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FUNDAMENTALS OF GAME
DESIGN
GAME CONCEPT
Sayed Ahmed
BSc. Eng. in CSc. & Eng. (BUET)
MSc. in CSc. (U of Manitoba)
http://sayed.JustEtc.net
http://www.JustETC.net
Presented at the University of Winnipeg, Winnipeg, MB, Canada
Just E.T.C for Business, Education, Technology, and Entertainment Solutions
Textbook References:
Fundamentals of Game Design, 2nd
Edition, Ernest Adams
TOPICS & LEARNING OBJECTIVES
 Take a game idea and add the necessary material
to make it into a design concept
 Define the player’s role or roles in the game
 Know the different genres of games and think
about which one your game may belong to
2
sayed@justetc.net,www.justEtc.net
TOPICS & LEARNING OBJECTIVES
(CONT’D)
 Know how to choose a target audience and
understand the special considerations associated
with designing for specialized markets
 Plan the progress of your game
 Understand the differences among the kinds of
game machines and how these differences affect
the way people play on them
3
sayed@justetc.net,www.justEtc.net
GETTING AN IDEA
 You can find game ideas anywhere
 Dreams of doing something or achieving a goal
 From media such as books or movies
 From other games
 When evaluating ideas, remember that the game
must provide entertainment
4
sayed@justetc.net,www.justEtc.net
FROM IDEA TO GAME CONCEPT
 High concept statement
 Player’s role in the game
 Proposed primary
gameplay mode
 Genre
 Target audience
 Hardware
 Licenses
 Competition modes
 General summary of
progression
 Short description of the
game world
 Key characters, if any
 A game concept is a description with enough
detail to discuss it as a commercial product
 A game concept should include:
5
sayed@justetc.net,www.justEtc.net
THE PLAYER’S ROLE
 Define the role
 What is the player going to do?
 Most important part of the game concept
 Make the definition clear and simple
 Help the player understand the goals and rules
 Help publisher, retailer, and customer decide to buy
the game
6
sayed@justetc.net,www.justEtc.net
CHOOSING A GENRE
 A genre is a category of games characterized by a
particular set of challenges, regardless of setting
or game-world content
 Many players buy a particular genre because
they like the type of challenges it offers
7
sayed@justetc.net,www.justEtc.net
CLASSIC GAME GENRES
 Action games—physical challenges
 Strategy games—strategic, tactical, and logistical
challenges
 Role-playing games—tactical, logistical,
exploration, and economic challenges
 Real-world simulations (sports games and vehicle
simulations) —physical and tactical challenges
8
sayed@justetc.net,www.justEtc.net
CLASSIC GAME GENRES (CONT.)
 Construction and management games—economic
and conceptual challenges
 Adventure games—exploration and puzzle-
solving challenges
 Puzzle games—logic and conceptual challenges
9
sayed@justetc.net,www.justEtc.net
HYBRID GAMES
 Games that cross genres
 Risky because it might alienate some of your
target audience
 The most successful hybrid is the action-
adventure
 Mostly action
 Include a story and puzzles that give them some of
the quality of adventure games
10
sayed@justetc.net,www.justEtc.net
DEFINING YOUR TARGET
AUDIENCE
 Who will buy the game?
 The representative player is a member of your
target audience
11
sayed@justetc.net,www.justEtc.net
THE DANGERS OF BINARY
THINKING
 Binary thinking—assumes that if group A likes a
thing, everyone outside that group WON’T like it
 Interests overlap among groups
 Avoid exclusionary material
12
sayed@justetc.net,www.justEtc.net
THE DANGERS OF BINARY THINKING
(CONT.)
