Game types
- 3D
point of view
- Design
issues
i.
Speed, power, and simplicity
ii.
Graphics power
iii.
Lost in a maze à interesting maze
iv.
Multiple levels of adventure
v.
Multiplayer killing of friends
- Adventure
games and interactive fiction
- Design
issues
i.
Engine to manage details
ii.
Designer concentrates on story
iii.
Mature content
iv.
Interactive story telling
- Entertainment
-- Strategic thinking
- Design
issues
i.
Style
1.
Drill and practice
2.
Half and half games
3.
Content games
4.
Discovery games
ii.
Age considerations
iii.
Use of licensed properties
iv.
Who is buying the game
- Fighting
games
- Design
issues
i.
Character creation issues
ii.
Special or secret moves
iii.
Violence
iv.
Continued inventiveness (future growth)
- God
game – player in charge, some role playing
- Design
issue
i.
Systems modeling (simulation has to be believable)
- Multiplayer
game
- Design
issues
i.
Economic model
ii.
Player interaction
iii.
Artificial players
- Platform
games – console games super Mario etc
- Design
issues
i.
Level editing
ii.
Character creation
- Puzzle
and card games
- Design
issues
i.
Take an old idea and give it a twist
- Retro
game market—bringing back Pac-man and games like that
- Design
issues
i.
Write a emulator for the old code
ii.
Implement a new clone in environment
iii.
Update a classic game – build a new wave version
- Role
playing games
- Design
issues
i.
Sequels make money
ii.
Create a world like no other – fictitious and realistic
iii.
Network pc’s and real time conversation
iv.
Battles and conflicts
- Shooters
- Design
issues
i.
3D graphics
ii.
Complex interaction devices
- Simulation
games
- Military
or non-military
- Space
simulations
i.
Design issues
1.
Verisimilitude—how close to reality is it
2.
Mission impossible
3.
3D engine use
4.
Re-invent the wheel
- Sports
games
- Design
issues
i.
Action and stats
ii.
Packaging the game
iii.
Licensing
iv.
Celebrity endorsement
v.
User control
vi.
Role
- Virtual
reality games (VR hardware)
- Design
issues
i.
Tough to do on a single flat screen – need a helmet
- War and
war time strategy games
- Design
issues
i.
Historical or fictitious
ii.
Allow history to change?
Starting Points
- Game play
- Technology
- Story
You have to start with one of these and get everyone to use it
as the focus to avoid scattered team efforts.
Video game design
- Come
up with a good idea
- Create
storyboard (rough sketches, game world, char, and action)
- List
details of game + take everything in game universe into account
- Design
document
Ideas
- Go
to extremes
- Sensing
- Supernatural
powers
- Decision
making
- Actions
Brainstorming Process
- Everyone
attends and participates
- Free
interchange of ideas
- Make
goals and constraints clear
- Stay
focused
- Make
sure everyone is heard
- Take
notes, video tapes, …
Design choices
- Arcade
vs. strategy
- Graphics
vs. game play
- Single
player vs. network
- Core
game market vs. wider audience
- New
technology vs. wider base
- Custom
built vs. off the shelf tools
- Standard
distribution vs. shareware
- Legal
issues
Game Play
- Unique
solution should work
- Anticipate
user actions (don’t dictate them)
- Allow
for emergent player-solutions
- Allow
for non-linearity
- Story
telling
- Multiple
puzzle solutions
- User
determined task ordering
- User
goal selection
- Modeling
reality
- Too
much can be tedious
- Not
enough can be disappointing
- Teaching
the player
- Training
- Manuel
- Rewards
- Input
- Should
be reasonably intuitive for the input devices used
- Let
players configure their controls
- Output
- Need
reasonable response to display effects of user inputs
- Allow
multiple game view perspectives
- Display
user progress or status somehow
Design principles (Shigeru Miyamoto)
- Start
with simple concept
- Design
around computer limitations
- Minimize
player confusion
- Importance
of play testing
- Incorporate
a smooth learning curve
- Accommodate
all skill levels
10 basic rules for game design
- Start
with a good story and a good idea
- Write
down your design on paper or equivalent
- Don’t
bite off more than you can chew
- Know
your target audience
- Come
up with a new idea
- Be
flexible follow a rapid prototyping mindset
- Design
for the future
- Think
series or sequels
- Content
is everything
- Must
see graphics and technology
- Game
is fun to play
- Give
the players goals
10 biggest mistakes game programmers make
- Make
a bad publishing deal
- Forget
to back up work
- Missing
Christmas
- Fail
to test properly
- Using
old technology
- Writing
for Dos
- Lying
to the public
- Neglect
to advertise
- To
many cooks not enough helpers
- Omitting
comments from source code