychology: Bartle’s Four Types

—  Theory of players in online games:


—  Achiever: Overcome challenges, gather rewards
—  Explorer: Discover, understand game world
—  Socializer: Interact & role-play with others
—  Griefer: Distress other players in the game
—  Games often designed for multiple groups
—  Example: World of Warcraft
—  But just one model of player psychology
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15 Nature of Games at cornell university
The Explorer

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16 Nature of Games at cornell university
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

What is the player doing?


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19 Nature of Games at cornell university
But Ludic is Not Everything

the
gamedesigninitiative
20 Nature of Games at cornell university
But Ludic is Not Everything

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21 Nature of Games at cornell university
Game Design Must Be a Balance

Motivate the Player Empower the Player

—  Needs a story framework —  Drama from player actions


—  Setting to work within —  Define what the player can do
—  Strong sense of identity —  Challenges reward or punish
—  Challenges with context —  Freedom in achieving goals

Games are dramatic, but they


have their own conventions.

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22 Nature of Games at cornell university
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

—  But design is much more


—  You use tools to create art
—  Can only learn by doing
—  With critiques from us
—  Like a studio course

—  Keeping balance is up to you


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23 Nature of Games at cornell university
The Adams Approach
—  Games as wish-fulfillment
—  I want to _________
—  Questions to answer:
—  What dream are you satisfying?
—  What goals does this dream create?
—  What actions achieve those goals?
—  What setting does this dream create?
—  What is the appropriate interface?
—  Use this to define gameplay
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24 Nature of Games at cornell university
The Adams Approach
—  Games as wish-fulfillment
—  I want to _________
—  Questions to answer:
—  What dream are you satisfying?
—  What goals does this dream create?
—  What actions achieve those goals? Narrative
—  What setting does this dream create?
—  What is the appropriate interface?
—  Use this to define gameplay Ludic
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25 Nature of Games at cornell university
Exploring Gameplay
—  To design games, you must play games!
—  Experience many different types of gameplay
—  Do not play the same type of game all the time
—  Flash portals are fantastic!
—  Games are small but focus entirely on gameplay
—  Kongregate & Armor Games are some of the best
—  Puzzle game? Look at Kongregate first
—  This is how we will use Piazza this semester
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26 Nature of Games at cornell university
Have Realistic Goals
—  Goal: Size of a large, elaborate Flash game
—  Quality should be 3.5+ stars on Kongregate
—  Can be played instantly with minimal tutorial
—  Quality over Quantity
—  Five amazing levels > 30 poor levels
—  Balance number of challenges with level size
—  Avoid feature bloat (e.g. power ups)
—  We will give you constant feedback on this
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27 Nature of Games at cornell university
Commercial Examples
—  Oasis: Turn-based strategy in minutes instead of hours
—  Diner Dash: Multitasking game about waiting tables
—  Deadly Rooms of Death: Top-down RPG puzzler
—  One of the worst names, but
—  some of the greatest puzzle design ever
—  Braid: Puzzle platformer with time-travel mechanics
—  Limbo: Dark platformer with realistic physics
—  Think X-Box Live Arcade, not boxed retail
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GDIAC Examples
—  Roto-Cosmos (Alum Game):
—  Amazing puzzle game created by a GDIAC TA
—  Lifted (Spring 2010):
—  Physics-based puzzle game of alien abduction
—  Forgotten Sky (Spring 2008):
—  Rope-swinging platformer with a variety of challenges
—  Astro War (Spring 2008):
—  Well-designed turn-based strategy with nice AI
—  Ensembler (Fall 2011):
—  Classical music rhythm game with you as conductor
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Summary
—  Games are not necessarily well-defined
—  They have players, goals, rules, and challenges
—  Not much agreement on anything else

—  Game design is about finding balance


—  Want narrative to motivate players
—  But need ludic elements to give agency

—  Will start with the Adams approach


—  Create a setting or narrative framework
—  Use that to guide the ludic elements
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30 Nature of Games at cornell university

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