Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 9: Gameplay.

24
Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 9: Gameplay

Transcript of Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 9: Gameplay.

Page 1: Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 9: Gameplay.

Fundamentals of Game Design, 2nd Edition

by Ernest Adams

Chapter 9: Gameplay

Page 2: Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 9: Gameplay.

Chapter 9 Gameplay 2© 2009 by Pearson Education, Inc.

Objectives

Understand the basic principles that a designer should follow to make games fun

Explain how the hierarchy of challenges requires players to complete atomic challenges, sub-missions, and missions to accomplish the ultimate goal of winning the game

Define intrinsic skill required and stress and discuss how these factors contribute to the difficulty of the game

Page 3: Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 9: Gameplay.

Chapter 9 Gameplay 3© 2009 by Pearson Education, Inc.

Objectives (Cont.)

List challenges commonly used in games Define actions in the context of the game

world and describe how actions are selected to meet specific challenges or serve other functions in the game

Discuss the arguments in favor of and opposed to supplying a saving mechanism and explain the most widely used methods for saving a game

Page 4: Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 9: Gameplay.

Chapter 9 Gameplay 4© 2009 by Pearson Education, Inc.

Making Games Fun

Execution matters more than innovation The chief reason a game is not fun is that it

contains elementary errors Aspects of game development that contribute to

fun: Avoiding errors; basic craftsmanship is most important Tuning and polishing is second Imaginative variations on the game’s premise is third True design innovation is only 5% of the source of fun

Page 5: Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 9: Gameplay.

Chapter 9 Gameplay 5© 2009 by Pearson Education, Inc.

Making Games Fun (Cont.)

Finding the fun factor: Gameplay comes first Get a feature right or leave it out Design around the player Know your target audience Abstract or automate parts of the game that aren’t

fun Be true to your vision Strive for harmony, elegance, and beauty

Page 6: Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 9: Gameplay.

Chapter 9 Gameplay 6© 2009 by Pearson Education, Inc.

The Hierarchy of Challenges

Hierarchy from lowest to highest Atomic challenge Sub-mission Mission Complete the game

Page 7: Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 9: Gameplay.

Chapter 9 Gameplay 7© 2009 by Pearson Education, Inc.

The Hierarchy of Challenges (Cont.) Informing the player about challenges

Games tell the player about explicit challenges Players discover implicit challenges on their own Explicit instructions are given about the victory

condition and lowest-level atomic challenges Intermediate-level challenges

The most interesting games offer multiple ways to win

Recognize and reward victory achieved no matter how the player achieves it

Page 8: Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 9: Gameplay.

Chapter 9 Gameplay 8© 2009 by Pearson Education, Inc.

The Hierarchy of Challenges (Cont.) Simultaneous atomic challenges

Overcoming several atomic challenges at the same time increases the difficulty

Common way of doing this is to bombard the player with enemies

Other games (such as management games) present more complex interrelated simultaneous challenges

The more simultaneous atomic challenges a player faces under time pressure, the greater the stress

Page 9: Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 9: Gameplay.

Chapter 9 Gameplay 9© 2009 by Pearson Education, Inc.

Skill, Stress, and Absolute Difficulty

Intrinsic skill required is the skill needed to overcome a challenge in an unlimited amount of time

Stress is the effect of time pressure on the player’s ability to overcome a challenge

Absolute difficulty is skill required plus time pressure

Page 10: Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 9: Gameplay.

Chapter 9 Gameplay 10© 2009 by Pearson Education, Inc.

Commonly Used Challenges

Physical coordination challenges Variations

Test speed and reaction time Test accuracy and precision Test intuitive understanding of physics Test timing and rhythm Test ability to make combination moves

Reduce time available to increase difficulty

Page 11: Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 9: Gameplay.

Chapter 9 Gameplay 11© 2009 by Pearson Education, Inc.

Commonly Used Challenges (Cont.) Logic and mathematical challenges

Formal logic puzzles No outside knowledge required To increase difficulty, increase the number of objects

and the ways they can be manipulated Players normally get all the time they need to solve Avoid puzzles that can only be solved by trial-and-error

Mathematical challenges Games require players to reason about probabilities Make educated guesses with imperfect knowledge

Page 12: Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 9: Gameplay.

Chapter 9 Gameplay 12© 2009 by Pearson Education, Inc.

Commonly Used Challenges (Cont.) Races and time pressure

Be first to accomplish a goal Can be combined with other types of challenges Time pressure increases stress on the player

Factual knowledge challenges Direct tests of factual knowledge usually occur

only in trivia and quiz games In other kinds of games, all facts must be present

in the game or you must make it clear in advance that outside knowledge is required

Page 13: Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 9: Gameplay.

