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Game Elements
Design of Computer Games
Martin Sillaots
Aug 5 2019
# 1
Content
• Game definition
• Game elements
• Traditional games vs. computer games
• Game classification
• Game structure
What is Game?
What elements we need for game?
Game is
• Human desire for play and pretend
• Nonessential and recreational activity
• Usually social activity
• With rules and goals
Game is not always
• Competition
• Conflict – Game theory (math)
• Entertaining – serious games
• Fun?
Game Definition
Game is a activity of play in the
pretended reality where participants try
to achieve challenging goal by acting in
accordance with rules
Game Elements
• Play – form of interactive entertainment
• Pretending – creating magic circle
• Goal – challenge, victory, pass, finish, …
• Rules – definitions and instructions:
– Semiotics – symbols of game elements
– Gameplay – challenges and actions
– Sequence – progression
– Termination conditions
– Meta-rules – how to change rules
– Fairness – equal chance to win
Gameplay
• Challenges
– nontrivial tasks
– obstacles
• Actions
– Permitted
– Not permitted
Competition models
• Single-player
• Two-player competition
• Multi-player competition
• Multi-player cooperation
• Team-based
• Hybrid
Specific to computer games
• Hidden rules – hints or trial and error
• Pace – time pressure and forced activities
• Better sense of Game world
• Artificial Intelligence – NPC
• Story based
Entertaining Elements
• Gameplay – challenges and actions
• Aesthetics – style of the game world and UI
• Harmony – all elements fit to big picture
• Storytelling – interactive story telling
• Risk and reward – uncertainty, hidden information
• Novelty – variety in the game
• Learning – how to play, content of the game
• Creative and expressive play – design of game items
• Immersion – forgetting real world
• Socializing
Game Structure
Game Structure
Adams: Fundamentals of Game Design
Game Structure
• Game Mechanics
• Gameplay modes
• User Interface
Game Mechanics
• Game rules
• Mathematic model
• Simulation - math model of real world
• Abstractions - simplifications of real life rules
Gameplay Modes
• Gameplay
– Challenges
– Actions
• Different phases (scenes) in the game
• Limited actions per phase
User Interface
• Interaction models
• Camera models
• Shell menus and screens
Interaction Models
• Avatar based model
• God like model – areal perspective
• Party based – small group of characters together
• Contestant model
• Desktop model
Camera Modes
• No camera mode
• Static
• Dynamic
• First person
• Third person
• Top down
• Side scrolling
• Isometrics
2D
• Single screen - entire world on one screen
• Side scrolling - platform games
• Top scrolling - fixed speed, top-down perspective
• Painted backgrounds - e.g. Adventure games
1st Person
• Avatar interaction model
• No camera adjustment
• No need for avatar design (except mirror)
• Easy to aim
• Easy to navigate
• No customization
• No avatar animation
• No body language
• No facial expressions
• No cinematic camera angles
• Difficult to conduct combined moves
• Can create motion sickness
3rd Person
• Camera following avatar in the short distance
• Raised up perspective in mass fight scenes
• Camera behavior when avatar turns
– Always turning where avatar looks
– Camera turns after 2 seconds
– Camera turns when avatar stops
• Influenced by landscape objects
– Semi transparent object
– Crane camera up and tilt down
– Semi transparent head
Aerial Perspectives
• Top-down - 2D map
• Isometric - 2D, 30-degree from the horizon, 45-
degree from north-south
• Free roaming camera - 3D "isometric”
• Context-sensitive camera modes - camera
follows, depending on action
Shell Menus and Screens
• Shell menus
– Start, configure, save, load, close
• Shell screens - credits, titles
Mission 1
Analyze your favorite game
Game Analyze Mission Details
• Describe and analyze your favorite computer
game
• ALL players (students) prepare for a mini
presentation
• RND player will be selected for quest and fight
(mini presentation and answering questions)
• 2 XP
Examples
www.timemesh.eu
Time Mesh Game Analyze
• URL – youtu.be/1iBETuFUKIU
• Genre – adventure
• Dimension – 2D
• View – 3rd
• Interaction model – avatar based
• Competition mode – single player
Time Mesh Entertaining Elements
• Gameplay
– Challenges – pass levels, understand conditions
– Actions – move, collect objects, collect information
• Aesthetics – sufficient
• Storytelling – interactive
• Risk and reward – low
• Novelty – average
• Learning – yes
• Creative and expressive play – no
• Immersion – maybe
• Socializing – no
Eco House
Student’s project
Eco House Game Analyze
• URL – 000.raxsade.com/ecohouse
• Genre – business simulation
• Dimension – 2D
• View – isometric
• Interaction model – desk top
• Competition mode – single player
Eco House Entertaining Elements
• Gameplay
– Challenges – increase the energy efficiency level
– Actions – buy items
• Aesthetics – sufficient
• Storytelling – no
• Risk and reward – average
• Novelty – high
• Learning – yes
• Creative and expressive play – no
• Immersion – maybe
• Socializing – no
Game Elements

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Game Elements

  • 1. Game Elements Design of Computer Games Martin Sillaots Aug 5 2019 # 1
  • 2. Content • Game definition • Game elements • Traditional games vs. computer games • Game classification • Game structure
  • 3. What is Game? What elements we need for game?
