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Prof. Pier Luca Lanzi
Working with Formal Elements
Videogame Design and Programming
Prof. Pier Luca Lanzi
Readings
•  Jesse Schell. The Art of Game Design
(2nd Edition) Morgan Kaufmann 2015
•  Tracy Fullerton. Game Design Workshop,
Third Edition. Morgan Kaufmann 2014
Chapter 3.
2
Prof. Pier Luca Lanzi
formal elements form the structure of a game

this lecture reviews how formal elements are used in
other games to help/inspire the design of new ones
Prof. Pier Luca Lanzi
Players
Prof. Pier Luca Lanzi
games are experiences designed for player
a game designers does not care about games
games are a mean to an end
game designers only care about the
experience that the game enables
Prof. Pier Luca Lanzi
Scot Osterweil’s Four Freedoms
•  Freedom to explore
§ Players should be allowed to explore a lot
•  Freedom to fail
§ Players fail all the time in a game
§ Failure has to present in game
§ Bad games don’t know how to treat failure
•  Freedom of identity play
§ Players love to be to be in someone else’s shoes
§ I like to play Skywalker but also as Darth Vader or dress as a doll
•  Freedom to effort
§ Players should be able to play as they feel, soft or hard
§ Sniper vs Assault vs Support vs Engineer
6
Prof. Pier Luca Lanzi
Players
•  Games are experiences designed for players who
voluntarily accept the rules and constraints of the
game in order to play
•  Players perform actions that would never consider
otherwise (kill) that would like to think to be capable
and have never had the chance to face
7
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
Invitation to Play - Onboarding
•  Other arts create their own temporary
worlds with a ritualized and
recognizable moments of entry (a play
in a theater, a concert, etc.)
•  In board and card games, the invitation
is part of a social makeup of the game
•  In videogames, the process is usually
much more technical
•  Some games make an extra effort to
extend a more visceral invitation (Guitar
Hero)
•  Invitations must be engaging to get
players interested in playing your game
10
Prof. Pier Luca Lanzi
Number of Players and Roles
•  A game designed for one player is essentially
different from a game designed for two, four or
10000 players
•  A game designed for a specific number of
players has different considerations than a game
designed for a variable number of players
•  Examples: Monopoly supports 2-8 players
massively multiplayer games supports 10s to
1000s
•  Most games have uniform roles for players, but
some have more than one role (mastermind or
WoW)
•  In games allowing different roles for players (or
the definition of new roles), the nature and
balance of these roles require careful
consideration
11
Prof. Pier Luca Lanzi
Player Interaction Patterns
•  Many digital games are “single player versus game” or, more
recently, fall into the category “multilateral competition”
•  There is however a lot of potential in other patterns that is rarely
exploited
•  Interaction patterns
§ Single player vs game
§ Multiple individual players vs game
§ Player vs player
§ Unilateral competition
§ Multilateral competition
§ Cooperative play
§ Team competition
12
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzihttp://frankcaron.com/2011/07/on-mapping-bartles-player-types-to-employees/
Prof. Pier Luca Lanzihttp://www.epicwinblog.net/2013/05/gamification-player-types-meet-players.html
Prof. Pier Luca Lanzi
player interaction patterns
Prof. Pier Luca Lanzi
Single Player vs Game
•  Most common pattern for digital games
•  Might use puzzle or other structures to
create conflict
•  Multiplayer used to define more players
are involved, but (general) games are
usually multiplayer
17
Prof. Pier Luca Lanzi
Multiple Individual Players vs Game
•  More players compete against a game
•  Actions are not directed toward
each other, and no interactions
between participants is required
•  Examples include bingo, roulette,
Farmville
•  Works well for non cooperative players
who enjoy games and the social arena
(for instance casino games)
18
Prof. Pier Luca Lanzi
http://www.youtube.com/watch?v=FdG_m9gjccA
Prof. Pier Luca Lanzi
Player vs Player
•  Two players directly compete
(chess, checkers, tennis, etc.)
