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Game Genre PowerPoint PPT Presentation


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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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Game Genre

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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

FIFA

  • Sports

    • What do you do?

    • How is this fun?


Genre

Sims

  • Simulation or Toys

    • What do you do?

    • How is this fun?

Movies


Genre

Silent Hill II

  • Horror

    • What do you do?

    • How is this fun?


Genre

Blood Omen

  • Action/Adventure

    • What do you do?

    • How is this fun?


Genre

  • RPG

    • What do you do?

    • How is this fun?


Genre

Civilization IV

  • RTS

    • What do you do?

    • How is this fun?


Genre

Thief

  • Stealth

    • What do you do?

    • How is this fun?


Genre

World of Warcraft

  • MMORPG

    • What do you do?

    • How is this fun?


Genre

  • Interactive Narrative

  • Choose dialogue

  • Choose your own adventure

Façade

Fear

FPS (First Person Shooter) Horror


Models

Formal Abstract Design Tools

Resources:

Doug Church’s paper


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


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


Games as Dynamic Systems

Tracy Fullerton


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.


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


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


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


Transitive Relationships


Composing a System

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


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


Avoid Dominant Strategies

  • Are strategies that gives you a win no matter what.

  • E.g.

  • Any game Examples?


Equilibrium


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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