The Elements of Game Design—Part 01 Gaming & Simulation Mr. Tillery Orlando Technical Center.

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The Elements of The Elements of Game Design—Part Game Design—Part 01 01 Gaming & Simulation Gaming & Simulation Mr. Tillery Mr. Tillery Orlando Technical Center Orlando Technical Center

Transcript of The Elements of Game Design—Part 01 Gaming & Simulation Mr. Tillery Orlando Technical Center.

Page 1: The Elements of Game Design—Part 01 Gaming & Simulation Mr. Tillery Orlando Technical Center.

The Elements of Game The Elements of Game Design—Part 01Design—Part 01

Gaming & SimulationGaming & Simulation

Mr. TilleryMr. Tillery

Orlando Technical CenterOrlando Technical Center

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1.1 Game Design Issues – 1.1 Game Design Issues – Levels, Gameplay and VisionLevels, Gameplay and Vision

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1.1.1 Introduction1.1.1 Introduction

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Plainly put, game design is a Plainly put, game design is a difficult process. difficult process.

Many players want better Many players want better graphics, more realism, and a graphics, more realism, and a fuller immersion into the game's fuller immersion into the game's world. world.

Some don't care much about Some don't care much about graphics or realism, but want graphics or realism, but want extraordinary and unique extraordinary and unique gameplay. gameplay.

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These are complex demands These are complex demands and game companies struggle and game companies struggle with them on a daily basis. with them on a daily basis.

Game designers must balance Game designers must balance and integrate great concepts and integrate great concepts and story lines, along with the and story lines, along with the latest software and hardware latest software and hardware technology, with optimal technology, with optimal gameplay and engine efficiency.gameplay and engine efficiency.

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Before you begin designing a game Before you begin designing a game or a level, you must answer a few or a level, you must answer a few fundamental questions:fundamental questions: Who is the game for? Who is the game for? What demographic? A 15-25 year old What demographic? A 15-25 year old

has a different set of motivations for has a different set of motivations for playing games than a 30-40 year old. playing games than a 30-40 year old.

What genre do you want to build? What genre do you want to build? How complex will the game be? How complex will the game be? Do you want elements of strategy even Do you want elements of strategy even

though you are creating a fight game? though you are creating a fight game?

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Then there are considerations of the Then there are considerations of the hardware limitations you will encounter. hardware limitations you will encounter.

If you are creating a PC game, you If you are creating a PC game, you must decide what the lowest common must decide what the lowest common denominator is, in other words, what denominator is, in other words, what are your minimum computer are your minimum computer specifications? specifications?

Most games offer options for the user Most games offer options for the user to select or de-select features so they to select or de-select features so they may tailor the game experience may tailor the game experience depending upon their system's depending upon their system's performance. performance.

Some games can sense what video Some games can sense what video card features are available and adjust card features are available and adjust what the rendering engine does what the rendering engine does automatically. automatically.

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Most likely you will design a better Most likely you will design a better game if it is based on something you game if it is based on something you like or have an interest in. like or have an interest in.

Tens of thousands of games have Tens of thousands of games have already been produced and sold, so already been produced and sold, so creating something new and fresh is creating something new and fresh is very difficult. very difficult.

As a game designer you should be As a game designer you should be very aware of what is going on in the very aware of what is going on in the industry, what games have been industry, what games have been done, and what games might be on done, and what games might be on the drawing board. the drawing board.

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You should keep up with the You should keep up with the various game publications, such various game publications, such as Game Developer magazine, as Game Developer magazine, and read the post-mortems they and read the post-mortems they include in each issue. include in each issue.

The post-mortems are an The post-mortems are an analysis of what went right and analysis of what went right and what went wrong with a game. what went wrong with a game.

These can provide valuable These can provide valuable insight as to why games insight as to why games succeed and why others fail.succeed and why others fail.

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As a game designer, there are a As a game designer, there are a few things to keep in mind at all few things to keep in mind at all times. times.

