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gamedesigninitiative at cornell university the Design Elements Lecture 3

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Page 1: Lecture 3 - Cornell University › courses › cs3152 › 2013sp › ... · gamedesigninitiative at cornell university the Player Mode Sketches ! Game may have several player modes

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Design Elements

Lecture 3

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Reminder: Aspects of a Game

� Players: How do humans affect the game?

� Goals: What is the player trying to do?

� Rules: How can the player achieve the goal?

� Challenges: What obstacles block the goal?

Design Elements 2

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Formal Design Elements

� Players: Player Mode Sketches

� Goals: Objectives

� Rules: Actions and Interactions

� Challenges: Obstacles and Opponents

Design Elements 3

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Player Mode Sketches

� Game may have several player modes � Ways in which player interacts with a game

� Example: Inventory screen vs. combat screen

� You should storyboard all of your modes �  Sketches of each of the major player modes

� May have action (like movie storyboard)

�  Illustrate how player interacts with game

Design Elements 4

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Dragon Age: Standard Mode

Design Elements 5

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Dragon Age: Inventory Mode

Design Elements 6

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Lifted: Player Mode Sketch

Design Elements 7

Indicating Action

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Lifted: Completed Game

Design Elements 8

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Diagramming Action

Design Elements 9

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Objectives

� Anything a player might strive for

� May be a primary game objective �  Progressing the story �  “Completing” the game

� May be an auxiliary game objective �  Side missions/quests � Unusual achievements

� Sometimes player-directed � Reward structure in sandbox games

Design Elements 10

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Objectives

�  Primary objectives reflect vision �  Wish fulfillment: I want to _________ �  Help player realize the dream

�  Auxiliary objectives address player style �  Achievements for achievers �  Easter eggs for explorers �  Online resources for socializers

�  Player-driven objectives require a different focus �  Start with a toy, and layer dramatic elements on it

Design Elements 11

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Some Objective Categories

�  Capture: take or destroy something of value �  Includes “kill all enemies of type X”

�  Race: reach a goal within time

�  Chase: catch or elude an opponent �  Race with a dynamic goal/destination

�  Rescue/Escape: Get someone to safety

�  Exploration: Locate something in game world

Design Elements 12

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Some Objective Categories

�  Solution: solve a problem or puzzle

�  Alignment: arrange in a specific configuration �  Color matching games!

�  Construction: build, maintain, manage objects

�  Forbidden Act: force opponent to do something

� Outwit: gain knowledge that gives an advantage

Design Elements 13

multiplayer games

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Some Objective Categories

�  Solution: solve a problem or puzzle

�  Alignment: arrange in a specific configuration �  Color matching games!

�  Construction: build, maintain, manage objects

�  Forbidden Act: force opponent to do something

� Outwit: gain knowledge that gives an advantage

Design Elements 14

multiplayer games

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Actions

�  Verbs that describe what the player can do �  Walk �  Run �  Jump �  Shoot

�  Does not need to be attached to an avatar �  Build �  Swap �  Rotate

Design Elements 15

Action Platformer

(left or right) (walk, but faster!) (up; jump/run for left or right) (left or right)

(RTS or simulation) (Bejeweled clones) (Stacking games)

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Designing Actions

� Starts with brainstorming the verbs � Define the types of verbs � Define the scope of the verbs

� Design Goals �  Enough verbs to avoid being too simple � But not so much to be confusing (verb bloat) � Do the verbs directly achieve the goal?

� Each verb maps to a single input

Design Elements 16

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�  How do verbs, goals relate? �  Imagine there no challenges �  What verbs must you have?

�  Example: Platformers �  Goal: reach exit location �  Only need movement verbs �  Killing enemies is optional �  Other actions are secondary

�  Design Goal: Primary only �  Secondary verbs lead to bloat �  Add features with interactions

Primary Actions

Design Elements 17

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�  Often in puzzle platformers �  Platformer verbs + something

�  “Innovation on the cheap”

�  Verb that alters “geography” �  Access hard-to-reach areas �  Directly overcome challenges �  Not directly needed for goal

�  But do this sparingly! �  Indies have one new verb! �  Other features are interactions

Secondary Actions are Acceptable

Design Elements 18

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�  Not a direct action of player �  Outcome of the game state �  Can happen without controller

�  Example: collisions �  Accidental or player forced �  May be bad (take damage) �  May be good (gain power-up)

�  Other Examples: �  Spatial proximity �  Line-of-sight �  Resource acquisition

Interactions

Design Elements 19

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Game Mechanics

� Game mechanic � Relationship between verbs and interactions � Often call this relationship the “rules” � Gameplay is manifestation of these rules

� Example: Joust � Verbs: Flap; go left or right �  Interaction: Collision with opponent � Rule: If hit opponent, lower player dies

Design Elements 20

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Gameplay Example: Joust

Design Elements 21

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�  Keep verbs at a minimum �  Mechanics are all interactions

�  Common in mobile, tablet

�  Due to lack of input modes

�  Example: Sneak Beat Bandit �  Has only one verb: move

�  Rhythm game; move to beat

�  All movement on rails

�  If obstacle in way, turn

�  Line-of-sight mechanics

Verb Minimalism

Design Elements 22

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Avoid Verb Proxies

�  Proxy: verb that activates another verb �  “Use an item” (what does the item do?)