  • 4. Game is • Human desire for play and pretend • Nonessential and recreational activity • Usually social activity • With rules and goals
  • 5. Game is not always • Competition • Conflict – Game theory (math) • Entertaining – serious games • Fun?
  • 6. Game Definition Game is a activity of play in the pretended reality where participants try to achieve challenging goal by acting in accordance with rules
  • 7. Game Elements • Play – form of interactive entertainment • Pretending – creating magic circle • Goal – challenge, victory, pass, finish, … • Rules – definitions and instructions: – Semiotics – symbols of game elements – Gameplay – challenges and actions – Sequence – progression – Termination conditions – Meta-rules – how to change rules – Fairness – equal chance to win
  • 8. Gameplay • Challenges – nontrivial tasks – obstacles • Actions – Permitted – Not permitted
  • 9. Competition models • Single-player • Two-player competition • Multi-player competition • Multi-player cooperation • Team-based • Hybrid
  • 10. Specific to computer games • Hidden rules – hints or trial and error • Pace – time pressure and forced activities • Better sense of Game world • Artificial Intelligence – NPC • Story based
  • 11. Entertaining Elements • Gameplay – challenges and actions • Aesthetics – style of the game world and UI • Harmony – all elements fit to big picture • Storytelling – interactive story telling • Risk and reward – uncertainty, hidden information • Novelty – variety in the game • Learning – how to play, content of the game • Creative and expressive play – design of game items • Immersion – forgetting real world • Socializing
  • 14. Game Structure • Game Mechanics • Gameplay modes • User Interface
  • 15. Game Mechanics • Game rules • Mathematic model • Simulation - math model of real world • Abstractions - simplifications of real life rules
  • 16. Gameplay Modes • Gameplay – Challenges – Actions • Different phases (scenes) in the game • Limited actions per phase
  • 17. User Interface • Interaction models • Camera models • Shell menus and screens
  • 18. Interaction Models • Avatar based model • God like model – areal perspective • Party based – small group of characters together • Contestant model • Desktop model
  • 19. Camera Modes • No camera mode • Static • Dynamic • First person • Third person • Top down • Side scrolling • Isometrics
  • 20. 2D • Single screen - entire world on one screen • Side scrolling - platform games • Top scrolling - fixed speed, top-down perspective • Painted backgrounds - e.g. Adventure games
  • 21. 1st Person • Avatar interaction model • No camera adjustment • No need for avatar design (except mirror) • Easy to aim • Easy to navigate • No customization • No avatar animation • No body language • No facial expressions • No cinematic camera angles • Difficult to conduct combined moves • Can create motion sickness
  • 22. 3rd Person • Camera following avatar in the short distance • Raised up perspective in mass fight scenes • Camera behavior when avatar turns – Always turning where avatar looks – Camera turns after 2 seconds – Camera turns when avatar stops • Influenced by landscape objects – Semi transparent object – Crane camera up and tilt down – Semi transparent head
  • 23. Aerial Perspectives • Top-down - 2D map • Isometric - 2D, 30-degree from the horizon, 45- degree from north-south • Free roaming camera - 3D "isometric” • Context-sensitive camera modes - camera follows, depending on action
  • 24. Shell Menus and Screens • Shell menus – Start, configure, save, load, close • Shell screens - credits, titles
  • 25. Mission 1 Analyze your favorite game
  • 26. Game Analyze Mission Details • Describe and analyze your favorite computer game • ALL players (students) prepare for a mini presentation • RND player will be selected for quest and fight (mini presentation and answering questions) • 2 XP
  • 29.
