LAFS Game Mechanics - Tactical Mechanics

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TACTICAL MECHANICS Level 3 David Mullich Game Mechanics The Los Angeles Film School

Transcript of LAFS Game Mechanics - Tactical Mechanics

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TACTICAL MECHANICSLevel 3

David MullichGame MechanicsThe Los Angeles Film School

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What Are Tactics?

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Tactics

Actions carefully planned to achieve a limited goal or subgoal.

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How Is That Different From Strategy?

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Strategy

A plan of action to achieve an overall goal.

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Theater Of Combat

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The Fighting Game Problem

Extra Credits: How To Teach Complicated Mechanics

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What Was The Main Message Of This Video?

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MORE GAME OBJECTS

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Units

Groups of game elements under the player’s control that let the player perform actions to influence the Game World.

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Why Designers Use Units Multiple Focus Loci Attention Swapping Varied Gameplay Resource Management Investments Balances Combat, Ability Losses,

Asymmetric Abilities Supports Evade and Survive Goals

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Unit Design Considerations What actions and attributes does each unit

have? How is the initial number of units determined? How are units produced and consumed? How does the player track and select units? How much autonomy do units have? Is the unit a companion to the avatar? Can its ownership change?

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More On Unit BalancingLess Difficult New/Improved Abilities Automated Behavior Overviews of the Game State

More Difficulty Consume Non-Renewable Resources Rock-Paper-Scissors Ownership Changes Control Changes Give Opponents Elimination Goals

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Enemies

Avatars and units that hinder players trying to complete their goals.

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Why Designers Use Enemies Conflict Tension Maneuvering Hazards Competition Narrative Social Dilemma Balance Difficulty Surprises in Exploration Goals Blocking for Traverse Goals Objects of Reconnaissance Goals Supports Overcome and Evade Goals

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Goal Hierarchy Involving Enemies1. Series of Duels2. Learn Enemy’s Identity or Achilles Heal3. Find Tools For Defeating4. Overcome Henchmen

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Enemy Design Considerations How do players overcome or evade them? How many enemies are there? What abilities do they have? Where are they placed in the level?

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More On Enemy Balancing

Less Difficult Resource Consumption Changes of Ownership

More Difficulty Privileged Movement Alarms

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Bosses

A more powerful enemy that players must overcome to reach certain goals in the game.

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Why Designers Use Bosses Structure Progress Tension Narrative Balances Levels and Rescue Goals

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Boss Design Considerations How is the boss defeated? Is defeating the Boss the main goal or just

a high-level goal?

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More On Boss Balancing

Less Difficult Achilles Heel

More Difficulty Privileged Movement Alarms

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Strategic Locations

Areas in the game world that give advantages to the players controlling them.

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What Makes A Location Strategic?

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Examples of Strategic Locations Spawn Points Resource Generators Pick-Ups Power-Ups Chargers Safe Havens

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Explicit vs. Implicit

Explicit Strategic objects permanently placed

Implicit Strategic objects nearby Strategic objects placed randomly

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Why Designers Use Strategic Locations Memorization For Strategic Knowledge Area Control Balances Player Balance (especially with

Combat) Supports Gain Information, Gain

Ownership, Traverse, Guard, Reconnaissance, and Exploration Goals

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Strategic Location Design Considerations What makes them strategic? Explicit or Implicit

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More On Strategic Location BalancingLess Difficult Outstanding Features Safe Havens

More Difficult Ownership

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MORE ACTIONS

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Combat

Actions where the intent is to kill or otherwise overcome opponents.

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Avatars vs. UnitsAvatars Fighting Games or RPGs Tools and Improved/New Abilities Combo Actions Health Points, balanced by Lives, Stuns, Forced Retreats

Units Strategy Games Attention Swapping and Privileged Abilities Collaborative Actions Damage, balanced by Achilles Heels and Strategic Locations

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Turn-Based vs. Real-time

Turn-Based Budgeted Action Points

Real-Time Dexterity-Based Actions and Timing

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Why Designers Use Combat Conflict Tension Supports Eliminate, Overcome, and

Capture Goals

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Combat Design Considerations Avatars or Units? Turn-based or Real-time? Lives or Damage? Imperfect Information Randomness

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More On Combat Balancing

Less Difficult Achilles Heels Automated Tips

More Difficult Privileged Abilities Strategic Locations Combos

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Aim and Shoot

The act of taking aim at something and then shooting it.

