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Game Development 1 - What is a Game?

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This session was the first in a series given to a group of University students of differing year groups and abilities. In this lecture, I try to highlight some of the many different aspects that need …

This session was the first in a series given to a group of University students of differing year groups and abilities. In this lecture, I try to highlight some of the many different aspects that need to be decided when thinking about how to make a game, and demonstrate that simply picking a genre is insufficient.

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  • Boom - post WW2, counter culture, 60s/70s. Gamers want social/spiritual/political messages\nGeneration X - Independent, much divorce, raised by television. Independent loner chars - Gordon Freeman, Lara Croft\nMillennial - Involved parenting, technology savvy in general, all “special”, games involving communication and cooperation\n\nGeneration P - Jerry Bruckheimer/MTV. Generation raised for production of content. Think more about how to portray events, what will seem good on Facebook. Directors of their own social media experience.\n
  • Boom - post WW2, counter culture, 60s/70s. Gamers want social/spiritual/political messages\nGeneration X - Independent, much divorce, raised by television. Independent loner chars - Gordon Freeman, Lara Croft\nMillennial - Involved parenting, technology savvy in general, all “special”, games involving communication and cooperation\n\nGeneration P - Jerry Bruckheimer/MTV. Generation raised for production of content. Think more about how to portray events, what will seem good on Facebook. Directors of their own social media experience.\n
  • Boom - post WW2, counter culture, 60s/70s. Gamers want social/spiritual/political messages\nGeneration X - Independent, much divorce, raised by television. Independent loner chars - Gordon Freeman, Lara Croft\nMillennial - Involved parenting, technology savvy in general, all “special”, games involving communication and cooperation\n\nGeneration P - Jerry Bruckheimer/MTV. Generation raised for production of content. Think more about how to portray events, what will seem good on Facebook. Directors of their own social media experience.\n
  • Boom - post WW2, counter culture, 60s/70s. Gamers want social/spiritual/political messages\nGeneration X - Independent, much divorce, raised by television. Independent loner chars - Gordon Freeman, Lara Croft\nMillennial - Involved parenting, technology savvy in general, all “special”, games involving communication and cooperation\n\nGeneration P - Jerry Bruckheimer/MTV. Generation raised for production of content. Think more about how to portray events, what will seem good on Facebook. Directors of their own social media experience.\n
  • Boom - post WW2, counter culture, 60s/70s. Gamers want social/spiritual/political messages\nGeneration X - Independent, much divorce, raised by television. Independent loner chars - Gordon Freeman, Lara Croft\nMillennial - Involved parenting, technology savvy in general, all “special”, games involving communication and cooperation\n\nGeneration P - Jerry Bruckheimer/MTV. Generation raised for production of content. Think more about how to portray events, what will seem good on Facebook. Directors of their own social media experience.\n
  • Boom - post WW2, counter culture, 60s/70s. Gamers want social/spiritual/political messages\nGeneration X - Independent, much divorce, raised by television. Independent loner chars - Gordon Freeman, Lara Croft\nMillennial - Involved parenting, technology savvy in general, all “special”, games involving communication and cooperation\n\nGeneration P - Jerry Bruckheimer/MTV. Generation raised for production of content. Think more about how to portray events, what will seem good on Facebook. Directors of their own social media experience.\n
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  • Transcript

    • 1. GameDev 1What is a Game?
    • 2. Defining Games2
    • 3. Defining Games • “A form of play or sport, esp. a competitive one played according to rules and decided by skill, strength, or luck.”2
    • 4. Defining Games • “A form of play or sport, esp. a competitive one played according to rules and decided by skill, strength, or luck.” • “A strategic interaction between individuals”2
    • 5. Defining Games • “A form of play or sport, esp. a competitive one played according to rules and decided by skill, strength, or luck.” • “A strategic interaction between individuals” • Sid Meier : “Games are a series of interesting choices”2
    • 6. Games3
    • 7. Games4
    • 8. Games5
    • 9. Games6
    • 10. Games7
    • 11. Games8
    • 12. Games • Many different types of game8
    • 13. Games • Many different types of game • Many different types of player8
    • 14. Games • Many different types of game • Many different types of player • Matching the player to the game is key8
    • 15. Genre9
    • 16. Genre • Genre plays a big role in games9
    • 17. Genre • Genre plays a big role in games • First Person Shooter vs Real Time Strategy9
    • 18. Genre • Genre plays a big role in games • First Person Shooter vs Real Time Strategy • Action vs Adventure vs Sports9
    • 19. Genre • Genre plays a big role in games • First Person Shooter vs Real Time Strategy • Action vs Adventure vs Sports • Not the whole story9
    • 20. Why Genre Sucks10
    • 21. Why Genre Sucks • FPS doesn’t always describe the game.10
