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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
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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
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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
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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:
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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
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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
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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
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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
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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
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11. DEFINING YOUR TARGET
AUDIENCE
Who will buy the game?
The representative player is a member of your
target audience
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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
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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
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14. PROGRESSION CONSIDERATIONS
Players need to feel they are making progress
when playing long games
Progress can be implemented through
Levels
Story
Both
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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
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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
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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
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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)
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19. TYPES OF GAME MACHINES (CONT.)
Other devices
Personal digital assistants
Video gambling machines
Arcade machines
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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
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Notes de l'éditeur
Curiosity and research can help you find and develop a game idea.
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.
Player-centric game design focuses on the representative player.
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.
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.
These devices are niche markets with fewer opportunities for game developers, but they DO provide interactive entertainment .