Chapter 9 Gameplay 13© 2009 by Pearson Education, Inc.

Commonly Used Challenges (Cont.) Memory challenges

Test ability to recall things seen or heard in game To make it easier, give players longer to

memorize and test them soon after they have done so

Pattern recognition challenges Test ability to recognize visible, audible, changing,

or behavioral patterns To increase difficulty, make the pattern longer,

more intricate, or more subtle

Page 14: Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 9: Gameplay.

Chapter 9 Gameplay 14© 2009 by Pearson Education, Inc.

Commonly Used Challenges (Cont.) Exploration challenges

Spatial awareness challenges Test ability to learn and navigate To decrease difficulty, provide a map

Locked doors Any obstacle that prevents the player from proceeding

until he disables it Avoid unmarked switches far from the door

Page 15: Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 9: Gameplay.

Chapter 9 Gameplay 15© 2009 by Pearson Education, Inc.

Commonly Used Challenges (Cont.) Exploration challenges (cont.)

Traps Device that harms the avatar when triggered Fun comes from outwitting the trap

Mazes and illogical spaces Every place looks alike and player must discover

relationships between the areas Can be implemented as logic or pattern-recognition

puzzles

Page 16: Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 9: Gameplay.

Chapter 9 Gameplay 16© 2009 by Pearson Education, Inc.

Commonly Used Challenges (Cont.) Exploration challenges (cont.)

Teleporters Mechanism that transports player to a new location To make the challenge easier, make the teleporter

predictable and reversible Finding hidden objects

Sometimes hidden in reasonable places player can deduce from clues

Sometimes hidden in obscure ones Easter eggs are special rewards in particularly obscure

locations

Page 17: Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 9: Gameplay.

Chapter 9 Gameplay 17© 2009 by Pearson Education, Inc.

Commonly Used Challenges (Cont.) Conflict

Requires direct opposition of forces, some of which are under player control

Conflict challenges can be broken down into: Strategy Tactics Logistics Survival and reduction of enemy forces Defending vulnerable items or units Stealth

Page 18: Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 9: Gameplay.

Chapter 9 Gameplay 18© 2009 by Pearson Education, Inc.

Commonly Used Challenges (Cont.) Economic challenges

The behavior of resources creates economic challenges Accumulating resources—this can be wealth, points, or

anything valuable Achieving balance—this can be a more interesting

challenge than simply accumulating resources Caring for living things—challenges the player to meet

the needs of each individual

Page 19: Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 9: Gameplay.

Chapter 9 Gameplay 19© 2009 by Pearson Education, Inc.

Commonly Used Challenges (Cont.) Conceptual reasoning and lateral thinking

puzzles Conceptual reasoning puzzles require reasoning

and knowledge to solve a problem Lateral thinking uses extrinsic knowledge in

unexpected ways

Page 20: Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 9: Gameplay.

Chapter 9 Gameplay 20© 2009 by Pearson Education, Inc.

Actions

Actions for gameplay Most actions are intended to meet challenges Games offer fewer actions than challenges to limit

size of user interface and animation costs Most actions can address more than one type of

challenge Define actions

Based on player’s role and actions to overcome challenges

Page 21: Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 9: Gameplay.

Chapter 9 Gameplay 21© 2009 by Pearson Education, Inc.

Actions (Cont.)

Actions that serve other functions Actions not related to challenges include actions

for: Unstructured play Creation and self-expression Socialization Participating in the story Controlling the game software

Page 22: Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 9: Gameplay.

Chapter 9 Gameplay 22© 2009 by Pearson Education, Inc.

Saving the Game

Reasons for saving a game Allow player to leave and return later Let player recover from mistakes Encourage player to try alternate strategy

Consequences for immersion and storytelling Harms immersion Reduces tension

Page 23: Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 9: Gameplay.

Chapter 9 Gameplay 23© 2009 by Pearson Education, Inc.

Saving the Game (Cont.)

Ways of saving a game Password to restart a level Save to a file or save slot Quick save Automatic save and checkpoints

Always allow players some way to save and reload

Page 24: Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 9: Gameplay.

Chapter 9 Gameplay 24© 2009 by Pearson Education, Inc.

Summary

You should now understand Gameplay is the heart of a game’s fun Challenges can be organized into a hierarchy Skill and stress determine absolute difficulty Commonly used challenges test different skills Few actions can be used to overcome many

challenges Players should be allowed to save and reload