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First, when a player is immersed First, when a player is immersed in a game, they are becoming a in a game, they are becoming a part of the game world in one part of the game world in one way or another. way or another.

You, as the designer, can You, as the designer, can enhance or ruin the experience enhance or ruin the experience by your choice of music, visual by your choice of music, visual effects, and the pace of action. effects, and the pace of action.

It is up to you to create the right It is up to you to create the right environment for the player.environment for the player.

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Second, remember that everything that Second, remember that everything that happens in a game must happen for a happens in a game must happen for a reason. reason.

Every action must produce a sensible Every action must produce a sensible result or reaction. result or reaction.

These results do not necessarily have to These results do not necessarily have to make sense in a real-world setting, but make sense in a real-world setting, but they should be something that is in the they should be something that is in the realm of possibility, and make sense, in the realm of possibility, and make sense, in the game's world. game's world.

You should limit the number of actions that You should limit the number of actions that can occur in a game to something can occur in a game to something reasonable. reasonable.

If you do not, the player can never learn If you do not, the player can never learn what to expect. what to expect.

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There will be no advancement of the There will be no advancement of the players technique, strategy or abilities. players technique, strategy or abilities.

Without learning, gameplay becomes Without learning, gameplay becomes pointless and can appear to be just a pointless and can appear to be just a matter of luck. matter of luck.

Players must also have the ability to Players must also have the ability to correct a mistake should they make one. correct a mistake should they make one.

If they die, it should be obvious why they If they die, it should be obvious why they died, so they can try again. died, so they can try again.

If they get into trouble, often the designer If they get into trouble, often the designer can provide a means by which they can can provide a means by which they can rectify their mistake before it's too late, for rectify their mistake before it's too late, for example, by jumping into hyperspace at example, by jumping into hyperspace at the last minute. the last minute.

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The whole idea of "player learning" is The whole idea of "player learning" is essential to a successful game.essential to a successful game.

Learning can be a matter of Learning can be a matter of increasing your dexterity with a increasing your dexterity with a joystick, or getting smart about how joystick, or getting smart about how to hide from a particular alien. to hide from a particular alien.

Behavioral learning is achieved in Behavioral learning is achieved in games much as it is in life, with games much as it is in life, with positive and negative reinforcement. positive and negative reinforcement.

The player is rewarded by doing The player is rewarded by doing things right, and suffers when they things right, and suffers when they have done something wrong.have done something wrong.

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One of the more interesting One of the more interesting challenges in game design is challenges in game design is how to reach the game's how to reach the game's conclusion while offering the conclusion while offering the player choices. player choices.

The notion of choices reflects The notion of choices reflects "non-linearity". "non-linearity".

Non-linearity simply means that Non-linearity simply means that there are branches that can be there are branches that can be followed, and the gamer can followed, and the gamer can chose how they want to achieve chose how they want to achieve their goals. their goals.

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Sometimes the game can be Sometimes the game can be constructed to have a number of constructed to have a number of outcomes; or sometimes there is outcomes; or sometimes there is only one outcome that defines a only one outcome that defines a win. win.

The challenge in a non-linear The challenge in a non-linear game is to make sure the player game is to make sure the player gets all the information they gets all the information they need to win regardless of what need to win regardless of what choices they have made.choices they have made.

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Designers must also keep in Designers must also keep in mind how much a player can mind how much a player can absorb. absorb.

If too many concepts or possible If too many concepts or possible choices are made available, the choices are made available, the player will get confused and player will get confused and frustrated. frustrated.

That being said, play concepts That being said, play concepts can and should be altered can and should be altered somewhat throughout the game somewhat throughout the game to provide interest.to provide interest.

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It has become fashionable to It has become fashionable to market games based on how market games based on how many hours of gameplay are many hours of gameplay are available. available.

Obviously, the game designer Obviously, the game designer cannot build an infinitely large cannot build an infinitely large game, so there are many game, so there are many techniques to increase the game techniques to increase the game play time by adding replay play time by adding replay value. value.