•  A classic structure for strategy
games and works well for
competitive players
•  Two players fighting game employ
this structure (Mortal Kombat)
•  Intense competition marks this
pattern for focused head to head
play
20
Prof. Pier Luca Lanzi
Unilateral Competition
•  Two or more players compete
against one player
•  Highly undervalued but interesting
structure that combines cooperative
and competitive game play
•  Scotland Yard board game
§ A group of players (the detectives)
try to catch the singled out player
(the criminal)
§ The criminal has full information
about the game state
§ The detectives work together to
deduce the state from clues left by the criminal
21
Prof. Pier Luca Lanzi
Evolve
https://www.youtube.com/watch?v=k1HTGJcvTUk
Prof. Pier Luca Lanzi
Multilateral Competition
•  Three or more players directly compete
•  When most of the players think of “multiplayer”
they are referring to this interaction pattern
•  Currently, the trend is to identify “multiplayer”
with “massive number of players”, there is
however plenty of room for innovative thinking
in terms of smaller directly competitive groups
•  Board games with this pattern have tuned
for generation for groups ranging between
three to six players
•  Multiplayer digital game that encourages the same high level of social
interaction that occurs with 3-6 person board game?
23
Prof. Pier Luca Lanzi
Cooperative Play
•  Two or more players cooperate
against the system
§ Lord of the Rings board game
§ Cooperative quests in WoW
§ Portal 2 cooperative campaign
§ Left for Dead 2
§ Journey
24
Prof. Pier Luca Lanzi
Space Team
http://www.youtube.com/watch?v=aBfHhfxLNPE
Prof. Pier Luca Lanzi
Keep Talking and Nobody Explodes
http://www.keeptalkinggame.com
Prof. Pier Luca Lanzi
We'll Meet Again (We are Muesli)
http://wearemuesli.itch.io/wma
Prof. Pier Luca Lanzi
Team Competition
•  This is a game structure in which
two or more groups compete
(soccer, Battlefield 1942, Tribes, etc.)
•  Clans or guilds immediately sprang
out in massively multiplayer games
as if responding to the need for
this particular pattern
28
Prof. Pier Luca Lanzi
Objectives
Prof. Pier Luca Lanzi
Objectives
•  Define what the players are trying to accomplish within the rules
of the game and give the player something to strive for
•  They should seem challenging, but achievable, to the players
•  Different players might have different objectives (Risk)
•  There might be partial objectives, miniobjectives, etc.
•  Set the tone of the game (kill enemies vs becoming rich)
•  The game objective should be careful considered because it
affects not only the formal system but also the dramatic aspects
30
Prof. Pier Luca Lanzi
Stop a Moment and Think About …
•  What are some objectives of games you have played?
•  What impact do these objectives have on the game tone?
•  Do certain genres of play lend themselves to certain objectives?
•  What about multiple objectives?
•  Do objectives have to be explicit?
•  What about player-determined objectives?
31
Prof. Pier Luca Lanzi
Capture
Take or destroy something of the opponent (terrain, units, etc.)
Prof. Pier Luca Lanzi
WarCraft III Gameplay
http://www.youtube.com/watch?v=TFVP8pVGYsQ
WarCraft III Gameplay
http://www.youtube.com/watch?v=TFVP8pVGYsQ
Prof. Pier Luca Lanzi
Chase
Catch an opponent or elude one. Can be determined by speed,
dexterity, stealth, strategy
Prof. Pier Luca Lanzi
Maximum Chase
http://www.youtube.com/watch?v=jhHd1qJ6zGc
Maximum Chase
http://www.youtube.com/watch?v=jhHd1qJ6zGc
Prof. Pier Luca Lanzi
Race
Reach a goal, physical or conceptual, before the other players.
Prof. Pier Luca Lanzi
F1 2010
http://www.youtube.com/watch?v=fDNMuGEZl6I
F1 2010
http://www.youtube.com/watch?v=fDNMuGEZl6I
Prof. Pier Luca Lanzi
Alignment
Arrange your game pieces in a certain spatial configuration or
create conceptual alignment between categories of pieces
Prof. Pier Luca Lanzi
Bejeweled 2 Deluxe
http://www.youtube.com/watch?v=0VhWPli8tRM
Prof. Pier Luca Lanzi
Rescue or Escape
Get a defined unit or units to safety
(Super Mario Bros. , Prince of Persia, Emergency Rescue)
Prof. Pier Luca Lanzi
Prince of Persia
http://www.youtube.com/watch?v=_zyQ_OVyhNE
Prince of Persia
http://www.youtube.com/watch?v=_zyQ_OVyhNE
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
Forbidden Act
Get the competition to break the rules for instance, by laughing,
talking, making the wrong move, etc. (Twister, Operation)
Rarely found in digital games probably
because is difficult to monitor fair play
Prof. Pier Luca Lanzi
http://vimeo.com/31946199
Prof. Pier Luca Lanzi
Construction
Build, maintain and manage objects (SimCity, The Sims, etc.)
