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Fundamentals of Game Design, 2 nd Edition

Fundamentals of Game Design, 2 nd Edition. by Ernest Adams. Chapter 13: Action Games. Objectives. Identify the qualities that set action games apart from other genres Recognize the distinct subgenres of action games and their particular features

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Fundamentals of Game Design, 2 nd Edition

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  1. Fundamentals of Game Design, 2nd Edition by Ernest Adams Chapter 13: Action Games

  2. Objectives • Identify the qualities that set action games apart from other genres • Recognize the distinct subgenres of action games and their particular features • Use the characteristic features of action games, such as levels, lives, and powerups, to design games of your own • Know the design limitations imposed by placing the player under time pressure Chapter 13 Action Games

  3. What Are Action Games? • An action game is one in which the majority of challenges presented are tests of the player’s physical skills • Puzzle-solving, tactical conflict, and exploration challenges are often present as well • Fastest action games are called twitch games Chapter 13 Action Games

  4. Action Game Subgenres • Shooters • Most familiar and popular subgenre • Players use a ranged weapon • 2D shooters • Top-down or side-view perspective • Players are under constant attack so shoot everything • Unlimited ammunition • Unrealistic physics Chapter 13 Action Games

  5. Action Game Subgenres (Cont.) • Shooters (cont.) • 3D shooters • Cutting edge of game hardware • Physics are more realistic than 2D shooters • Can be first-person or third-person perspective • Further subgenres: • Rail-shooters • Tactical shooters • Survival horror • Arena games Chapter 13 Action Games

  6. Action Game Subgenres (Cont.) • Platform games • Cartoonish games in which an avatar moves through a vertically exaggerated environment, jumping on and off platforms • Most actions are jumps • Highly unrealistic physics • Most 2D side-scrolling games with humanoid avatar are platform games • Super Mario Bros. is the classic example Chapter 13 Action Games

  7. Action Game Subgenres (Cont.) • Fighting games • Physical challenges test reaction time and timing • Simulate hand-to-hand combat • May use a few ranged weapons • Two major categories: one-on-one and mêlée. • Serious boxing games usually classed as sports games • Actions include maneuvering, attacking, and defending • Combo moves are common • Play is largely 2D in the plane of the video screen Chapter 13 Action Games

  8. Action Game Subgenres (Cont.) • Fast puzzle games • Require player to solve problems quickly • Simple, abstract, limited control set • Tetris is the archetypal fast puzzle game • Casual gamers enjoy this subgenre • Ideal for handheld devices and cell phones Chapter 13 Action Games

  9. Action Game Subgenres (Cont.) • Action-adventure • Hybrid combines action and adventure • Games include physical challenge, story, inventory, and dialog • Dance and rhythm games • Challenges player’s sense of rhythm • Press buttons to make the avatar dance • Specialized hardware common: dance mat, conga drums, maracas • Popular with girls—less pointless violence Chapter 13 Action Games

  10. Action Game Subgenres (Cont.) • Other action games • No shooting, hand-to-hand fighting, or abstract puzzle-solving • Use skills such as maneuvering and path planning Chapter 13 Action Games

  11. Game Features • Progression • Levels usually completed in linear sequence • Levels often grouped by theme and end with a boss • Fixed challenges are easier to build, but repetitious • If killed, avatars reappear at a checkpoint • Level exits, level warps, and teleporters • Level exits lead to the next level • Level warps exit the level and jump ahead several levels • Teleporter jumps within the same level Chapter 13 Action Games

  12. Game Features (Cont.) • Planning your pacing: • Brainstorm ideas for moments of excitement • Order ideas by priority • Create a story framework • Rate key events for intensity, and sequence them • Rate and sequence story plot points • Set the time between high-intensity events • Evaluate the trends • Begin constructing levels • Iteratively test, review, and adjust Chapter 13 Action Games

  13. Game Features (Cont.) • Challenges • Avatars typically faced by three kinds of problems • Passive obstacle impedes movement without threat (wall) • Stationary danger attacks approaching avatar (electric fence) • Active dangers attack and move around Chapter 13 Action Games

  14. Game Features (Cont.) • Challenges (cont.) • Waves—enemies attack in groups • The big boss guards the end of the themed level • Wildcard enemies break up the predictability • Locked doors partition levels and control progress • Monster generators or spawn points cause new enemies to appear Chapter 13 Action Games

  15. Game Features (Cont.) • Player actions • Routine actions include maneuvering an avatar, aiming and shooting, collecting and selecting, manipulating objects, and fighting moves • Smart bomb clears enemies from the immediate area • Hyperspace escape immediately moves the player at the risk of unexpectedly entering a dangerous area Chapter 13 Action Games

  16. Game Features (Cont.) • Core mechanics are simple and obvious • Lives provide several reprieves from death • Energy is replenished by collectibles or powerups • Powerups increase strength • Collectibles are common but not required • Increase the score • Unlock secret levels or cause special bonus events Chapter 13 Action Games

  17. Game Features (Cont.) • Core mechanics (cont.) • Timer counts down time to events and catastrophes or the amount of time left to finish the level • Score indicates progress Chapter 13 Action Games

  18. Game Features (Cont.) • Victory conditions • Only arcade (or arcade-like) games don’t have victory conditions • Including a structured story means the game will end • Interaction model • Avatar is most common • Puzzle manipulation model (Tetris) or omnipresent model (Lemmings) also used Chapter 13 Action Games

  19. Game Features (Cont.) • Camera models • 2D camera models • Includes side-scrolling and top-scrolling perspectives • Continuous, variable, and parallax scrolling • 3D first person is tied to the avatar with a limited field of view • 3D third person lets the player see the avatar • Many offer both, switchable at player option • Resident Evil 4 combines these somewhat, moving camera to just behind avatar’s shoulder Chapter 13 Action Games

  20. Game Features (Cont.) • Camera models (cont.) • Gameplay implications of 2D and 3D • In 3D, it is difficult to tell the speed or distance of objects that come directly toward the player • 3D games use the environment to present challenges • In 3D, enemies can hide and sneak up on the avatar • Context-sensitive models • Camera moves depending on the circumstances • Not a good model for fast action games • Sudden changes of camera position are disorienting during high-speed action Chapter 13 Action Games

  21. Game Features (Cont.) • User interface features • Display only as much as the player needs to know • Keep it onscreen • Use indicators rather than numbers or text • Draw attention to critical information • Maps and mini-maps can be shown as transparent overlays; keep them simple • Use color to identify characters and objects • Controls should be as simple as possible Chapter 13 Action Games

  22. Summary • You should now understand • How to identify an action game • How to recognize action game subgenres • How to identify and use characteristics of an action game • How to describe design limitations of action games Chapter 13 Action Games

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