Game Mechanics and Theory
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Transcript of Game Mechanics and Theory
Game Mechanics and TheorySTORYTELLING
Three act structure
Beginning (Act 1): Place the audience into the action or drama of the story. Introduce the problem.
2. Middle (Act II): Focus on the obstacles that stand in the way of solving the problem.
3. End (Act III): The problem introduced in Act I has been solved, and the obstacles have been removed.
EX: Fable 2
Hero’s Journey Structure
Ordinary World: The hero’s ordinary world is established.
Call to Adventure: The quest or journey is introduced.
Refusal of the Call: The hero refuses but is uncomfortable with the decision.
Meeting with the Mentor: The hero receives information relevant to the quest and needs to go on the journey.
Crossing the First Threshold: The hero abandons the refusal and embarks on the journey.
Hero’s Journey (continued)
Tests, Allies, and Enemies: The hero is tested and makes friends and enemies.
Approach to the Inmost Cave: The hero faces more tests and preparations
Ordeal: The hero must defeat the villain.
Reward: The hero gets the reward.
The Road Back: The hero has to choose the special world or ordinary world.
Resurrection: The hero must face death one more time.
Return with the Elixer: The hero finally returns but is changed forever .
Three act structure
First Act (introduction) – usually used to establish the main characters, their relationships, and the world they live in. Near the end of the First Act, the main character
(protagonist) has to deal with some problem that will change the world. This is the first Turning Point.
Second Act (confrontation) – longest section depicts the protagonist attempting to resolve the problem.
Vocabulary for Storytelling
Protagonist
Antagonist
Inciting Incident
Hook
Plot Point
Turning point
subplot
Game Mechanics and TheoryCHARACTER DEVELOPMENT
Character Classes
Dungeons & Dragons (D&D) introduced character classes.
Common types of classes Fighter- focused on combat abilities but usually lacks magical abilities
Thief/Rogue – focused on stealth and high-damage but usually lacks defense or armor rating
Mage – powerful magical abilities but physically weak
Cleric/Priest – healing and supportive magical abilites
Combined classes
There are variations of the 4 main class types though and can pretty much be combined in any way. Thief + Fighter = Assassin
Cleric + Fighter = Paladin
Mage + Fighter = Battle Mage
Thief + Mage = Bard or Mesmer
Ranged Thief + Support = Engineer
Some can combine more than one class Ex: Fighter + Mage + Cleric = Druid
Class trees
Class trees are used to add more variation to the classes
Warrior Characteristics
Heavy plate armor
Large or multiple weapons
Sometimes has a shield
Lots of health
Druid Characteristics
Nature spells
Lives in forest
Protects the forest and animals
Animal characteristics
Thief Characteristics
Hood or mask over face
Lots of daggers or weapons
Usually wears leather or cloth
Mage Characteristics
Magical auras
Staff, wand, or spellbook
Pointed hat or hood
Usually wears cloth robes
Paladin Characteristics
Heavy plate armor
Large or multiple weapons
Great amount of health
White/Gold/Blue armor
Shield with one-handed weapon
Game Mechanics and TheoryGAMEPLAY
What is the relationship between gameplay and game story?
Why is the experience of playing the game so important?
How should game rules be structured?
Vocabulary
Non-playable character (NPC) – a character that cannot be controlled by a real player
Avatar – the character that represents a player in the game
Allies – characters that are on the player’s side
Enemies – characters that are against the player
The relationship between gameplay and game story
Gameplay is “a set of instructions for the player” Also known as “rules of play”
You can have a game without a story Ex: Tetris
You cannot have a game without gameplay Ex: ???
Gameplay types
Asymmetrical Gameplay – multiple player play the same game simultaneously in different ways.
Cooperative Gameplay – players work together to meet a goal
Deathmatch – players work alone and fight each other Twitch Gameplay – tests a player’s reaction time
Gameplay Types (continued)
Hack and Slash – focuses on melee fighting Leveled Gameplay – Game gradually increases in
difficulty Micromanagement – player manages several small
groups of units and controls most if not all actions of those units
Nonlinear Gameplay – players face challenges that can be completed in a number of different sequences
The key to a good game is getting the gameplay and the game story to be in harmony with each other. Ex: Call of Duty game about saving whales
Good gameplay and a good story usually make for a good game. Just because gameplay is bad doesn’t mean the game is bad
Victory and Lose conditions
Each gameplay type will have different win and lose conditions
Victory [“Win”] conditions are the conditions that must be met to win the game.
Lost [“Lose”] conditions are the conditions that must be met to lose the game.
Interactivity conflict
Player vs Player (PVP) – the player fights other real players
Player vs Environment (PVE) – the player fights AI controlled enemies Can be played alone, with human companions, or AI companions
Choose a game, and determine what the “win” and “loss” conditions are in relation to gameplay. Are they different from the story?
Balance of gameplay
A good game has to balance several factors Obstacles and Aids
If the obstacles might be too much of a challenge, add aids to help the player figure it out.
Penalties and Rewards If the player uses aids, add a penalty or reduce the reward
Design Principles
Concept Art
Modeling
Texturing
Animation
Movement
Appearance
2-D
3-D
Concept Art – rough draft of art Usually has little detail and is designed to show an idea
Modeling -
Texturing
Animation
Movement
Appearance
2-D – graphics consisting of 2 planes. Usually includes the x and y planes
3-D – graphics consisting of 3 planes. Usually includes the x, y, and z planes