Things that you should consider for Gameplay Game Design Vishnu Kotrajaras, Ph.D. Later parts are...
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Transcript of Things that you should consider for Gameplay Game Design Vishnu Kotrajaras, Ph.D. Later parts are...
Things that you should consider for Gameplay
Game Design
Vishnu Kotrajaras, Ph.D.
Later parts are from Jesse Schell’s slides
Non-linearity Different path from A to B
– Mario 3 onwards Story arc
– Phantasy Star 3– Choices, choose 1 way and you can pass a level– Player may come back to play the unplayed
choice later
Non-linearity(2) Different order of challenges
– Rock man– When getting stuck, players can go to other
challenges, at least for a whileใ– But it must be designed to encourage players to
explore all
Multiple solutions to a problem– A good football game falls into this category
because the experience from each game is hardly the same.
Purpose of non-linearity
Players have authority– If not, player may feel trapped
Each player has unique experience Players want to replay (not as important
as the feel of authority) Thinking that “players won’t finish the
game anyway, so why bother do extra stuff” is short-sighted
Game with free order of missions
Completing one should provide some way to make other missions easier– (regardless of the order taken)– This allow better chance of progressing
Reality Don’t make a game too much like real life
– Food, sleep in RPG is a bad thing
Reality has its strength– Player is familiar with it: civilization, Sim city
But it also has weakness– Players notice things that don’t work like real life
quite easily– Such as you can’t crouch in Doom, can’t peek
over corner either
Teaching players how to play
First few minutes of the game is very important
Do not force players to read manual You should know that every player
wants to start playing right away Therefore, use the gameplay
Using the gameplay to teach how to play
Very easy at start, just move, then jump, …
Then increasingly harder While introducing moves, players must
be in a safe environment– Prince of Persia, you don’t die when you
first encounter a collapsing floor Reward the players for learning
Another, teaching method, having tutorial levels
Interactive learning– But the first real level must still be easy, because
some players may skip the tutorial
Some game goes a bit too far as to have an NPC tells a character which button to press. – This will remind the player that she is “playing” the
game– Some immersion into the game may be lost
Input/output Controls must be easy to pick up. Good
examples include:– Allowing a player to control everything with mouse– Use an already well known interface
Playtesting is important– If the playtester does not like the controls, you
must believe him Do not do too much
– Do not use many keys on keyboard (X-Wing)– Only expert player will like it
Input/output(2)
The good way is to design controls based on control pad– This will help refine the control method
It is good to have multiple ways of getting the same effect– 2 ways to click mouse and get the same result– Hot key and normal controls together– 2 buttons doing the same thing
• Crash Bandicoot
Input/output(3)
Beware– You may test the controls so many times
that you think it is easy– Find first-time players to test the controls
• Fix the controls if these first-time players have problems
• Do not expect them to get used to the controls
What’s on screen Player must see the action, or threat, for
example:– Getting a warning that units being attacked
off-screen, so the player can zoom to the units
– Bad: NPC is dying, but there is no sign until he nearly dies
– Players need positive feedback when he shoots at the right location
What’s on screen(2) If you cannot show it obviously to
player, show it as part of GUI– Life bar (try using bars instead of numbers)– Where GUI exists, make it as obvious as
possible But GUI should be minimized as much
as possible to allow players to feel immerse into the game world
Do not forget sound