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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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
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?
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?