Prof. Pier Luca Lanzi
Sim City
http://www.youtube.com/watch?v=X_5HFvu8O4U
Prof. Pier Luca Lanzi
Exploration
The goal is simply to explore areas but it is usually combined with
other competitive objectives (treasures, puzzle solving, combat).
Online worlds like Ultima and EverQuest have also used
exploration as one of several objectives
Prof. Pier Luca Lanzi
The Witness
http://www.youtube.com/watch?v=i7h7AleSCF4
Prof. Pier Luca Lanzi
Colossal Cave
http://www.youtube.com/watch?v=Ys8wTNzZsjQ
Colossal Cave
http://www.youtube.com/watch?v=Ys8wTNzZsjQ
Prof. Pier Luca Lanzi
https://www.youtube.com/watch?v=jaY64hGV2qc
Prof. Pier Luca Lanzi
Zork
https://www.youtube.com/watch?v=IL4uz2gaOGs
Prof. Pier Luca Lanzi
Solution
Solve a problem or puzzle (graphic adventures, connect four)
Prof. Pier Luca Lanzi
Monkey Island
http://www.youtube.com/watch?v=xKRP3y3jx7A
http://www.youtube.com/watch?v=Rd9JXjxB8xY
Monkey Island
http://www.youtube.com/watch?v=xKRP3y3jx7A
Prof. Pier Luca Lanzi
Outwit
Gain and use in-game or extra-game knowledge in a way that
defeats the other players (Diplomacy vs Trivial Pursuit).
Games requiring the gaining of in-game knowledge provokes
interesting social dynamics not yet explored in digital games.
Prof. Pier Luca Lanzi
Procedures  Rules
Guitar Hero Warriors of Rock trademark of Activision
Prof. Pier Luca Lanzi
Procedures
•  Methods of play and the actions that the players can take to
achieve the game objectives
•  Who does what, where, when, and how?
•  Most games tend to have
§ Starting procedures (how to put the game into play)
§ Progression of action (ongoing procedures after the start)
§ Special actions (available conditional to other elements or
game state)
§ Resolving actions (bring game to a close)
•  In board games, procedures are usually described in the rule
sheet and put into action by the players
•  In digital games, procedures are generally integrated into the
control section
56
Prof. Pier Luca Lanzi
Defining Procedures
•  Super Mario Bros
§ Select Button: use this button to select the type of game
§ Start Button: press this button to start the game.
If pressed during play, it will pause the game
§ Left Arrow: walk to the left. Push button B at the same time to run
§ Right Arrow: walk to the right. Push button B at the same time to run
§ Down: crouch
•  When defining the procedures, it is important to keep in mind the limitations
of the environment in which the game will be played
•  What type of input/output devices will the setting have
•  Will players have a keyboard and a mouse?
•  Will they sit close to the screen or far away?
57
Prof. Pier Luca Lanzi
Rules
•  Define objects and allowable actions by the players
•  Most important questions
§ How do players learn the rules? How are rules enforced?
§ What rules work best in certain situations?
§ Are there patterns to rule sets?
•  In videogames, they can be explained in the manual or be implicit
in the game itself
•  Their design must be carried out in relation to the players
§ Too many rules might be difficult to manage and understand
§ Unstated or unclear rules might confuse or alienate players
•  Example: in Warcraft, to create a knight a player must have
upgraded to a keep and built a stable
58
Prof. Pier Luca Lanzi
Types of Rules
•  Rules Defining Objects and Concepts
§ Objects in games have a unique status and meaning that is different from
the objects in the real world
§ In videogames, objects are made of a fairly complex set of variables that
defined their overall state
§ Knights and ogres in Warcraft share the same default values of variables:
cost (800 gold, 100 lumber), hit points (90), damage (2-12), armor (4),
sight (5), speed (15), range (1)
§ Will the player have to deal with this complexity directly?
