05-the world of a game 游戏世界-感知与沟通设计 潘茂林, panml@mail.sysu.edu.cn...
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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)
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
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
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
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