18. Ethical Aspects
• Different from real world ethics
• Kill bad, support good
• Does videogames cause violence?
Counter Strike Global OffenceAngry Birds
20. 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
Imaginary place
Artificial universe
Magic Circle
Pretended place
Player interacts with game world
Art work – aesthetics,
Important to casual players – entertaining element
Core players focus on game play (forgot world)
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?
Frodo ring in the finger?
Scale – size of the world and items
Civilization – strategy game
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
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
Time limits – only for short missions or puzzles
– 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?
– good for testing
Needed casual players
FIFA 2011 – shorten the half time
Appearance
Atmosphere
Style:
Nature of items (e.g. time period - medieval)
Outlook of items (e.g. presentation stile - Bosh) – creates atmosphere
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.
Reflected through items
Backstory
People in the game. What are their:
Some emotions are not fun.
jealousy,
anger,
sorrow,
guilt
What about making sad game? – Entertaining YES, Not fun.
Slender
Thrill - victory
Agony – losing
Frustration – challenges
Greed – business simulations
Control - Power
Surprise
Fear
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?