•  Rules Restricting Actions
§ “a player cannot move its king into check”
§ “to create a knight, need to upgrade to keep and build a stable”
•  Rules Determining Effects
§ By triggering effects, it is possible to introduce variation in gameplay
§ It is also possible to get the gameplay back on track
59
Prof. Pier Luca Lanzi
Exercise
write down the rules of black jack, then try 
to play black jack using only the rules you wrote
Prof. Pier Luca Lanzi
Resources
Prof. Pier Luca Lanzi
Resources
•  In videogames, resources play much the same role as in the real
world, they are assets (e.g., natural or economic resources) that
can be used to accomplish a goal
•  They must have both utility and scarcity in the game system
•  How does a designer decide what resources to offer?
•  How does a player control access to those resources to maintain
challenge in the game?
•  Many designers fall into the trap of copying exiting games when it
come to resource management
•  To break away from the tried and true, try to think about
resources in a more abstract sense. Look at the basic functions of
resource types and try to apply them in new creative ways
62
Prof. Pier Luca Lanzi
Resource Types
•  Lives (the typical resource in arcade games)
•  Units (used when the player is represented by more objects)
§ They can be all of one kind
§ Their value can be constant or evolve
§ Determining the cost/unit and the balance of resources can be
tricky. Playtesting is one way to do this.
•  Health (separate resources or associated to life)
§ How might players raise health levels during the game?
§ Action games use medkits, somewhat unrealistic, but fast
§ Role-playing games use more realistic model, but slow and
somewhat frustrating to players
63
Prof. Pier Luca Lanzi
Resource Types
•  Currency
§ One of the most powerful resource types
§ Plays the same role it does in real life
•  Actions (moves or turns can be considered resources)
•  Power-ups (classic type of resource)
•  Inventory (limit the number of objects/resource carried)
•  Special Terrain (often used in strategy games)
§ In Warcraft, wood is extracted from special areas
•  Time
§ Restrict player actions by time or phases
§ In Pac-Man, power-pills give special power for limited time
64
Prof. Pier Luca Lanzi
Jagged Alliance
http://www.youtube.com/watch?v=I2cDuXieY0E
Jagged Alliance
http://www.youtube.com/watch?v=I2cDuXieY0E
Prof. Pier Luca Lanzi
Conflict  Outcome
FIFA2010 is a trademark of EA Sports
Prof. Pier Luca Lanzi
Conflict
•  Conflict emerges from the players trying to accomplish the goals
of the game within its rules and boundaries
•  It is designed into the game by creating rules, procedures and
situations that do not allow players to accomplish their goal
directly
•  In Quake, the conflict arises from staying alive while player or
non-player opponents try to kill you
•  Three classic sources of conflict in games are:
§ Obstacles
§ Opponents
§ Dilemmas (spend money to buy a property or use the money
to upgrade a property)
67
Prof. Pier Luca Lanzi
Boundaries and Outcome
•  Boundaries
§ Boundaries separate the game from everything that is not the game
§ For instance, ten people playing in a room two people watching they are
outside the magic circle (the boundaries)
§ Alternative reality games (ARGs) combine real-world and online
interaction to create their gameplay
§ “I love bees” an ARG to promote the release of Halo2
§ An interesting design exercise would be to take a familiar game and
change its boundaries to see how it affects the play experience
•  Outcome
§ Outcome must be uncertain to hold the attention of the player
§ Many online worlds don’t have the concept of a winner or even an end
state but reward the player in other fashions (e.g., FarmVille)
§ Other have a certain outcome but define a completely different type of
challenge (e.g., Space is King)
68
Prof. Pier Luca Lanzi
Ingress
https://www.youtube.com/watch?v=Y6-JAm3NCAk
Prof. Pier Luca Lanzi
Ingress
https://www.youtube.com/watch?v=Y6-JAm3NCAk
Prof. Pier Luca Lanzi
Food for Thoughs
•  Exercise #1
§ Reconsider some of the games you played in terms of formal
elements, try to describe them in terms of such elements
•  Exercise #2
§ Reconsider one game you played (one that many know J)
and change the role of one of the formal elements to modify
the gameplay
•  Exercise #3
§ Develop a concept for a game that only uses few cubes as
objects/characters/opponents/etc.
