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COMP 585/185: Serious Games

Designing a Good Game. COMP 585/185: Serious Games. Game elements. Gameplay Storytelling Aesthetics Novelty Learning Immersion Socializing. KEY ELEMENTS. Challenges Risk/rewards Creative expressive play Actions Fairness Symmetry Competition/cooperation. gameplay.

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COMP 585/185: Serious Games

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  1. Designing a Good Game COMP 585/185: Serious Games

  2. Game elements

  3. Gameplay Storytelling Aesthetics Novelty Learning Immersion Socializing KEY ELEMENTS

  4. Challenges Risk/rewards Creative expressive play Actions Fairness Symmetry Competition/cooperation gameplay

  5. Reach emotion, not just adrenaline • Key in all well-crafted entertainment • More specifically • Add to entertainment value • Wider audience • Keep interest • Marketing why stories in computer Games?

  6. Are these the first interactive stories? • NO. Audience participation! • What does the player want? • New experience • New place • New person • New activity • Recommendation: learn good storytelling rules stories in computer Games

  7. genre Considerations • Arcade games • Strategy games • First person shooter • RPG, adventure • Length • Characters • Realism • Emotional richness How much story do you need?

  8. Style and skill, not beauty • Harmony • coherence and consistency • Harmony isn’t something that you can fake. … It’s a sensual, intuitive experience. It’s something you feel. … it doesn’t come from design committees ,,, And it never happens by accident or by luck. … Games with harmony emerge from a fundamental note of clear intention. Brian Moriarty aesthetics

  9. Game Mechanics

  10. Space Objects Actions Rules Skill Chance Schell’s taxonomy

  11. Number of dimensions Continuous vs. discrete Boundaries Sub-spaces space

  12. Attributes States Secrets objects

  13. Operative and resultant Number of actions What you can act on Ways to reach a goal Number of objects Side effects: changing constraints Actions (emergent play)

  14. Types • Physical • Mental • Social • Dominance • Real vs virtual • Improvement • Necessity skill

  15. Probability Human element Skill of understanding chance chance

  16. Types • Operational • Foundational • Behavioral • Written • Modes • Enforcement • Goal rules

  17. Must be • Concrete • Achievable • Rewarding • Series or single • Short or long term • Related Goal

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