05-the world of a game 游戏世界-感知与沟通设计 潘茂林, [email protected]...

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05-THE WORLD OF A GAME 游游游游 游游游游游游游 潘潘潘[email protected] 潘潘潘潘 · 潘潘潘潘 Ref cornell

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05-THE WORLD OF A GAME游戏世界-感知与沟通设计潘茂林, [email protected]

中山大学·软件学院

Ref cornell

INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN

THE WORLD OF A GAME

Virtual World vs. Real World Huizinga’s “Magic Cycle” Engagement vs. Immersion Setting Dimensions of the world

Parts of a Digital Game Game Engine( 程序员的世界 )

Rules and Mechanics ( 设计师的世界 )

User Interface ( 艺术家的世界 )

Content and Challenges ( 玩家的世界 )

INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN

HUIZINGA’S “MAGIC CYCLE” 魔法圈 “Magic Cycle” may called “pretend reality”

Game Conceptual

EntitiesScenarios

Events

Real World

EntitiesScenarios

Events

Imagine

SocializeMonetize

(狼来啦)

INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN

RELATIONSHIP BETWEEN THE WORLDS

“Magic Cycle” Real world

Alive and Death Alive and Death (事件)Magic Powerful (实体)

Plants vs. Zombies Weapons vs. Enemy (实体)Alive value Healthy (状态)

Kill Kill (动作)Level Skills (实体)

FriendsFriends FriendsFriends (关系)(关系)CharactersCharacters VocationsVocations (职业)(职业)Game coinsGame coins MoneyMoney (财富)(财富)

《泰坦尼克号》穿帮镜头

杰克让露丝闭上眼睛站到栏杆上时,这两根柱子又变成断开的了。

“ XXX” 游戏

狗狗狗狗 葡萄葡萄家具家具

INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN

ENGAGEMENT VS. IMMERSION

Engagement (参与) : Player is emotionally involved Invested in outcome of the game

Immersion (沉浸) : Player loses awareness of self Intense focus (全神贯注) Distorted sense of time

INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN

ENGAGEMENT VS. IMMERSION

Engagement (参与) : Player is emotionally involved Invested in outcome of the game

Immersion (沉浸) : Player loses awareness of self Intense focus Distorted sense of time

Which Is More Important?

INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN

HOW DO WE ENGAGE?

Challenge Should be reasonable, but not boring

Setting/Premise Gives player a compelling reason for goals

Story Frames the outcomes of the player actions

INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN

ENABLING FLOW (能力曲线) Challenging activity that requires skill

Could be physical, mental, or social Impossible to someone without skill

Clear goals and feedback Player knows what must be done Is given constant feedback on how achieved

Paradox of Control Outcome is uncertain, but have “control” Meaningful choice!

INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN

RISK VS. REWARD

INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN

CHALLENGE

INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN

FLOW AND IMMERSION

Psychologists have shown flow leads to Loss of self-awareness Effortless action Distorted sense of time

But does not require a realistic 3D world Tactical immersion

Challenges require skill with in-game actions Example: Aiming in a shooter

Strategic immersion Mental challenges processed outside game actions Example: Thinking ahead in chess

INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN

SETTING

Provides a premise or motivation to play Typically a specification of when, where and why

Cultural Setting: origins and motivation When and where did it come from? What were motivations for playing? How does that relate to our play?

Story Setting: game is an artificial universe Setting is where this universe resides Can be a story or just a fictional cultural setting

CULTURAL SETTING: CHESS

Indian game called Chaturanga Shogi (Japan)

Xiangqi (China) Chess (Europe)

INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN

象棋的“ PREMISE” 棋盘的第五,第六两横线之间末画竖线的空白地带称

为“河界”。在中国象棋的棋盘中间,常有一区空隙,上写有“楚河”、“汉界”字样,这是以下棋比况历史上的“楚汉战争”。

“ 楚汉战争”对玩家的价值 心理:文人说,我们不是娱乐,是研究战争的技巧! 社会:直观可视,易于普及 教育:“棋如其人”,棋风 = 人品 娱乐: 智力对抗,是高雅的体育运动!

INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN

Dimensions of Games

Settings have dimensions Physical Temporal Environmental Emotional Ethical

INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN

PHYSICAL DIMENSION

Is your game 2-D or 3-D? (空间) Even if graphics 3-D, may have 2-D gameplay Could you have other dimensions (1-D, 4-D)? 2.5D (卷轴、深度)

What is the scale of objects? (大小) Is the scale an abstraction or realistic? How does that affect gameplay?

What are your boundaries? (玩家可以看、玩的东西) What can the player interact with?

INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN

PHYSICAL DIMENSION: SCALE

第一人称、第三人称……看到的玩家的视图。例如,建造的物体,大小,地图啊等等

INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN

TEMPORAL (时间) DIMENSION

Does time move at a consistent pace? Are real time games actually real-time? Can the player adjust time?