71
Prof. Pier Luca Lanzi
http://www.facebook.com/polimigamecollective
https://twitter.com/@POLIMIGC
http://www.youtube.com/PierLucaLanzi
http://www.polimigamecollective.org

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Working with Formal Elements

  • 1. Prof. Pier Luca Lanzi Working with Formal Elements Videogame Design and Programming
  • 2. Prof. Pier Luca Lanzi Readings •  Jesse Schell. The Art of Game Design (2nd Edition) Morgan Kaufmann 2015 •  Tracy Fullerton. Game Design Workshop, Third Edition. Morgan Kaufmann 2014 Chapter 3. 2
  • 3. Prof. Pier Luca Lanzi formal elements form the structure of a game this lecture reviews how formal elements are used in other games to help/inspire the design of new ones
  • 4. Prof. Pier Luca Lanzi Players
  • 5. Prof. Pier Luca Lanzi games are experiences designed for player a game designers does not care about games games are a mean to an end game designers only care about the experience that the game enables
  • 6. Prof. Pier Luca Lanzi Scot Osterweil’s Four Freedoms •  Freedom to explore § Players should be allowed to explore a lot •  Freedom to fail § Players fail all the time in a game § Failure has to present in game § Bad games don’t know how to treat failure •  Freedom of identity play § Players love to be to be in someone else’s shoes § I like to play Skywalker but also as Darth Vader or dress as a doll •  Freedom to effort § Players should be able to play as they feel, soft or hard § Sniper vs Assault vs Support vs Engineer 6
  • 7. Prof. Pier Luca Lanzi Players •  Games are experiences designed for players who voluntarily accept the rules and constraints of the game in order to play •  Players perform actions that would never consider otherwise (kill) that would like to think to be capable and have never had the chance to face 7
  • 10. Prof. Pier Luca Lanzi Invitation to Play - Onboarding •  Other arts create their own temporary worlds with a ritualized and recognizable moments of entry (a play in a theater, a concert, etc.) •  In board and card games, the invitation is part of a social makeup of the game •  In videogames, the process is usually much more technical •  Some games make an extra effort to extend a more visceral invitation (Guitar Hero) •  Invitations must be engaging to get players interested in playing your game 10
  • 11. Prof. Pier Luca Lanzi Number of Players and Roles •  A game designed for one player is essentially different from a game designed for two, four or 10000 players •  A game designed for a specific number of players has different considerations than a game designed for a variable number of players •  Examples: Monopoly supports 2-8 players massively multiplayer games supports 10s to 1000s •  Most games have uniform roles for players, but some have more than one role (mastermind or WoW) •  In games allowing different roles for players (or the definition of new roles), the nature and balance of these roles require careful consideration 11
  • 12. Prof. Pier Luca Lanzi Player Interaction Patterns •  Many digital games are “single player versus game” or, more recently, fall into the category “multilateral competition” •  There is however a lot of potential in other patterns that is rarely exploited •  Interaction patterns § Single player vs game § Multiple individual players vs game § Player vs player § Unilateral competition § Multilateral competition § Cooperative play § Team competition 12
  • 14. Prof. Pier Luca Lanzihttp://frankcaron.com/2011/07/on-mapping-bartles-player-types-to-employees/
  • 15. Prof. Pier Luca Lanzihttp://www.epicwinblog.net/2013/05/gamification-player-types-meet-players.html
  • 16. Prof. Pier Luca Lanzi player interaction patterns
  • 17. Prof. Pier Luca Lanzi Single Player vs Game •  Most common pattern for digital games •  Might use puzzle or other structures to create conflict •  Multiplayer used to define more players are involved, but (general) games are usually multiplayer 17
  • 18. Prof. Pier Luca Lanzi Multiple Individual Players vs Game •  More players compete against a game •  Actions are not directed toward each other, and no interactions between participants is required •  Examples include bingo, roulette, Farmville •  Works well for non cooperative players who enjoy games and the social arena (for instance casino games) 18
  • 19. Prof. Pier Luca Lanzi http://www.youtube.com/watch?v=FdG_m9gjccA
  • 20. Prof. Pier Luca Lanzi Player vs Player •  Two players directly compete (chess, checkers, tennis, etc.) •  A classic structure for strategy games and works well for competitive players •  Two players fighting game employ this structure (Mortal Kombat) •  Intense competition marks this pattern for focused head to head play 20