    • 22. Why Genre Sucks • FPS doesn’t always describe the game. • Counter-Strike is an FPS10
    • 23. Why Genre Sucks • FPS doesn’t always describe the game. • Counter-Strike is an FPS • Skyrim is an FPS10
    • 24. Why Genre Sucks • FPS doesn’t always describe the game. • Counter-Strike is an FPS • Skyrim is an FPS ‣ Technically “has an FPS mode”10
    • 25. Why Genre Sucks • FPS doesn’t always describe the game. • Counter-Strike is an FPS • Skyrim is an FPS ‣ Technically “has an FPS mode” • Very different games10
    • 26. Why Genre Sucks • FPS doesn’t always describe the game. • Counter-Strike is an FPS • Skyrim is an FPS ‣ Technically “has an FPS mode” • Very different games • Genre doesn’t capture everything.10
    • 27. Number of Players11
    • 28. Number of Players • Is the game single player?11
    • 29. Number of Players • Is the game single player? • Is it multi-player?11
    • 30. Number of Players • Is the game single player? • Is it multi-player? ‣ Real-time or non-real-time?11
    • 31. Number of Players • Is the game single player? • Is it multi-player? ‣ Real-time or non-real-time? ‣ Is it symmetric or asymmetric?11
    • 32. Number of Players • Is the game single player? • Is it multi-player? ‣ Real-time or non-real-time? ‣ Is it symmetric or asymmetric? ‣ Team-based or individual?11
    • 33. Plot Driven?12
    • 34. Plot Driven? • Plot plays a big part in many games12
    • 35. Plot Driven? • Plot plays a big part in many games • Less important in others12
    • 36. Plot Driven? • Plot plays a big part in many games • Less important in others ‣ Portal 2 - plot drives gameplay12
    • 37. Plot Driven? • Plot plays a big part in many games • Less important in others ‣ Portal 2 - plot drives gameplay ‣ Team Fortress 2 - no plot12
    • 38. Linearity13
    • 39. Linearity • Does the game give options for player progress?13
    • 40. Linearity • Does the game give options for player progress? • Linear / Non-Linear / Open13
    • 41. Linearity • Does the game give options for player progress? • Linear / Non-Linear / Open ‣ Linear - Halo13
    • 42. Linearity • Does the game give options for player progress? • Linear / Non-Linear / Open ‣ Linear - Halo ‣ Non-Linear - Halo ODST13
    • 43. Linearity • Does the game give options for player progress? • Linear / Non-Linear / Open ‣ Linear - Halo ‣ Non-Linear - Halo ODST ‣ Open - GTA 413
    • 44. Linearity • Does the game give options for player progress? • Linear / Non-Linear / Open ‣ Linear - Halo ‣ Non-Linear - Halo ODST ‣ Open - GTA 4 • Given current technology, does Open even exist?13
    • 45. Camera Position14
    • 46. Camera Position • How the camera interacts with the player affects the feel of the game14
    • 47. Camera Position • How the camera interacts with the player affects the feel of the game ‣ Top-down - GTA14
    • 48. Camera Position • How the camera interacts with the player affects the feel of the game ‣ Top-down - GTA ‣ Isometric - Starcraft14
    • 49. Camera Position • How the camera interacts with the player affects the feel of the game ‣ Top-down - GTA ‣ Isometric - Starcraft ‣ God-view - Supreme Commander14
    • 50. Camera Position • How the camera interacts with the player affects the feel of the game ‣ Top-down - GTA ‣ Isometric - Starcraft ‣ God-view - Supreme Commander ‣ First-person - Team Fortress 214
    • 51. Camera Position • How the camera interacts with the player affects the feel of the game ‣ Top-down - GTA ‣ Isometric - Starcraft ‣ God-view - Supreme Commander ‣ First-person - Team Fortress 2 ‣ Third-person - Uncharted14
    • 52. Camera Position • How the camera interacts with the player affects the feel of the game ‣ Top-down - GTA ‣ Isometric - Starcraft ‣ God-view - Supreme Commander ‣ First-person - Team Fortress 2 ‣ Third-person - Uncharted ‣ Side-Scrolling - Mario14
    • 53. Time15
    • 54. Time • How is Time represented?15
    • 55. Time • How is Time represented? • Real-Time15
    • 56. Time • How is Time represented? • Real-Time ‣ Authentic/True - Animal Crossing15
    • 57. Time • How is Time represented? • Real-Time ‣ Authentic/True - Animal Crossing ‣ Limited - Minecraft15
    • 58. Time • How is Time represented? • Real-Time ‣ Authentic/True - Animal Crossing ‣ Limited - Minecraft ‣ Player-Adjusted - Sports games15
    • 59. Time • How is Time represented? • Real-Time ‣ Authentic/True - Animal Crossing ‣ Limited - Minecraft ‣ Player-Adjusted - Sports games • Pseudo-Real-Time - Dragon Age: Origins15
    • 60. Time • How is Time represented? • Real-Time ‣ Authentic/True - Animal Crossing ‣ Limited - Minecraft ‣ Player-Adjusted - Sports games • Pseudo-Real-Time - Dragon Age: Origins • Turn-Based - Total War15
    • 61. Creating the Premise16
    • 62. Creating the Premise • A Premise is a short (1 paragraph) description of what the game is about.16
    • 63. Creating the Premise • A Premise is a short (1 paragraph) description of what the game is about. • It helps you to find a core description of the purpose and theme.16
    • 64. Creating the Premise • A Premise is a short (1 paragraph) description of what the game is about. • It helps you to find a core description of the purpose and theme. • Later it can help you to market the game - a knockout premise line can drive sales on AppStore16
    • 65. Examples17
    • 66. Examples • “Drive a getaway car for the mov in this action- packed street-racing game”17
    • 67. Examples • “Drive a getaway car for the mov in this action- packed street-racing game” ‣ Driver17