  • 30. Time Mesh Game Analyze • URL – youtu.be/1iBETuFUKIU • Genre – adventure • Dimension – 2D • View – 3rd • Interaction model – avatar based • Competition mode – single player
  • 31. Time Mesh Entertaining Elements • Gameplay – Challenges – pass levels, understand conditions – Actions – move, collect objects, collect information • Aesthetics – sufficient • Storytelling – interactive • Risk and reward – low • Novelty – average • Learning – yes • Creative and expressive play – no • Immersion – maybe • Socializing – no
  • 33.
  • 34. Eco House Game Analyze • URL – 000.raxsade.com/ecohouse • Genre – business simulation • Dimension – 2D • View – isometric • Interaction model – desk top • Competition mode – single player
  • 35. Eco House Entertaining Elements • Gameplay – Challenges – increase the energy efficiency level – Actions – buy items • Aesthetics – sufficient • Storytelling – no • Risk and reward – average • Novelty – high • Learning – yes • Creative and expressive play – no • Immersion – maybe • Socializing – no

Notes de l'éditeur

  1. Toy – no goals no rules Puzzle – goals but no rules Game – goals and rules
  2. Competition – Game vs Simulation Does game has to be fun? E.g. surgery simulator?
  3. Play – freedom to act and chose – limited by the rules Magic circle mental universe game concepts, situations and events Separate pretended world from the reality Pretended reality What can be pretended in soccer? Goal Noncompetitive game has also goal SimCity - don’t go to bankrupt Rules When the game rules affect real life? Gambling – game rules but real results Termination conditions – when the game is over? Meta-rules – when rules can be changed Conflicts between rules are not allowed Fairness social rules Equal chance to win in the beginning of the game Symmetric game Asymmetric game Who starts first handicap Fox and gees
  4. Gameplay Series of interesting choices Interaction that entertain Challenges and actions Challenges: Unique Recurring Continuous Actions Additional actions
  5. Single-player - solitaire Two-player competition - checkers Multi-player competition - monopoly Multi-player cooperation – Lego star wars (2 plaier coo), Gauntle (4 player coo) Team-based - soccer Hybrid - diplomacy
  6. stronger feeling of alternative universe Avoid Trial and Error ? Pace – tempo Game world - + augmented reality, mixed environment (smart phones, …) Artificial Intelligence Finding optimal strategy Finding optimal path Language recognition and generation Pattern recognition Simulated players Story Player does not have to focus on rules. They have time for receiving the story
  7. You cant entertain all. Who is your target group? Risk – RND Rewards – points, items, key, money Immersion: Tactical – action is so fast that your brain has no time for something else Strategic – drying to win a game – observing, planning, and calculating Narrative – being part of he story Socializing Multiplayer local - TV console Network play LAN Party – seotud järgmise pildiga Group play – single player game
  8. And connections between them
  9. - algorithm - model is more exact than rules Rules as clear so you can play a game without a computer, like board game
  10. e.g. rally game - tuning, racing, … One at the time
  11. - Not as simple as possible Can contain challenges Shell menus - instructions, saving, … Shell screens - credits, titles
  12. God like view - Multi presence - acting in different parts of the game - Chess Party – roll games Contestant models – answering to questions through keyboard Desktop model – simulating desk e.g. business simulator Point of views
  13. hypothetical camera is pointed at the virtual space 3D 2D
  14. Used in web, mobile and retro games.
  15. - Active camera mode - always turning where avatar looks (only seeing avatars back) - Passive camera mode - camera turns after 2 seconds (e.g. Super Mario 64) - Camera turns when avatar stops (e.g. Toy Story 2: Buzz Lightyear to the Rescue) - for
  16. - Top-down – e.g. iPhone Flight Control - Isometric - e.g. Sim City. Player can truck or dolly only - fixed camera angle - Free roaming camera – Player can crane, tilt, pan - flexible camera angle - Context- sensitive camera modes - 3D avatar or party. (e.g. Ico) - rich visual experience. Suitable for exploring (not for action)
  17. View – Camera mode http://youtu.be/1iBETuFUKIU
  18. http://000.raxsade.com/ecohouse/