  • 21. Prof. Pier Luca Lanzi Unilateral Competition •  Two or more players compete against one player •  Highly undervalued but interesting structure that combines cooperative and competitive game play •  Scotland Yard board game § A group of players (the detectives) try to catch the singled out player (the criminal) § The criminal has full information about the game state § The detectives work together to deduce the state from clues left by the criminal 21
  • 22. Prof. Pier Luca Lanzi Evolve https://www.youtube.com/watch?v=k1HTGJcvTUk
  • 23. Prof. Pier Luca Lanzi Multilateral Competition •  Three or more players directly compete •  When most of the players think of “multiplayer” they are referring to this interaction pattern •  Currently, the trend is to identify “multiplayer” with “massive number of players”, there is however plenty of room for innovative thinking in terms of smaller directly competitive groups •  Board games with this pattern have tuned for generation for groups ranging between three to six players •  Multiplayer digital game that encourages the same high level of social interaction that occurs with 3-6 person board game? 23
  • 24. Prof. Pier Luca Lanzi Cooperative Play •  Two or more players cooperate against the system § Lord of the Rings board game § Cooperative quests in WoW § Portal 2 cooperative campaign § Left for Dead 2 § Journey 24
  • 25. Prof. Pier Luca Lanzi Space Team http://www.youtube.com/watch?v=aBfHhfxLNPE
  • 26. Prof. Pier Luca Lanzi Keep Talking and Nobody Explodes http://www.keeptalkinggame.com
  • 27. Prof. Pier Luca Lanzi We'll Meet Again (We are Muesli) http://wearemuesli.itch.io/wma
  • 28. Prof. Pier Luca Lanzi Team Competition •  This is a game structure in which two or more groups compete (soccer, Battlefield 1942, Tribes, etc.) •  Clans or guilds immediately sprang out in massively multiplayer games as if responding to the need for this particular pattern 28
  • 29. Prof. Pier Luca Lanzi Objectives
  • 30. Prof. Pier Luca Lanzi Objectives •  Define what the players are trying to accomplish within the rules of the game and give the player something to strive for •  They should seem challenging, but achievable, to the players •  Different players might have different objectives (Risk) •  There might be partial objectives, miniobjectives, etc. •  Set the tone of the game (kill enemies vs becoming rich) •  The game objective should be careful considered because it affects not only the formal system but also the dramatic aspects 30
  • 31. Prof. Pier Luca Lanzi Stop a Moment and Think About … •  What are some objectives of games you have played? •  What impact do these objectives have on the game tone? •  Do certain genres of play lend themselves to certain objectives? •  What about multiple objectives? •  Do objectives have to be explicit? •  What about player-determined objectives? 31
  • 32. Prof. Pier Luca Lanzi Capture Take or destroy something of the opponent (terrain, units, etc.)
  • 33. Prof. Pier Luca Lanzi WarCraft III Gameplay http://www.youtube.com/watch?v=TFVP8pVGYsQ WarCraft III Gameplay http://www.youtube.com/watch?v=TFVP8pVGYsQ
  • 34. Prof. Pier Luca Lanzi Chase Catch an opponent or elude one. Can be determined by speed, dexterity, stealth, strategy
  • 35. Prof. Pier Luca Lanzi Maximum Chase http://www.youtube.com/watch?v=jhHd1qJ6zGc Maximum Chase http://www.youtube.com/watch?v=jhHd1qJ6zGc
  • 36. Prof. Pier Luca Lanzi Race Reach a goal, physical or conceptual, before the other players.
  • 37. Prof. Pier Luca Lanzi F1 2010 http://www.youtube.com/watch?v=fDNMuGEZl6I F1 2010 http://www.youtube.com/watch?v=fDNMuGEZl6I
  • 38. Prof. Pier Luca Lanzi Alignment Arrange your game pieces in a certain spatial configuration or create conceptual alignment between categories of pieces
  • 39. Prof. Pier Luca Lanzi Bejeweled 2 Deluxe http://www.youtube.com/watch?v=0VhWPli8tRM
  • 40. Prof. Pier Luca Lanzi Rescue or Escape Get a defined unit or units to safety (Super Mario Bros. , Prince of Persia, Emergency Rescue)
  • 41. Prof. Pier Luca Lanzi Prince of Persia http://www.youtube.com/watch?v=_zyQ_OVyhNE Prince of Persia http://www.youtube.com/watch?v=_zyQ_OVyhNE
  • 43. Prof. Pier Luca Lanzi Forbidden Act Get the competition to break the rules for instance, by laughing, talking, making the wrong move, etc. (Twister, Operation) Rarely found in digital games probably because is difficult to monitor fair play
  • 44. Prof. Pier Luca Lanzi http://vimeo.com/31946199
  • 45. Prof. Pier Luca Lanzi Construction Build, maintain and manage objects (SimCity, The Sims, etc.)
