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Game Genre. Classification of Games. Core Mechanics. Genres and Fun. FPS Action Adventure Horror Stealth Sports Simulation or toys War Games RPG. What do you do in the Game? Why is it fun?. Genre. FPS (First Person Shooter) What do you do? How is this fun? . Half Life . Genre.

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slide3

Genres and Fun

  • FPS
  • Action Adventure
  • Horror
  • Stealth
  • Sports
  • Simulation or toys
  • War Games
  • RPG

What do you do in the Game?

Why is it fun?

slide4

Genre

  • FPS (First Person Shooter)
    • What do you do?
    • How is this fun?

Half Life

slide5

Genre

FIFA

  • Sports
    • What do you do?
    • How is this fun?
slide6

Genre

Sims

  • Simulation or Toys
    • What do you do?
    • How is this fun?

Movies

slide7

Genre

Silent Hill II

  • Horror
    • What do you do?
    • How is this fun?
slide8

Genre

Blood Omen

  • Action/Adventure
    • What do you do?
    • How is this fun?
slide9

Genre

  • RPG
    • What do you do?
    • How is this fun?
slide10

Genre

Civilization IV

  • RTS
    • What do you do?
    • How is this fun?
slide11

Genre

Thief

  • Stealth
    • What do you do?
    • How is this fun?
slide12

Genre

World of Warcraft

  • MMORPG
    • What do you do?
    • How is this fun?
slide13

Genre

  • Interactive Narrative
  • Choose dialogue
  • Choose your own adventure

Façade

Fear

FPS (First Person Shooter) Horror

formal abstract design tools

Models

Formal Abstract Design Tools

Resources:

Doug Church’s paper

slide15

Examples of tools

  • Intention:

Making an implementable plan of one’s own creation in response to the current situation in the game world and one’s understanding of the game play options

  • Perceivable Consequence:

A clear reaction from the game world to the action of the player

slide16

Examples of Tools

  • Story:

The narrative thread, whether designer –driven or player-driven that binds events together and drives the player forward toward completion of the game

what is a system

What is a System?

is an assemblage of entities/objects, real or abstract, comprising a whole with each and every component/element interacting or related to another one.

slide19

Games are Systems

  • Objects
  • Properties
  • Behaviors

Actions that an object can take

  • Relationships:
    • Using Rules, e.g. Damage, Hit Points, Armor
    • Using Behaviors, e.g. Sims: character relationship with objects are based on their needs
slide20

Transitive Relationships

  • In game terms: you need B to get to C.

A -> B -> C

  • Example: you cannot fight the last boss in the game without accumulating strength through fighting smaller bosses or enemies

Important from Design Prespective

slide21

Transitive Relationships

  • Timing is important, controlled through your design:

e.g. in FPS: you can control timing and pacing through XP, weapon strength, HP in the level

  • Challenge vs. Frustration
composing a system

Composing a System

Setup the objects, properties, behaviors, and relationships to create a balanced GamePlay

slide24

Ways to Establish Balance

  • Manipulating numbers
  • Introducing chance
  • Manipulating rules
  • Use trade-off matrix
  • Encoding the game as another balanced game, e.g. Rock, Paper, Scissors
slide25

Avoid Dominant Strategies

  • Are strategies that gives you a win no matter what.
  • E.g.
  • Any game Examples?
slide27

Critique

  • Take one segment of the game play within your game. Describe:
    • The Core Mechanics
    • Objects in the game
    • Properties of the objects
    • Relationships between objects
    • How the game is balanced?
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