 Core versus casual—the most significant method
of grouping players
 Other groups that exhibit trends in game-playing
preferences:
 Men and women
 Children and adults
 Boys and girls
 Players with disabilities
 Players of other cultures
13
sayed@justetc.net,www.justEtc.net
PROGRESSION CONSIDERATIONS
 Players need to feel they are making progress
when playing long games
 Progress can be implemented through
 Levels
 Story
 Both
14
sayed@justetc.net,www.justEtc.net
TYPES OF GAME MACHINES
 Home game consoles
 Simpler, bolder graphics than a PC provides
 Standard controller
 Excellent for multiplayer local games
 Slower computing and less storage space than a
personal computer
15
sayed@justetc.net,www.justEtc.net
TYPES OF GAME MACHINES (CONT.)
 Personal computer
 Keyboard, mouse, joystick
 Very high-resolution graphics
 Intended for a single user
 Internet connection is common
 License or special equipment not needed for game
development
 No standard configuration
16
sayed@justetc.net,www.justEtc.net
TYPES OF GAME MACHINES (CONT.)
 Handheld game machines
 Very popular and inexpensive
 Fewer control mechanisms
 Small LCD screen
 Less storage space than a PC or console
17
sayed@justetc.net,www.justEtc.net
TYPES OF GAME MACHINES (CONT.)
 Mobile phones and wireless devices
 Little memory or processing power
 No standard specifications
 Can provide portable networked play
 License not required for game development
 (Apple’s iPhone is an exception)
18
sayed@justetc.net,www.justEtc.net
TYPES OF GAME MACHINES (CONT.)
 Other devices
 Personal digital assistants
 Video gambling machines
 Arcade machines
19
sayed@justetc.net,www.justEtc.net
SUMMARY
 You should now understand
 Defining a game concept
 Creating a high concept document
 Defining the player’s role
 Identifying game genres
 Choosing the target audience
 Selecting the game machine
20
sayed@justetc.net,www.justEtc.net

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Lecture 03 game_concepts

  • 1. FUNDAMENTALS OF GAME DESIGN GAME CONCEPT Sayed Ahmed BSc. Eng. in CSc. & Eng. (BUET) MSc. in CSc. (U of Manitoba) http://sayed.JustEtc.net http://www.JustETC.net Presented at the University of Winnipeg, Winnipeg, MB, Canada Just E.T.C for Business, Education, Technology, and Entertainment Solutions Textbook References: Fundamentals of Game Design, 2nd Edition, Ernest Adams
  • 2. TOPICS & LEARNING OBJECTIVES  Take a game idea and add the necessary material to make it into a design concept  Define the player’s role or roles in the game  Know the different genres of games and think about which one your game may belong to 2 sayed@justetc.net,www.justEtc.net
  • 3. TOPICS & LEARNING OBJECTIVES (CONT’D)  Know how to choose a target audience and understand the special considerations associated with designing for specialized markets  Plan the progress of your game  Understand the differences among the kinds of game machines and how these differences affect the way people play on them 3 sayed@justetc.net,www.justEtc.net
  • 4. GETTING AN IDEA  You can find game ideas anywhere  Dreams of doing something or achieving a goal  From media such as books or movies  From other games  When evaluating ideas, remember that the game must provide entertainment 4 sayed@justetc.net,www.justEtc.net
  • 5. FROM IDEA TO GAME CONCEPT  High concept statement  Player’s role in the game  Proposed primary gameplay mode  Genre  Target audience  Hardware  Licenses  Competition modes  General summary of progression  Short description of the game world  Key characters, if any  A game concept is a description with enough detail to discuss it as a commercial product  A game concept should include: 5 sayed@justetc.net,www.justEtc.net
  • 6. THE PLAYER’S ROLE  Define the role  What is the player going to do?  Most important part of the game concept  Make the definition clear and simple  Help the player understand the goals and rules  Help publisher, retailer, and customer decide to buy the game 6 sayed@justetc.net,www.justEtc.net
  • 7. CHOOSING A GENRE  A genre is a category of games characterized by a particular set of challenges, regardless of setting or game-world content  Many players buy a particular genre because they like the type of challenges it offers 7 sayed@justetc.net,www.justEtc.net