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Why Designers Use Aim and Shoot Movement Spatial Immersion Tension Balances Resources and Tools Supports Combat with Capture, Evade or

Eliminate Goals

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Aim and Shoot Perspectives

First-Person Fairly easy, unless there is movement

Third-Person Movement of Focus Loci is necessary

God’s View Difficult, due to lack of Spatial Immersion

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Aim and Shoot Design Considerations Turn-based or Real-Time View? First-Person or Third-Person View? Moving Target or Shooter Tools or Resources Required

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More On Aim and Shoot BalancingMore Difficult Obstacles Movement Time Limits God Views Attention Disruptions Evade Goals Traverse Goals

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MORE ON ACTIONS CONTROL

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Limited Set of Actions

Players can only have a few actions to choose from.

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Why Designers Use Limited Set Of Actions Simulated Planning Tension Narrative Balances Units and Character Development

Dangers: Analysis Paralysis Limits Freedom of Choice

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Limited Actions Design Considerations Avatar or Units? Does the player have a limited total

number of actions? Can the player use only a few at a time?

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Decreased Abilities

Player’s chance of succeeding with, or the effect of, an action is decreased.

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Direct vs. Indirect

Direct Changing Ability Values

Indirect Limited or Non-Renewable Resources

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Why Designers Use Decreased Abilities Penalty Balancing Difficulty, Complexity, Players,

Characters, Skills, Units

Warning! Limits: Freedom of Choice Chance to Succeed Illusion of Influence

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Decreased Abilities Design Considerations What ability is decreased? What is the effect of ability decreased? What causes the decrease?

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More On Balancing Decreased AbilitiesLess Difficulty Time Limits Improved Abilities

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Ability Losses

The loss of ability to perform an action in a game.

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Why Designers Use Ability Losses Penalty Limiting Actions Play Modes Varied Gameplay Balances Players Supports Gain Competency or Gain Ownership Goals

Warning: Restricts Freedom of Choice Promotes Downtime Promotes Player Killing and Elimination

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Ability Loss Design Considerations

What ability is lost? What is the effect of the loss? What is causes the loss?

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More On Balancing Ability LossesLess Difficult Time Limits New Abilities

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Asymmetric Abilities

When players or game elements do not have all the same actions available.

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Explicit vs. Implicit Asymmetric AbilitiesExplicit Privileged Abilities

Implicit Asymmetric Resource Distribution Asymmetric Information Game Mastery

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Why Designers Use Asymmetric Abilities Varied Gameplay Replayability Team Play (Collaboration, Negotiation) Balances Character Development and

Gain Competence Goals

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Asymmetric Ability Design Considerations Players or Units? Explicit or Implicit?

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Balancing Asymmetric Abilities

Less Difficulty Rock-Paper-Scissors Handicaps Shifting abilities every turn Tournaments with a combination of players

and abilities

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Asymmetric Play

Extra Credits: Can One Game Cater To Many Play Styles?

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MORE GOALS

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Overcome

Defeat an opposing force in a test, or series of tests, involving attributes or performance of low-level actions.

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Overcome Tests Combat Timing Rhythm-Based Actions Dexterity-Based Actions Memorization Negotiation Puzzle-Solving Luck

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Why Designers Use Overcome Goals Conflict Combat Competition Tension Supports Delivery, Stealth, Rescue Goals Prevents Eliminate Goals

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Overcome Goal Design Considerations Who does the player compete against? What type of tests are used? How complex are the tests against the

enemy? How difficult is it to overcome the

opponent? Are ties allowed?

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Balancing Overcome GoalsLess Difficulty Randomness Achilles Heels

More Difficulty Memorizing Puzzle Solving Timing Negotiating Dexterity Rhythm-Based Actions

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Evade

Avoid being captured or hit.

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Why Designers Use Evade Goals Conflict Tension Supports Traverse and Delivery Goals Prevents Capture Goals

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Evade Design Considerations What enemies should be evaded? What penalties occur when players fail to

evade the enemy? Can role-reversal occur?

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Balancing Evade GoalsLess Difficulty Movement Limitations Damage/Lives

More Difficulty Maneuvering Deadly Traps Puzzle Solving Time Limits Units

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Choose one of the following games to play:

Carcassonne (2-5p, 45m) China (3-5p, 45m)

Emerald (2-5p, 45m) Fearsome Floors (2-7, 45m)

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Group Quest

Design an analog game prototype using mechanics supporting one of the following goals: Overcome Evade

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Research and use the LMS to report on games using tactical actions discussed in class.

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