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Game World
Computer Games
Martin Sillaots
Aug 7 2019
#08
Game World
Game World
• Art work
• Visual stile
• Entertaining element
• Selling element
Game World Design Aspects
• Physical
• Time
• Environmental and cultural
• Emotional
• Ethical
Physical Aspects
• Spatial dimension
• Scale
• Borders
Spatial - 4th Dimension?
http://www.universetoday.com/40977/4th-dimension/
Scale
Civilization IV: Colonization
Borders
Flapping flat
Sphere illusion
points
Time Aspects of Game World
• Time limits
• Variable time
• Anomalous time
• Player adjusting time
Time Limits
Toobz
Variable Time
Climate Challenge - turn based game
Time Mesh - time jumps
Anomalous Time
Rise of an Empire
time flows differently
Age of Empires
collecting berries takes years
Player Adjusting Time
FIFA 2011
Environmental Aspects
• Physical surrounding
– Artwork
– Style
• Details
• Cultural context
Details
• Include as much detail as you can
• Don’t harm
gameplay
Ludo Lauamangupood
Cultural Aspects
• Beliefs
• Attitudes
• Values
• Political
• Religious
• Social
Emotional Aspects
• Players emotions
• Through storytelling
• Through socializing
• Fun or Entertaining
Game Emotions
• Thrill
• Agony
• Frustration
• Greed
• Control
• Ambitious
• Surprise
• Fear
Ethical Aspects
• Different from real world ethics
• Kill bad, support good
• Does videogames cause violence?
Counter Strike Global OffenceAngry Birds
Mission # 8
Sketch your game world
Game World Mission Derails
• Map or layout or model your game world
• Sketch Spaces or locations (scenes)
• Define paths and mission points (connections
between scenes or challenges)
• Allocate characters
• Place items
• Add names to the game world items
e.g. Sketch of Time Mesh WW2 Paris Chapter
e.g. Sketch of Time Mesh WW2 Warsaw Chapter
e.g. Sketch of Time Mesh WW2 Bletchley Chapter
e.g. Sketch of Time Mesh WW2 Ljubljana Chapter
Game World

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Game World

Notes de l'éditeur

  1. Imaginary place Artificial universe Magic Circle Pretended place
  2. Player interacts with game world Art work – aesthetics, Important to casual players – entertaining element Core players focus on game play (forgot world)
  3. Spatial – 2; 2,5; 3; 4 (Frodo ring in the finger ???) Scale – size of the world and items Borders – what to do when player reach to the edge?
  4. Frodo ring in the finger?
  5. Scale – size of the world and items Civilization – strategy game
  6. Borders – what to to when player reach to the edge? Flapping flat - http://tjstreaksnotsonaughtysims.blogspot.com/2011/10/experimental-flat-distant-terrain.html Sphere illusion - https://www.garagegames.com/community/forums/viewthread/49354 Mission points - http://www.eagerdepot.com/mission-spawn-points.html
  7. Nights, seasons are missing (maybe for atmosphere) - Slenderman - night ON NEXT SLIDE Time limits – only for short missions Variable time time jumps turn based Anomalous time – time flows differently in different game items – tree grows faster than time spent for producing weapon (The Settlers: Rise of an Empire) - short actions last longer – collecting berries takes years (Age of Empires) – symbolic meaning Player adjusting time – good for testing - Needed casual players
  8. Time limits – only for short missions or puzzles
  9. – time flows differently for different game items – tree grows faster than time spent for producing weapon (The Settlers: Rise of an Empire) - short actions last longer – collecting berries takes years (Age of Empires) – symbolic meaning - Sims – cleaning room takes weeks?
  10. – good for testing Needed casual players FIFA 2011 – shorten the half time
  11. Appearance Atmosphere Style: Nature of items (e.g. time period - medieval) Outlook of items (e.g. presentation stile - Bosh) – creates atmosphere
  12. How rich the world will be? Level of realism Available design time and machine resources Puzzle picture – find items starting with K, as much as possible.
  13. Reflected through items Backstory People in the game. What are their:
  14. Some emotions are not fun. jealousy, anger, sorrow, guilt What about making sad game? – Entertaining YES, Not fun. Slender
  15. Thrill - victory Agony – losing Frustration – challenges Greed – business simulations Control - Power Surprise Fear
  16. What is right and what is wrong? Part of game culture America’s Army – recruiting tool Violence is part of human nature Question – how to portrait violence in the game? How realistic it is?