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For example, you can add alternate For example, you can add alternate victory conditions, change the victory conditions, change the characters or their weapons, include characters or their weapons, include randomization in puzzle games, or randomization in puzzle games, or make the game a multiplayer game, make the game a multiplayer game, so that no two challenges are the so that no two challenges are the same. same.

Another very interesting idea that is Another very interesting idea that is now taking hold is the inclusion of now taking hold is the inclusion of level editors that allow players to level editors that allow players to actually design their own levels actually design their own levels (creating "mods"). (creating "mods").

They can use these themselves or They can use these themselves or distribute them to others. distribute them to others.

So while the gameplay aspects may So while the gameplay aspects may remain the same, the actual level remain the same, the actual level environments can be altered.environments can be altered.

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1.1.2 Creating Worlds1.1.2 Creating Worlds

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Modern games have evolved into Modern games have evolved into more than just a challenge for the more than just a challenge for the player.player.

The very nature of 3D itself has The very nature of 3D itself has helped catapult present day games helped catapult present day games into full entertainment experiences. into full entertainment experiences.

It is this aspect of games that has It is this aspect of games that has driven the development costs so driven the development costs so high. Now the gamer is immersed in high. Now the gamer is immersed in a complete virtual environment, and a complete virtual environment, and can even live as another person in can even live as another person in that environment. that environment.

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In contrast, there has lately been a In contrast, there has lately been a resurgence of so-called "casual resurgence of so-called "casual games". games".

These are games whose gameplay These are games whose gameplay is obvious or very simple, but are fun is obvious or very simple, but are fun and addictive. and addictive.

A player can start a casual game A player can start a casual game and immediately understand what and immediately understand what the goals are and how to play the the goals are and how to play the game. game.

Casual games can range from Casual games can range from simple 2D Flash style games to simple 2D Flash style games to those made for the increasingly those made for the increasingly popular Nintendo Wii console.popular Nintendo Wii console.

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A game world means more than A game world means more than just the terrain, castles, or just the terrain, castles, or dungeons that game characters dungeons that game characters might visit and occupy. might visit and occupy.

It also means their role or placeIt also means their role or place in that physical setting. in that physical setting.

The reasons behind the game The reasons behind the game become just as important as the become just as important as the game itself, and in many cases game itself, and in many cases define the game. define the game.

It is the context that intrigues the It is the context that intrigues the player and makes them want to player and makes them want to stay in the game world.stay in the game world.

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Worlds must also be internally Worlds must also be internally consistent. consistent.

Established rules, whether Established rules, whether derived from a booklet that derived from a booklet that comes with the game, or comes with the game, or learned through gameplay, learned through gameplay, should not change in ways that should not change in ways that don't make sense. don't make sense.

This way the player begins to This way the player begins to understand how the world works understand how the world works and to a large degree, what they and to a large degree, what they can expect. can expect.

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This reinforces their ability to This reinforces their ability to make decisions that have a make decisions that have a favorable outcome, and to favorable outcome, and to understand why decisions that understand why decisions that do not have favorable outcomes do not have favorable outcomes were bad ones. were bad ones.

That is not to say that there That is not to say that there should never be any surprises, should never be any surprises, but a surprise should introduce but a surprise should introduce a new notion or concept to the a new notion or concept to the game, not spoil existing ones or game, not spoil existing ones or make them irrelevant. make them irrelevant.

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If a large ogre can swing a If a large ogre can swing a heavy club at you, and all a heavy club at you, and all a small ogre can do is spit at you, small ogre can do is spit at you, then you would not expect the then you would not expect the small ogre to start picking up small ogre to start picking up clubs just because your clubs just because your character gains strength. character gains strength.

Adhering to the rules you Adhering to the rules you establish contributes to the establish contributes to the player's suspension of disbelief player's suspension of disbelief and successful immersion in the and successful immersion in the world.world.

