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05 Handout 1

Contents for game development

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0% found this document useful (0 votes)
29 views3 pages

05 Handout 1

Contents for game development

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zerru07
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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IT2012

Gameplay interacting with the game but with each other. Player-to-player
interactivity is the connection between players: how they
• Gameplay: Gameplay can be defined as choices, challenges, or communicate with each other and ways in which they play the game
consequences that players face while navigating a virtual environment. together (which could include cooperative and/or competitive
These are often the challenges in a game that were linked together with behavior).
story structure and character development—almost as if they represent ▪ Player-to-Developer: It is also possible for players to interact with
plot points in a story. For each challenge (or plot point), consider the those who have actually developed the game. Player-to-developer
many strategies that can be used by a player (or character in a story) to interactivity is most commonly illustrated in chat rooms and
overcome it. Remember that the gameplay is what truly makes a game discussion forums available on the game’s website. Many
compelling. developers take great care to read comments and concerns from
• Rules: All games contain rules. The rules of a game define the actions the players, and they will often participate in the conversations
or moves that the players may make in the game (and also those that directly.
they cannot make). The rules of the game should be communicated to • Game Theory: Game theory focuses on the types of conflicts that exist
the players. Although this can be accomplished through in-game in games and how players might respond to these conflicts. Game
tutorials and hints, an instruction manual often accompanies the game. theory applies to games that contain two or more opponents.
• Victory Conditions: A game’s victory conditions correspond to how ▪ Zero-Sum: Involve situations where players have completely
players should win the game. There can be only (1) one winner or can opposing interests. In chess, for example, each player’s goal is to
be several or many. Here, you should determine the point in the game win the game. Since there can be only one winner, it is impossible
where it can be said that this victory condition has been met. For for both players to ultimately get what they want.
example, In the mobile game Mobile Legends (ML), you can win by ▪ Non-Zero Sum: Involve situations in which players do not have
completely destroying the enemy's base. completely opposing interests. These types of games are common
• Loss Conditions: A game’s loss conditions specify how players lose in MMO games where players form teams or guilds to compete
the game. Two types of loss conditions are implicit and explicit. against NPCs. In this case, the players are cooperating with each
▪ Implicit loss condition is common in games that require competition other (while competing against common enemies).
between the player and other players or non-player characters ▪ Prisoner’s Dilemma: This illustrates what happens when all
(NPCs). Ex. Racing game players try to compete with each other in an NZS situation. An
▪ Explicit loss condition is when the player loses because his example of this can be a battle royale game where all the players
character dies or runs out of vital resources. This is common in on the battlefield must eliminate all other players to survive.
construction and management games. • Challenges: Gameplay involves a series of challenges that are linked
• Interactivity Modes: There are several types of interactivity that affect together. The types of challenges that occur in a game are often related
the gameplay. In each of these modes, the interactive element to the game’s genre. In fact, players who focus on playing particular
originates with the player—which illustrates how important the player’s genres have come to expect certain challenges to occur in these
decisions are in the game-playing process. games.
▪ Player-to-Game: Player-to-game interactivity is a very common ▪ Explicit: An explicit challenge is intentional, immediate—and often
form of interactivity, especially when it involves single-player mode. intense.
In single-player mode, the player is interacting only with the game ▪ Implicit: An implicit challenge is not specifically added to the game
itself and the platform. Even though the non-player characters but is an emergent feature of the game itself.
(NPCs) might exhibit many human characteristics (and the player ▪ Perfect Information: When perfect information is provided, the
might sometimes think they are human), they are still generated by complete state of play is known to the players at all times. Perfect
an artificial intelligence (AI) system. information yields logical challenges, where players assimilate the
▪ Player-to-Player: In multiplayer mode, players are not only information and use it to decide on the best course of action.