  • 8. CLASSIC GAME GENRES  Action games—physical challenges  Strategy games—strategic, tactical, and logistical challenges  Role-playing games—tactical, logistical, exploration, and economic challenges  Real-world simulations (sports games and vehicle simulations) —physical and tactical challenges 8 sayed@justetc.net,www.justEtc.net
  • 9. CLASSIC GAME GENRES (CONT.)  Construction and management games—economic and conceptual challenges  Adventure games—exploration and puzzle- solving challenges  Puzzle games—logic and conceptual challenges 9 sayed@justetc.net,www.justEtc.net
  • 10. HYBRID GAMES  Games that cross genres  Risky because it might alienate some of your target audience  The most successful hybrid is the action- adventure  Mostly action  Include a story and puzzles that give them some of the quality of adventure games 10 sayed@justetc.net,www.justEtc.net
  • 11. DEFINING YOUR TARGET AUDIENCE  Who will buy the game?  The representative player is a member of your target audience 11 sayed@justetc.net,www.justEtc.net
  • 12. THE DANGERS OF BINARY THINKING  Binary thinking—assumes that if group A likes a thing, everyone outside that group WON’T like it  Interests overlap among groups  Avoid exclusionary material 12 sayed@justetc.net,www.justEtc.net
  • 13. THE DANGERS OF BINARY THINKING (CONT.)  Core versus casual—the most significant method of grouping players  Other groups that exhibit trends in game-playing preferences:  Men and women  Children and adults  Boys and girls  Players with disabilities  Players of other cultures 13 sayed@justetc.net,www.justEtc.net
  • 14. PROGRESSION CONSIDERATIONS  Players need to feel they are making progress when playing long games  Progress can be implemented through  Levels  Story  Both 14 sayed@justetc.net,www.justEtc.net
  • 15. TYPES OF GAME MACHINES  Home game consoles  Simpler, bolder graphics than a PC provides  Standard controller  Excellent for multiplayer local games  Slower computing and less storage space than a personal computer 15 sayed@justetc.net,www.justEtc.net
  • 16. TYPES OF GAME MACHINES (CONT.)  Personal computer  Keyboard, mouse, joystick  Very high-resolution graphics  Intended for a single user  Internet connection is common  License or special equipment not needed for game development  No standard configuration 16 sayed@justetc.net,www.justEtc.net
  • 17. TYPES OF GAME MACHINES (CONT.)  Handheld game machines  Very popular and inexpensive  Fewer control mechanisms  Small LCD screen  Less storage space than a PC or console 17 sayed@justetc.net,www.justEtc.net
  • 18. TYPES OF GAME MACHINES (CONT.)  Mobile phones and wireless devices  Little memory or processing power  No standard specifications  Can provide portable networked play  License not required for game development  (Apple’s iPhone is an exception) 18 sayed@justetc.net,www.justEtc.net
  • 19. TYPES OF GAME MACHINES (CONT.)  Other devices  Personal digital assistants  Video gambling machines  Arcade machines 19 sayed@justetc.net,www.justEtc.net
  • 20. SUMMARY  You should now understand  Defining a game concept  Creating a high concept document  Defining the player’s role  Identifying game genres  Choosing the target audience  Selecting the game machine 20 sayed@justetc.net,www.justEtc.net

Notes de l'éditeur

  1. Curiosity and research can help you find and develop a game idea.
  2. The publisher must commit funds to game development. The retailer must commit funds and shelf space to selling the game. The customer must commit funds and time to buy and play the game. All of these decisions stem from a game concept with a clear description of the player’s role in the game.
  3. Player-centric game design focuses on the representative player.
  4. The most expensive console machine will never be as powerful as the most expensive personal computer, because high-end PCs cost about ten times as much as high-end consoles.
  5. The biggest disadvantage to developing games for a personal computer is the lack of a standard configuration. Hardware and software can vary from one machine to the next.
  6. These devices are niche markets with fewer opportunities for game developers, but they DO provide interactive entertainment .