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FUNDAMENTALS OF GAME
DESIGN
CREATIVE AND EXPRESSIVE GAME PLAY
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
1
sayed@justetc.net,www.justetc.net
TOPICS AND LEARNING
OBJECTIVES
 Describe self-defining play
 as a way a player can project his personality into the
game world by selecting an avatar and the avatar’s
attributes
 Explain creative play
 as a way to allow players to design or construct as
part of the gameplay
 Examine several types of creative play
 Self defining play
 Constrained creative play
 Freeform or unconstrained creative play
 Storytelling creative play
TOPICS AND LEARNING OBJECTIVES
(CONT.)
 Difference between
 constrained creative play
 and freeform creative play
 How games can provide
 storytelling play by allowing players to create stories
 Ways in which you can provide
 additional creative freedom
 by allowing the player to modify a game
 Level editors, mods, and bots
SELF-DEFINING PLAY
 Lets the player project his personality into the
game world by
 means other than gameplay choices
 Methods
 Avatar selection
 Avatar customization
 Avatar construction
FUNCTIONAL ATTRIBUTES
 Attributes
 Functional – affects gameplay
 Cosmetic
 Functional attributes affect gameplay
 Characterization attributes
 Define fundamental aspects and change slowly or not at all
 If you allow players to select such attributes
 Think about balancing
 Status attributes
 Give the current status of the character and may change
frequently
 When players assign values to characterization
attributes, they define themselves in a creative
way
FUNCTIONAL ATTRIBUTES (CONT.)
 Allowing players to set all functional attribute
values may introduce bugs; instead
 Give players a fixed or random number of points to
assign among all attributes
 Include a set of default or recommended settings for
new players who want to get started quickly
 Allow players to earn the right to set their character’s
functional attributes any way they like
COSMETIC ATTRIBUTES
 Cosmetic attributes do not affect gameplay
 Cosmetic attributes make a game more fun at a
low implementation cost
 Typical cosmetic attributes:
 Headgear, clothing, shoes, and jewelry
 Hair color, eye color, skin color
 Body type or size
 Paint color, decals, insignia on vehicles
CREATIVE PLAY
 Many games offer the player
 The chance to design or build something
 If you also offer
 Allow players to save and reload creations
 Computerized creative play
 Constrained creative play
 Freeform creative play
CONSTRAINED CREATIVE PLAY
 A player can create
 only within artificial constraints
 imposed by the rules
 May sound limiting but the purpose is
 Provide a structure for players’ creativity
 Play can be limited by the economy
 Simcity – needs money to further build
 Role playing – need experience before learning new magic
spells
 Can require that the created items meet specific
physical requirements
 Spore – create creature with existing body parts under
certain rules (must have a backbone)
 Can require that the created items meet specific
aesthetic requirements
MEASURING AESTHETIC
CREATIONS
 Unlike physics, computers have no innate way of
measuring aesthetics
 You must provide a system.
 Some possibilities:
 Fixed aesthetic rules (e.g. certain colors clash)
 System of trends the player can research
 Allow public to vote online
FREEFORM CREATIVE PLAY & SANDBOX
MODE
 Provides unlimited time and resources
 Traditionally known as sandbox mode
 Usually offers fewer rewards or no rewards
 Constrained game play games may offer special
sandbox mode with no or little rewards
 RollerCoaster Tycoon – sandbox mode
 Pinball construction set
 Adventure construction set
STORYTELLING PLAY
 Provide features that allow players to create and
share stories
 Forums and captured images assist this ability
 The Movies by Lionhead
 Let people make their own movies and share them
online
 Stunt island from Disney
 Sims
 Capture screenshots and create story boards
GAME MODIFICATIONS
 For utmost creative freedom
 allow players to modify the game itself
 Pros
 Popular with core gamers
 Extends the lifespan of a game
 Cons
 You have no control over the modification
 Allowing players to create modifications can put the
reputation of your game at risk
LEVEL EDITORS
 Allow players to construct new levels for a game
 Players may be able to construct a new landscape,
place challenges in it, and write a script for the game
engine to run
 Tools must be included with the game
 Half-Life 2, Starcraft
BOTS
 Artificially intelligent opponent that the player
can program
 Players create tougher opponents than the
original game included
 Sometimes to practice before playing with real
players
 Quake III Arena
 Great deal of support for bots
 BotStudio
 Help players to create bots
SUMMARY
 You should now understand
 How players express themselves through their
avatars
 How to provide creative play
 How to provide storytelling play
 Why players create modifications
 With this understanding
 You should be able to add support for creative play to
your game

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Lecture 05 creative_and_expressive_play