Narrative compression Reduce time for “unimportant details”

Walking across a large map Training to go up a level

Keeps the player from being bored

INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN

ENVIRONMENTAL DIMENSION

Reflects mood and tone of your game Includes (possibly fictional) cultural setting

Style of your physical surroundings Is it photorealistic or illustrative? Music and environment sounds?

Includes level of detail How much control do you have over objects? Realism versus meaningful abstraction

INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN

EMOTIONAL DIMENSION

Design for player reactions Player reactions to setting Player reactions to the story Player reactions to characters

Dramatic tension! Well studied in storytelling Is it different in games?

INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN

ETHICAL DIMENSION

Consequences of player actions? Are certain actions clearly good or bad? What are consequences of player hoice? Desirable, undesirable, or just indifferent?

Example: modern RPGs Story lines written for “good” and “bad” Players want to see all the stories This encourages amoral behavior

INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN

PARTS OF A DIGITAL GAME

Game Engine Software, created primarily by programmers

Rules and Mechanics Created by the designers, with programmer input

User Interface Coordinated with programmer/artist/HCI

specialist

Content and Challenges Created primarily by designers

INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN

FEATURES OF GAME ENGINES

Power the graphics and sound 3D rendering or 2D sprites

Power the character and strategic AI Typically custom designed for the game

Power the physics interactions Must support collisions at a bare minimum

Describe the systems Space of possibilities in game world

INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN

COMMERCIAL GAME ENGINES

Programmer needs powerful tools for high quantity game! Do we must do lots programming? Frameworks and Libraries

XNA 3.0 2D graphics No AI or physics support at all But external libraries exist (e.g. Box2D)

XNA 4.0 2D,3D graphics + physics

INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN

GAME ENGINES: PHYSICS

Defines physical attributes of the world There is a gravitational force Objects may have friction Ways in which light can reflect

Does not define precise values or effects The direction or value of gravity Friction constants for each object Specific lighting for each material

INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN

GAME ENGINES: SYSTEMS

Physics is an example of a game system Specifies the space of possibilities for a game But not the specific parameters of elements

Typically extra code that you add to the engine Write functions for the possibilities But do not code values or when called

Separates programmer from gameplay designer Programmer creates the system Gameplay designer fills in parameters

INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN

GAME ENGINES: SYSTEMS

自定义游戏编辑器

通用游戏编辑器 角色扮演游戏编辑器 设计游戏编辑器 ……

INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN

RULES & MECHANICS

Fills in the values for the system Parameters (e.g. gravity, damage amounts, etc.) Types of player abilities/verbs Types of obstacles/challenges

But does not include specific challenges Just the list all challenges that could exist Contents of the pallet for level editor

INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN

RULES: SUPER MARIO BROS.

Enemies Goombas die when stomped Turtles become shells when stomped/bumped Spinys damage Mario when stomped Piranha Plants aim fireballs at Mario

Environment Question block yields coins, a power-up, or star Mushroom makes Mario small Fire flower makes Mario big and fiery

INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN

THE D&D ANALOGY: MECHANICS

Engine + mechanics = core rulebooks Less information than an adventure module But enough to create your own adventures

Vary the mechanics for other genres D&D: high fantasy Star Wars: space opera Top Secret: modern spy thriller

INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN

GAME AI: WHERE DOES IT GO?

Game AI is traditionally placed in mechanics Characters need rules to make right choices Tailor AI to give characters personalities

But it is implemented by programmer Complicated search algorithms Algorithms should be in game engine

Holy Grail: “AI Photoshop” for designers Hides all of the hard algorithms

INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN

INTERFACES

Interface specifies How player does things (player-to-computer) How player gets feedback (computer-to-player)

More than engine+mechanics They just describe what the player can do Do not specify how it is done

Bad interfaces can kill a game ( 三流的规则 + 一流的界面 ) > ( 一流的规则 + 三流

的界面 )

INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN

THE D&D ANALOGY: INTERFACE

Interface includes: Character sheets Pencils Maps Dice Player voices

Alternate interfaces for D&D LARPing Play-by-mail

INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN

INTERFACE TIPS

Must consider input devices in design For PC, typically have mouse and keyboard Game controllers have a different “feel”

Consider depth and width of interface Details are best processed at the center of vision Peripheral vision mostly detects motion

Strive for “invisible” interface (metaphorically) Familiarity is better than innovation Enhance your interface with sounds

游戏人机交互装备很重要

INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN

CONTENT AND CHALLENGES

Content is everything else

Gameplay content define the actual game Goals and victory conditions Missions and quests Interactive story choices

Non-gameplay content affects player experience Graphics and cut scenes Sound effects and background music Non-interactive story

INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN

WHY THE DIVISION?

They are not developed sequentially Content may requires changes to game engine Interface is changing until the very end

Intended to organize your design Engine: decisions to be made early, hard-code Mechanics: mutable design decisions Interface: how to shape the user experience Content: specific gameplay and level-design

INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN

SUMMARY

Develop a good game A collaboration team Goods skill in communication

But they are all interconnected System/engine limits your possible mechanics Content is limited by the type of mechanics

Once again: design is iterative