�  “Shoot” (what does the weapon do?)

� Make your verbs outcome oriented �  Fire standard projectile (like shoot, but says what it shoots)

�  Fire freezing beam (what is does and how it is applied)

�  Important questions to ask �  Does it help me reach a goal?

�  Does it overcome a challenge?

Design Elements 23

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Avoid Verb Proxies

�  Proxy: verb that activates another verb �  “Use an item” (what does the item do?)

�  “Shoot” (what does the weapon do?)

� Make your verbs outcome oriented �  Fire standard projectile (like shoot, but says what it shoots)

�  Fire freezing beam (what is does and how it is applied)

�  Important questions to ask �  Does it help me reach a goal?

�  Does it overcome a challenge?

Behavior is defined by interaction of projectile with the environment

Design Elements 24

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Combining Actions

�  Verbs can combine in interesting ways �  Run and jump in a platformer �  Strafing fire in a shooter

�  Typically result of the interactions �  Each verb interacts with environment in different way �  Combination of two give extra feature for “free” �  This is an example of emergent behavior

�  Not all combinations are emergent �  Example: Double jump is not a feature of interactions �  This type of verb combination is a distinct action

Design Elements 25

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Running Jump

�  Can move while in midair �  Just horizontal movement �  Not realistic; it is a game �  Many platformer challenges

assume this type of control

�  Different than a long jump �  Less height than reg. jump �  No control once in the air �  Would be a distinct action

Combining Actions

Strafing Fire

�  Based on “real life” property �  Bullets travel in straight line �  Movement changes origin �  Walking side-side makes a

spray (used in covering fire)

�  But some features are gamy �  Bullets slower than life �  Character faster than life �  Creates interesting effects

Design Elements 26

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Running Jump

�  Can move while in midair �  Just horizontal movement �  Not realistic; it is a game �  Many platformer challenges

assume this type of control

�  Different than a long jump �  Less height than reg. jump �  No control once in the air �  Would be a distinct action

Combining Actions

Strafing Fire

�  Based on “real life” property �  Bullets travel in straight line �  Movement changes origin �  Walking side-side makes a

spray (used in covering fire)

�  But some features are gamy �  Bullets slower than life �  Character faster than life �  Creates interesting effects

Interaction

Interaction(?)

Design Elements 27

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Combining Actions

Design Elements 28

Is this an example? Why or why not?

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� Obstacles �  Prevent progress towards goal �  Have to be “overcome”

� Opponents �  Players or bots with their own goals �  May or may not need to be overcome

�  Dilemmas �  Can only perform one of several actions �  “Correct” choice not immediately clear

Challenges

Design Elements 29

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� Obstacles �  Prevent progress towards goal �  Have to be “overcome”

� Opponents �  Players or bots with their own goals �  May or may not need to be overcome

�  Dilemmas �  Can only perform one of several actions �  “Correct” choice not immediately clear

Challenges

Design Elements 30

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Challenges: Limitations

�  You cannot always perform an action �  Shooting may require ammo �  Cannot (always) jump in mid air

�  Limitation: requirement to perform action �  Boolean test (like an if-then) �  Checked at time of user input

�  Only one limitation per verb �  If more than one, split into more verbs �  Reason double-jump is distinct

Design Elements 31

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Challenges: Limitations

�  You cannot always perform an action �  Shooting may require ammo �  Cannot (always) jump in mid air

�  Limitation: requirement to perform action �  Boolean test (like an if-then) �  Checked at time of user input

�  Only one limitation per verb �  If more than one, split into more verbs �  Reason double-jump is distinct

Design Elements 32

Resource

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Challenges: Resources

� Game State: numeric and symbolic values that represent the game world at a specific moment

� Numeric quantities are often called resources � Examples (player): ammunition, health points � Examples (external): monster spawns

� Symbolic values are “yes-or-no” quantities � Used for “lock-and-key” challenges �  Typically create shallower gameplay

Design Elements 33

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Challenges: Resources

� Game State: numeric and symbolic values that represent the game world at a specific moment

� Numeric quantities are often called resources � Examples (player): ammunition, health points � Examples (external): monster spawns

� Symbolic values are “yes-or-no” quantities � Used for “lock-and-key” challenges �  Typically create shallower gameplay

Design Elements 34

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Putting It All Together

Design Elements 35

� Start with your vision �  I want to _________ �  This creates setting and player goals

� Create a (partial) list of the following: � Objectives � Actions �  Interactions � Challenges

Sketch player modes to show them in action