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For games that have a story, the For games that have a story, the story must display consistency with story must display consistency with the world as well. the world as well.

In fact, the story should be what In fact, the story should be what drives the character through the drives the character through the game. game.

It introduces new characters, sets It introduces new characters, sets goals, and gives the world its goals, and gives the world its purpose. Alongside the story is the purpose. Alongside the story is the gameplay itself. gameplay itself.

All of these elements must work All of these elements must work together seamlessly to provide the together seamlessly to provide the entire game experience. entire game experience.

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The story and world provide the The story and world provide the context for action and together context for action and together create the game's illusion. create the game's illusion.

The story motivates the player who The story motivates the player who interacts with the world through the interacts with the world through the elements of its gameplay. elements of its gameplay.

Weaving these ideas together in a Weaving these ideas together in a delicate balance is the primary delicate balance is the primary challenge of the game designer. challenge of the game designer.

Considering all of these aspects, is Considering all of these aspects, is easy to see why creating a easy to see why creating a successful game is such a difficult successful game is such a difficult task, and also why it is easy to for task, and also why it is easy to for game companies to sometimes miss game companies to sometimes miss the mark.the mark.

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1.1.3 Creating the Vision1.1.3 Creating the Vision

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How do you take a concept and turn How do you take a concept and turn it into reality? it into reality?

You may have a strong sense of You may have a strong sense of what you want your world to be, but what you want your world to be, but you must take that sense and make you must take that sense and make it physical. it physical.

In the process, you will be enhancing In the process, you will be enhancing the immersion of the player into the the immersion of the player into the world. world.

You want the player to understand You want the player to understand the world they are playing in and feel the world they are playing in and feel as if they are part of it. as if they are part of it.

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You must decide on the mood of You must decide on the mood of your world, and the levels within your world, and the levels within your world. Is the mood dark or your world. Is the mood dark or bright? bright?

Is it colorful or dreary? What is Is it colorful or dreary? What is the overall feel? Perhaps it's the overall feel? Perhaps it's creepy or frightening.creepy or frightening.

Page 32: The Elements of Game Design—Part 01 Gaming & Simulation Mr. Tillery Orlando Technical Center.

One of the best ways to solidify your One of the best ways to solidify your vision, and be able to relay it to vision, and be able to relay it to others is by researching artwork, others is by researching artwork, architecture, clothing, weaponry, etc. architecture, clothing, weaponry, etc. that closely relates to your game that closely relates to your game world. world.

Web searches on these topics will be Web searches on these topics will be a very fruitful approach. a very fruitful approach.

You may also get imagery from You may also get imagery from movies or magazines. movies or magazines.

Your vision may be so unique that Your vision may be so unique that there really isn't anything like it in the there really isn't anything like it in the real world. If this is the case, then it's real world. If this is the case, then it's up to you to create enough concept up to you to create enough concept sketches to get everyone on the sketches to get everyone on the team in sync.team in sync.

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Music and sound can be an Music and sound can be an incredible contribution to the incredible contribution to the atmosphere of a game. When you atmosphere of a game. When you watch a movie, you are generally not watch a movie, you are generally not overtly aware of the music. overtly aware of the music.

However, take the music away and However, take the music away and the experience loses all of its impact. the experience loses all of its impact.

Music conveys mood and emotion. Music conveys mood and emotion. It can bring on tension and suspense It can bring on tension and suspense

leading up to an event, or can signify leading up to an event, or can signify a calming after the storm. a calming after the storm.

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However, historically in games, However, historically in games, music and sound has not been given music and sound has not been given the attention it deserves. the attention it deserves.

In recent years, that has changed. In recent years, that has changed. Advances in programming Advances in programming

techniques and the availability of techniques and the availability of third party audio software modules third party audio software modules that can plug into a game engine that can plug into a game engine have made music and sound much have made music and sound much more accessible. more accessible.

Most large game companies now Most large game companies now hire audio engineers to add music hire audio engineers to add music and sound to their titles.and sound to their titles.