  • 1. FUNDAMENTALS OF GAME DESIGN CREATIVE AND EXPRESSIVE GAME PLAY 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 1 sayed@justetc.net,www.justetc.net
  • 2. TOPICS AND LEARNING OBJECTIVES  Describe self-defining play  as a way a player can project his personality into the game world by selecting an avatar and the avatar’s attributes  Explain creative play  as a way to allow players to design or construct as part of the gameplay  Examine several types of creative play  Self defining play  Constrained creative play  Freeform or unconstrained creative play  Storytelling creative play
  • 3. TOPICS AND LEARNING OBJECTIVES (CONT.)  Difference between  constrained creative play  and freeform creative play  How games can provide  storytelling play by allowing players to create stories  Ways in which you can provide  additional creative freedom  by allowing the player to modify a game  Level editors, mods, and bots
  • 4. SELF-DEFINING PLAY  Lets the player project his personality into the game world by  means other than gameplay choices  Methods  Avatar selection  Avatar customization  Avatar construction
  • 5. FUNCTIONAL ATTRIBUTES  Attributes  Functional – affects gameplay  Cosmetic  Functional attributes affect gameplay  Characterization attributes  Define fundamental aspects and change slowly or not at all  If you allow players to select such attributes  Think about balancing  Status attributes  Give the current status of the character and may change frequently  When players assign values to characterization attributes, they define themselves in a creative way
  • 6. FUNCTIONAL ATTRIBUTES (CONT.)  Allowing players to set all functional attribute values may introduce bugs; instead  Give players a fixed or random number of points to assign among all attributes  Include a set of default or recommended settings for new players who want to get started quickly  Allow players to earn the right to set their character’s functional attributes any way they like
  • 7. COSMETIC ATTRIBUTES  Cosmetic attributes do not affect gameplay  Cosmetic attributes make a game more fun at a low implementation cost  Typical cosmetic attributes:  Headgear, clothing, shoes, and jewelry  Hair color, eye color, skin color  Body type or size  Paint color, decals, insignia on vehicles
  • 8. CREATIVE PLAY  Many games offer the player  The chance to design or build something  If you also offer  Allow players to save and reload creations  Computerized creative play  Constrained creative play  Freeform creative play
  • 9. CONSTRAINED CREATIVE PLAY  A player can create  only within artificial constraints  imposed by the rules  May sound limiting but the purpose is  Provide a structure for players’ creativity  Play can be limited by the economy  Simcity – needs money to further build  Role playing – need experience before learning new magic spells  Can require that the created items meet specific physical requirements  Spore – create creature with existing body parts under certain rules (must have a backbone)  Can require that the created items meet specific aesthetic requirements
  • 10. MEASURING AESTHETIC CREATIONS  Unlike physics, computers have no innate way of measuring aesthetics  You must provide a system.  Some possibilities:  Fixed aesthetic rules (e.g. certain colors clash)  System of trends the player can research  Allow public to vote online
  • 11. FREEFORM CREATIVE PLAY & SANDBOX MODE  Provides unlimited time and resources  Traditionally known as sandbox mode  Usually offers fewer rewards or no rewards  Constrained game play games may offer special sandbox mode with no or little rewards  RollerCoaster Tycoon – sandbox mode  Pinball construction set  Adventure construction set
  • 12. STORYTELLING PLAY  Provide features that allow players to create and share stories  Forums and captured images assist this ability  The Movies by Lionhead  Let people make their own movies and share them online  Stunt island from Disney  Sims  Capture screenshots and create story boards
  • 13. GAME MODIFICATIONS  For utmost creative freedom  allow players to modify the game itself  Pros  Popular with core gamers  Extends the lifespan of a game  Cons  You have no control over the modification  Allowing players to create modifications can put the reputation of your game at risk
  • 14. LEVEL EDITORS  Allow players to construct new levels for a game  Players may be able to construct a new landscape, place challenges in it, and write a script for the game engine to run  Tools must be included with the game  Half-Life 2, Starcraft
  • 15. BOTS  Artificially intelligent opponent that the player can program  Players create tougher opponents than the original game included  Sometimes to practice before playing with real players  Quake III Arena  Great deal of support for bots  BotStudio  Help players to create bots
  • 16. SUMMARY  You should now understand  How players express themselves through their avatars  How to provide creative play  How to provide storytelling play  Why players create modifications  With this understanding  You should be able to add support for creative play to your game

Notes de l'éditeur

  1. An avatar represents the player in the game world. Frequently, players make avatars that physically resemble them or how they wish they appeared.
  2. Remind students that play is always limited by the software.
  3. Usually known as mods.