  • 46. Prof. Pier Luca Lanzi Sim City http://www.youtube.com/watch?v=X_5HFvu8O4U
  • 47. Prof. Pier Luca Lanzi Exploration The goal is simply to explore areas but it is usually combined with other competitive objectives (treasures, puzzle solving, combat). Online worlds like Ultima and EverQuest have also used exploration as one of several objectives
  • 48. Prof. Pier Luca Lanzi The Witness http://www.youtube.com/watch?v=i7h7AleSCF4
  • 49. Prof. Pier Luca Lanzi Colossal Cave http://www.youtube.com/watch?v=Ys8wTNzZsjQ Colossal Cave http://www.youtube.com/watch?v=Ys8wTNzZsjQ
  • 50. Prof. Pier Luca Lanzi https://www.youtube.com/watch?v=jaY64hGV2qc
  • 51. Prof. Pier Luca Lanzi Zork https://www.youtube.com/watch?v=IL4uz2gaOGs
  • 52. Prof. Pier Luca Lanzi Solution Solve a problem or puzzle (graphic adventures, connect four)
  • 53. Prof. Pier Luca Lanzi Monkey Island http://www.youtube.com/watch?v=xKRP3y3jx7A http://www.youtube.com/watch?v=Rd9JXjxB8xY Monkey Island http://www.youtube.com/watch?v=xKRP3y3jx7A
  • 54. Prof. Pier Luca Lanzi Outwit Gain and use in-game or extra-game knowledge in a way that defeats the other players (Diplomacy vs Trivial Pursuit). Games requiring the gaining of in-game knowledge provokes interesting social dynamics not yet explored in digital games.
  • 55. Prof. Pier Luca Lanzi Procedures Rules Guitar Hero Warriors of Rock trademark of Activision
  • 56. Prof. Pier Luca Lanzi Procedures •  Methods of play and the actions that the players can take to achieve the game objectives •  Who does what, where, when, and how? •  Most games tend to have § Starting procedures (how to put the game into play) § Progression of action (ongoing procedures after the start) § Special actions (available conditional to other elements or game state) § Resolving actions (bring game to a close) •  In board games, procedures are usually described in the rule sheet and put into action by the players •  In digital games, procedures are generally integrated into the control section 56
  • 57. Prof. Pier Luca Lanzi Defining Procedures •  Super Mario Bros § Select Button: use this button to select the type of game § Start Button: press this button to start the game. If pressed during play, it will pause the game § Left Arrow: walk to the left. Push button B at the same time to run § Right Arrow: walk to the right. Push button B at the same time to run § Down: crouch •  When defining the procedures, it is important to keep in mind the limitations of the environment in which the game will be played •  What type of input/output devices will the setting have •  Will players have a keyboard and a mouse? •  Will they sit close to the screen or far away? 57
  • 58. Prof. Pier Luca Lanzi Rules •  Define objects and allowable actions by the players •  Most important questions § How do players learn the rules? How are rules enforced? § What rules work best in certain situations? § Are there patterns to rule sets? •  In videogames, they can be explained in the manual or be implicit in the game itself •  Their design must be carried out in relation to the players § Too many rules might be difficult to manage and understand § Unstated or unclear rules might confuse or alienate players •  Example: in Warcraft, to create a knight a player must have upgraded to a keep and built a stable 58
  • 59. Prof. Pier Luca Lanzi Types of Rules •  Rules Defining Objects and Concepts § Objects in games have a unique status and meaning that is different from the objects in the real world § In videogames, objects are made of a fairly complex set of variables that defined their overall state § Knights and ogres in Warcraft share the same default values of variables: cost (800 gold, 100 lumber), hit points (90), damage (2-12), armor (4), sight (5), speed (15), range (1) § Will the player have to deal with this complexity directly? •  Rules Restricting Actions § “a player cannot move its king into check” § “to create a knight, need to upgrade to keep and build a stable” •  Rules Determining Effects § By triggering effects, it is possible to introduce variation in gameplay § It is also possible to get the gameplay back on track 59
  • 60. Prof. Pier Luca Lanzi Exercise write down the rules of black jack, then try to play black jack using only the rules you wrote
