The Game Development Process
The Game Development Process
The Game Development Process
Process
Game Design
Outline
Based on Ch 7, On Game Design, by Chris Crawford and Ch 2.2, The Game Development Process
Once you find why sky is blue, will tell you why sunset is
red (tightens associations further)
Based on Ch 7, On Game Design, by Chris Crawford and Ch 2.2, The Game Development Process
Based on Ch 7, On Game Design, by Chris Crawford and Ch 2.2, The Game Development Process
Based on Ch 7, On Game Design, by Chris Crawford and Ch 2.2, The Game Development Process
Is it really good?
Worth spending time and money on?
Even if rehash should bring improvement
to original and new challenges
Discuss with someone that can appreciate
the idea
Outline
(next)
Core Design
Topics
What is a Game
Gameplay
Interactivity
Game Balance
Look and Feel
What is a Game? (1 of 3)
A computer game is a software program in which one or more players make decisions
through the control of game objects and resources, in pursuit of a goal.
What is a Game (2 of 3)
What is a Game (3 of 3)
When a designer is asked how his game is going to make a difference, I hope he
talks about gameplay, fun and creativity as opposed to an answer that simply
focuses on how good it looks Sid Meier (Civilizations, Railroad Tycoon, Pirates)
A series of puzzles
An intriguing story
Examples:
Core Design
Topics
What is a Game
Gameplay
Game Balance
Look and Feel
Game Theory
Gameplay
Gameplay
Includes
Choice of car in GTA is not always about payoff, but about what is fun
Software doesnt have to have gameplay to be entertaining consider
SimCity
Who says: Hey, where is the gameplay in Hamlet?
Rule 1: It should be fun (entertainment)
Rule 2: It should be interactive (make use of computer, else perhaps
use film)
Rule 3: It can have gameplay (but that is choice)
Gameplay Example (1 of 2)
Not so interesting
Gameplay Example (2 of 2)
Now, suppose
Band-aids still affect single target but ebolts have an area affect
E-bolts do less damage, but armor doesnt
make a difference
Implementing Gameplay (1 of 4)
Choice
Outcome
Possibility space
Implementing Gameplay (2 of 4)
Ex: Could have ray gun that plays music. Cool, but
soon gimme the BFG
Ex: Nintendos Smash Bros has Taunt ask: what
for?
Ask: other examples from popular games?
Implementing Gameplay (3 of 4)
Well-designed choice
Implementing Gameplay (4 of 4)
Should be series of interesting choices
Ex:
Dominated strategy
Dominant strategy
Near Dominance
http://www.battle1066.com/
player
Ask: other examples?
Ex: StarCraft
damage
If fast foes, Zerglings, maybe faster fire
Supporting Investments
Versatility (1 of 2)
Versatility (2 of 2)
Compensating Factors
Impermanence (1 of 2)
Impermanence (2 of 2)
Shadow Costs (1 of 2)
Shadow Costs (2 of 2)
Groupwork:
Use 1-2 in a game about graduating from college.
Discuss.
Synergies (1 of 2)
Synergies are interaction between different elements
of players strategies (note, terms may be different than ch 2.2)
Positive Feedback
Economies of Scale
the more of one type,
the better (ex: wizards
draw strength from
each other)
Economies of Scope
the more of a set, the
better, or advantage of
combined arms (ex:
trident and net,
infantry and tanks)
Negative Feedback
Diseconomies of scale
first is most useful,
others have less
benefit (ex: diminishing
returns from more
peasants entering a
mine since get in each
others way)
Diseconomies of scope
(ex: mixed troops go
only as fast as slowest)
Synergies (2 of 2)
Be aware of each
Kinds of Interactivity (1 of 2)
Kinds of Interactivity (2 of 2)
(Ask: others?)
In the above list, how many are done?
Core Design
Topics
What is a Game
Gameplay
Game Balance
Look and Feel
(Overmars + Ch2)
(Ch 3)
(Ch 5)
(Ch 6)
Mini-Outline
(next)
Player/Player Balance (1 of 2)
Player/Player Balance (2 of 2)
Symmetry - Example
Symmetry
the same
Ex: Warcraft 2 humans have griffons and
orcs have dragons; both flying toughies.
interesting
Ex: Warcraft 2 orc players runes explode,
making use in mountain passes good
Mini-Outline
(next)
Player/Gameplay Balance
Introduction (1 of 2)
Player/Gameplay Balance
Introduction (2 of 2)
Three rules
1.
Mini-Outline
(next)
Gameplay/Gameplay Balance
Component Balance
Ex: Starcraft
Attribute Balance
Involves not the relative values, but the way the choices
interact
Ex: How important is ship speed relative to combat
strength?
Mnemonic to remember:
Component choices are about artifacts
Ex: Hmm.
Paper
Scissors
Rock
-1
+1
Paper
+1
-1
Scissors
-1
+1
Paper
Scissors
Rock
-4
+7
Paper
+4
-4
Scissors
-7
+4
R+P+S=0
(eq2) 0 = 4r 4(4r+4p)/11
0 = 44r 16r - 16p
0 = 28r - 16p p = (7/4)r
(eq3) 0 = -4(7/4)r + 7s
0 = 7r + 7s
r=s
Combinatorial Explosions
Design Scalability
Ambience
Interface
Storytelling
Based on Chapter 6, Game Architecture and Design, by Rollings and Morris
Ambience
Sound
Ex: LOTR
Stirring music when level nearly over (but can still die!)
Vision
finished detail
Rough sketches of characters
or settings
- Paolo Piselli
Vision Example
Concept Art
Movie
Touch
Contrast
Ex:
Ex:
Ex:
Ex:
Ex:
Interface
Ideal is transparent
Storytelling
facts
Details revealed to audience let them
figure it out
Get emotional involvement from audience
Storytellers knew tricks for creating good
stories long before Shakespeare Game
Designers should employ
Obstacles, Plot Points, Foreshadowing
(More next)
Obstacles
Says Vampire
Poor
Avoids hero.
Purchases crucifix from another. Mumbles
you better have one if you are in these
parts.
Not great, but better. Has obstacle
Foreshadowing
Personalization
Resistance
Plot Points (1 of 2)
Plot Points (2 of 2)
Games, too.
Suspense
Bodies,
rotting, see NPC get eaten. Hear sounds.
Can see gorgon survive rock crash.
Dialog
Surprise
Resolution
Should be:
Change
Whats Next?