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Fundamentals of Game Design Chapter 4: Continued

Fundamentals of Game Design Chapter 4: Continued. SE 3GB3 Chris Harrington 11-Feb-13. Outline. The Dimensions of a Game World The Physical Dimension The Temporal Dimension The Environmental Dimension The Emotional Dimension The Ethical Dimension Realism Summary.

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Fundamentals of Game Design Chapter 4: Continued

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  1. Fundamentals of Game DesignChapter 4: Continued SE 3GB3 Chris Harrington 11-Feb-13

  2. Outline • The Dimensions of a Game World • The Physical Dimension • The Temporal Dimension • The Environmental Dimension • The Emotional Dimension • The Ethical Dimension • Realism • Summary

  3. The Dimensions of a Game World • Many different properties • Two Categories for the Properties • Quantitative (ex Size.) • Qualitative (ex Mood.) • Related properties are the Dimensions

  4. Physical Dimension • Spatial Dimensionality • Scale • Boundaries

  5. Spatial Dimensionality • 2D • 2.5D • 3D • 4D

  6. Scale • Scale refers to both the absolute size of the physical space represented, as measured in units

  7. Boundaries • A line that marks the limits of an area; a dividing line.

  8. The Temporal Dimension • Variable Time • Anomalous Time • Letting the Player Adjust time

  9. The Environmental Dimension • Cultural Context • Physical Surrondings • Detail • Defining a Style • Overused Settings • Sources of Inspiration

  10. The Emotional Design • Influencing the Players Feelings • Limitations of Fun • You cant Paint Emotion by Numbers

  11. Design Rule: Avoid Implausible Extremes • Don’t make your game about the fate of the world if you are serious about producing emotional resonance with your audience; the fate of the world is too big to grasp. Make your game about the fate of people instead.

  12. The Ethical Dimension • Moral Decision-Making • Violence in video games

  13. Moral Decision Making • Simple Ethics: Clobber the bad guys, protect the good • Preachy material can be off putting • Difficult decisions are at the heart of good story telling

  14. The Peculiar Morality of America’s Army • Teaches how real soldiers are meant to fight in two ways • Players must act in conformance of the actual disciplinary requirements • Both Sides see them selves as US soldiers (perspective)

  15. Violence in Video Games

  16. Realism • Simplification of the real world • Can have realistic graphics but unrealistic physics • Let R rep. Realism • 0 <= R < 1 • (cannot equal 1, no game can be entirely realistic)

  17. The End(of Chapter 4)

  18. Bibliography • Adams, Ernest.Fundamentals of Game Design. Berkeley, CA : New Riders, September 14, 2009 • Pictures • http://cdn2-b.examiner.com/sites/default/files/styles/image_content_width/hash/49/26/victory_6.jpg • http://static.ddmcdn.com/gif/video-game-violence-2.jpg • http://www.ithp.org/articles/violentvideogames.html • http://fable.wikia.com/wiki/Fable • http://www.examiner.com/images/blog/replicate/EXID55249/images/a14dg4(1).jpg • http://varungenius.files.wordpress.com/2012/03/right-and-wrong-decisions1.jpg • http://neuronarrative.files.wordpress.com/2009/11/emotion.jpg • http://richtaveras.com/static/media/uploads/zinnia/time-warp.jpg

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