  • 61. Prof. Pier Luca Lanzi Resources
  • 62. Prof. Pier Luca Lanzi Resources •  In videogames, resources play much the same role as in the real world, they are assets (e.g., natural or economic resources) that can be used to accomplish a goal •  They must have both utility and scarcity in the game system •  How does a designer decide what resources to offer? •  How does a player control access to those resources to maintain challenge in the game? •  Many designers fall into the trap of copying exiting games when it come to resource management •  To break away from the tried and true, try to think about resources in a more abstract sense. Look at the basic functions of resource types and try to apply them in new creative ways 62
  • 63. Prof. Pier Luca Lanzi Resource Types •  Lives (the typical resource in arcade games) •  Units (used when the player is represented by more objects) § They can be all of one kind § Their value can be constant or evolve § Determining the cost/unit and the balance of resources can be tricky. Playtesting is one way to do this. •  Health (separate resources or associated to life) § How might players raise health levels during the game? § Action games use medkits, somewhat unrealistic, but fast § Role-playing games use more realistic model, but slow and somewhat frustrating to players 63
  • 64. Prof. Pier Luca Lanzi Resource Types •  Currency § One of the most powerful resource types § Plays the same role it does in real life •  Actions (moves or turns can be considered resources) •  Power-ups (classic type of resource) •  Inventory (limit the number of objects/resource carried) •  Special Terrain (often used in strategy games) § In Warcraft, wood is extracted from special areas •  Time § Restrict player actions by time or phases § In Pac-Man, power-pills give special power for limited time 64
  • 65. Prof. Pier Luca Lanzi Jagged Alliance http://www.youtube.com/watch?v=I2cDuXieY0E Jagged Alliance http://www.youtube.com/watch?v=I2cDuXieY0E
  • 66. Prof. Pier Luca Lanzi Conflict Outcome FIFA2010 is a trademark of EA Sports
  • 67. Prof. Pier Luca Lanzi Conflict •  Conflict emerges from the players trying to accomplish the goals of the game within its rules and boundaries •  It is designed into the game by creating rules, procedures and situations that do not allow players to accomplish their goal directly •  In Quake, the conflict arises from staying alive while player or non-player opponents try to kill you •  Three classic sources of conflict in games are: § Obstacles § Opponents § Dilemmas (spend money to buy a property or use the money to upgrade a property) 67
  • 68. Prof. Pier Luca Lanzi Boundaries and Outcome •  Boundaries § Boundaries separate the game from everything that is not the game § For instance, ten people playing in a room two people watching they are outside the magic circle (the boundaries) § Alternative reality games (ARGs) combine real-world and online interaction to create their gameplay § “I love bees” an ARG to promote the release of Halo2 § An interesting design exercise would be to take a familiar game and change its boundaries to see how it affects the play experience •  Outcome § Outcome must be uncertain to hold the attention of the player § Many online worlds don’t have the concept of a winner or even an end state but reward the player in other fashions (e.g., FarmVille) § Other have a certain outcome but define a completely different type of challenge (e.g., Space is King) 68
  • 69. Prof. Pier Luca Lanzi Ingress https://www.youtube.com/watch?v=Y6-JAm3NCAk
  • 70. Prof. Pier Luca Lanzi Ingress https://www.youtube.com/watch?v=Y6-JAm3NCAk
  • 71. Prof. Pier Luca Lanzi Food for Thoughs •  Exercise #1 § Reconsider some of the games you played in terms of formal elements, try to describe them in terms of such elements •  Exercise #2 § Reconsider one game you played (one that many know J) and change the role of one of the formal elements to modify the gameplay •  Exercise #3 § Develop a concept for a game that only uses few cubes as objects/characters/opponents/etc. 71
  • 72. Prof. Pier Luca Lanzi http://www.facebook.com/polimigamecollective https://twitter.com/@POLIMIGC http://www.youtube.com/PierLucaLanzi http://www.polimigamecollective.org