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This overview delves into the fundamental components of game design, defining formal elements such as players, objectives, procedures, rules, resources, conflict, boundaries, and outcome. It discusses how these elements create the ludic structure of games, engage players through narrative and challenge, and influence player interaction patterns. The framework serves as a guide for designing games, emphasizing the importance of balancing conflict and providing clarity in rules and resources. Key elements also include the role of objectives and boundary settings in shaping player experiences.
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Defining Formal Elements CS 4730 – Computer Game Design
Ludic Structure of Games • Players – voluntary participation • Objectives - goals • Procedures – actions of play, limited by rules • Rules – define game parameters • Resources – valuable objects defined by rules • Conflict – hindrances to objective • Boundaries – setting apart the game world • Outcome – uncertainty toward ultimate goal 2
Narrative/Engagement in Games • Challenge – tension to resolve a problem • Play – “free movement within a structure” • Premise – context • Character – vessel for participation and interest • Story – narrative within a context • Dramatic Elements – climax of game element 3
A New Challenger Arrives! • Goals – Objectives, Resources, Outcome • Rules – Procedures, Rules, Conflict, Boundaries • Feedback – Communicating items above • Players – Player Modes and Interactions 4
Players • Determine what is your player interaction pattern (1 vs. game, pvp, team competition…) • Determine what are your player modes • A player modeis a way in which the player interacts with the game • Example: Final Fantasy • Overworld, Battle, Status/Inventory • Each behaves differently and has a different purpose • Some simpler games might only have 1 mode 5
Objectives • Anything the player is striving for • Could be: • Primary: main objective of game, “dream” • Secondary: achievements, high score, etc. • Player-driven: your own self-created goal • Name some objectives in games 6
Objective Categories • Capture: take or destroy something • Race: well… race against something • Alignment: perfect positioning • Rescue/Escape: get out of dungeon • Forbidden Act: get someone else to break rules • Construction: build something • Exploration: uncover all hidden things • And so many more! 7
Procedures and Rules • Procedures are the actions that players can take to achieve their objectives • Rules define the game objects and set limits on the player procedures • A lot more to discuss here – we’ll come back to it 8
Resources • Resources are the elements of the game that hold some value and also by definition have some notion of scarcity • Resources can be just about anything: • Lives / Health • Time • Currency • Ammo • Resources define the “interesting bits” 9
Conflict • Conflict is not only defined as PvP • It can also be player vs. game and obstacles put up to keep player from the goal • The role of the difficulty in the notion of conflict is a tough balancing act • Hard enough to promote player interest and play, but easy enough that the goal is eventually reachable (usually) 10
Boundaries • Boundaries can be defined by rules, but also by the nature in which the game is being played • Consider Johann Sebastian Joust • https://www.youtube.com/watch?v=rxy26nzhbK0 11
Outcome • There must be a “finish” of some kind • (Yes, some games don’t finish, but consider player-created outcomes) • Some games are zero-sum, some are not • We will discuss this a lot more later on 12
Formal Elements Framework • These elements provide a framework in which you can begin to formalize your game • They are not an end-all, be-all list, but certainly should make you consider things that are important to the game • We would expect to be able to pull these out of your design documents in some fashion 13
So… how do we put these together? • Players is somewhat straightforward • So should (theoretically) your primary objectives • Secondary objectives can be added later (such as achievements or side quests) • Outcomes are mostly easy to see early on • For the most part, so are boundaries 14
Procedures, Rules, and Resources • Here’s where the meat of your design comes in • What actions are allowed in your world? • How with the game world respond to those actions? • How will you limit/enhance/modify player actions in the game? • What will your player interact with? • What “things” in the world are important? • Note that not all of these are avatar based! 15
Procedures • At their most basic, procedures map to the input device you are using • You will fall into one of a few categories • Gamepad: a controller input device with a specified set of directional and interactive command buttons • Mouse: a pointer interface that can interact with click, hover, drag, and drop • Keyboard: like a gamepad, but with far more discrete command button options • Combination: such as Mouse/Keyboard 16
Input Devices • There are, of course, many others! • Kinect • Touch screen • Accelerometer/Gyroscope • Head tracking • Foot pad / pedals • Many, many failed 3rd party accessories, like the U-Force • We will (most likely) be in the other categories 17
Procedures, Rules, and Resources • For your game in this class: • Try to limit the procedure, rules, and resources at first • Once you get the feel for how your basic procedures, rules, and resources interact, adjust one of these in a later level (“riff on a mechanic”) • Introduce the player to the world; draw them into the “magic circle,” don’t overwhelm them 18