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IT2012
▪ Imperfect Information: With imperfect information, players are codes. This is a mental challenge that involves almost every other type
provided with only a fraction of the information needed to make the of challenge—and it’s used most widely in puzzle and adventure games.
best decision. In contrast to the logical challenges in games with 4. Exploration: Moving into new areas and seeing new things; satisfies
perfect information, the challenges in these games also require the curiosity of the player, and it’s popular in adventure games and
inference (or the ability to make a guess about the nature of the RPGs.
missing information). 5. Conflict: Disagreements or combat between characters; used in almost
▪ Intrinsic Knowledge: This is gained from within the game world. all game genres to provide dramatic tension.
For example, a player could discover the purpose of a magical 6. Capture: Taking or destroying something belonging to an opponent
machine after getting some information from an alchemist NPC in without being captured or killed in return; remains one of the most
the game. overarching game goals across all genres (including action and RTS
▪ Extrinsic Knowledge: This is gained outside the game world and games).
applied to the game. Example: In a Pokémon battle, a water type 7. Chase: Catching or eluding an opponent—often by utilizing either quick
Pokémon is very strong against a fire type Pokémon. reflexes or stealth strategies; popular in action and stealth games.
▪ Spatial Awareness: In spatial challenges, players usually have to 8. Organization: Arranging items in a game in a particular order—often
navigate through environments. These challenges are very by utilizing spatial and pattern-matching strategies; common in most
common in puzzle games. An example of this is the Monument puzzle games (e.g., Bejeweled, Tetris) and in strategy games with a
Valley game. great deal of resource management tasks.
▪ Resource Management: Many games allow players to manage 9. Escape: Rescuing items or players and taking them to safety—often
settings and actions associated with their resources or characters. involving analytical reasoning and resource management.
This resource management is referred to as micromanagement in 10. Taboo: Getting the competition to “break the rules”—often involving
games that involve a high level of detail, it is one way to allow the physical or emotional stamina (e.g., Twister, Don’t Break the Ice).
player to have many options in the game. An example of this is the 11. Construction: Building and maintaining objects—common in process
Clash of Clans game. simulations; involve resource management and trade.
▪ Reaction Time: Action games challenge a player’s reaction time. 12. Solution: Solving a problem or puzzle before or more accurately than
This is especially significant when the speed at which a player the competition does—involving analytical reasoning and knowledge
responds to a challenge is directly related to the speed at which the application. This goal is common in adventure games, which
player’s character reacts in the game. This could mean life or death incorporate a lot of detective work.
for the character if slow reaction time results in a missed opportunity 13. Outwit: Applying intrinsic or extrinsic knowledge to defeat the
to defeat the enemy or take the treasure before it vanishes. competition.
• Balance: A game is balanced if players perceive that it is consistent,
Challenges & Game Goals fair, and fun! The ease of winning the game also increases as the
All the challenges discussed can be applied to specific goals within the players’ skills increase. However, a better player should be more
game itself: successful in general at the game than a less-skilled player—unless the
1. Advancement: Reaching a higher level in the game. Each successive game is based purely on luck instead of skill.
level might increase in difficulty—as in many arcade and puzzle games.
“Leveling up” could also allow your character to be more powerful, as in To set up a balanced system for players, the gameplay needs to
many RPGs. provide:
2. Race: Accomplishing something before another player does; this is a a. Consistent challenges: Players should experience gradually more
reaction-time challenge associated with some action and multiplayer difficult challenges.
puzzle games. b. Perceivably fair playing experiences: Players shouldn’t be
3. Analysis: Applying mental processes to solving riddles and cryptic doomed from the start through their “mistakes.”

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IT2012
c. Lack of stagnation: Players should never get stuck with no way to
go on.
d. Lack of trivial decisions: Players should be required to make only
important decisions in the game, even in games that incorporate
micromanagement.
e. Difficulty levels: Players should have a choice of difficulty, or the
level should adjust to the player’s ability throughout the game.

References:
Buttfield-Addison, P., Manning, J., & Nugent, T. (2019). Unity game development cookbook.
Sebastopol: O'Reilly Media, Inc.
Novak, J. (2012). Game development essentials: An introduction (3rd ed.). New York: Delmar,
Cengage Learning.

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