    • 68. Examples • “Drive a getaway car for the mov in this action- packed street-racing game” ‣ Driver • “As the leader of a groups of Resistance fighters in a future devastated Earth, you must assemble your army and travel the globe, restoring peace and sanity in a very dangerous world”17
    • 69. Examples • “Drive a getaway car for the mov in this action- packed street-racing game” ‣ Driver • “As the leader of a groups of Resistance fighters in a future devastated Earth, you must assemble your army and travel the globe, restoring peace and sanity in a very dangerous world” ‣ Devastation17
    • 70. Gameplay18
    • 71. Gameplay • We have established the premise.18
    • 72. Gameplay • We have established the premise. • How do we make that into a game?18
    • 73. Gameplay • We have established the premise. • How do we make that into a game? ‣ Victory conditions18
    • 74. Gameplay • We have established the premise. • How do we make that into a game? ‣ Victory conditions ‣ Short-term goals18
    • 75. Gameplay • We have established the premise. • How do we make that into a game? ‣ Victory conditions ‣ Short-term goals ‣ Methods of interaction18
    • 76. Gameplay • We have established the premise. • How do we make that into a game? ‣ Victory conditions ‣ Short-term goals ‣ Methods of interaction • Aim is to build a consistent, sensible world.18
    • 77. Gameplay • We have established the premise. • How do we make that into a game? ‣ Victory conditions ‣ Short-term goals ‣ Methods of interaction • Aim is to build a consistent, sensible world. ‣ Would the Driver premise work with a Mario-like?18
    • 78. Characters19
    • 79. Characters • Games usually involve interaction with some aspect of the world that is animate.19
    • 80. Characters • Games usually involve interaction with some aspect of the world that is animate. • The player often takes the role of a character19
    • 81. Characters • Games usually involve interaction with some aspect of the world that is animate. • The player often takes the role of a character • There are frequently other characters to interact with19
    • 82. Characters • Games usually involve interaction with some aspect of the world that is animate. • The player often takes the role of a character • There are frequently other characters to interact with ‣ Enemies, allies, neutral19
    • 83. Character Design20
    • 84. Character Design • Having a good grasp on the way characters can shape the world you are creating can add significant depth.20
    • 85. Character Design • Having a good grasp on the way characters can shape the world you are creating can add significant depth. • Little difference between games and other media20
    • 86. Character Design • Having a good grasp on the way characters can shape the world you are creating can add significant depth. • Little difference between games and other media • Draw inspiration from classical literature, known archetypes20
    • 87. Character Design • Having a good grasp on the way characters can shape the world you are creating can add significant depth. • Little difference between games and other media • Draw inspiration from classical literature, known archetypes ‣ Hero, Shadow, Mentor, Ally, Guardian20
    • 88. Character Design • Having a good grasp on the way characters can shape the world you are creating can add significant depth. • Little difference between games and other media • Draw inspiration from classical literature, known archetypes ‣ Hero, Shadow, Mentor, Ally, Guardian • Establishes depth by familiarity20
    • 89. Art Style21
    • 90. Art Style • An important consideration21
    • 91. Art Style • An important consideration • For video games, art will play a massive part in engaging the player / creating the world21
    • 92. Art Style • An important consideration • For video games, art will play a massive part in engaging the player / creating the world ‣ Bioshock is a good example. Underwater Art Deco gives a unique look-and-feel that defines the game21
    • 93. Art Style • An important consideration • For video games, art will play a massive part in engaging the player / creating the world ‣ Bioshock is a good example. Underwater Art Deco gives a unique look-and-feel that defines the game • Getting a match between the gameplay and the art is important.21
    • 94. Art Style • An important consideration • For video games, art will play a massive part in engaging the player / creating the world ‣ Bioshock is a good example. Underwater Art Deco gives a unique look-and-feel that defines the game • Getting a match between the gameplay and the art is important. ‣ Would Mario work with gritty ultra-realistic art?21
    • 95. Understanding Players22
    • 96. Understanding Players • If we want to make a successful game, we need to understand the kinds of players who will want to play it22
    • 97. Understanding Players • If we want to make a successful game, we need to understand the kinds of players who will want to play it • Not enough to make a game “we would play”22
    • 98. Understanding Players • If we want to make a successful game, we need to understand the kinds of players who will want to play it • Not enough to make a game “we would play” ‣ Definitely helps as a starting point, but “you” are probably not a typical player22
    • 99. Understanding Players • If we want to make a successful game, we need to understand the kinds of players who will want to play it • Not enough to make a game “we would play” ‣ Definitely helps as a starting point, but “you” are probably not a typical player • Equally large range of factors here22
    • 100. Bartle Player Types23
    • 101. Bartle Player Types • Bartle breaks players into four distinct types23
    • 102. Bartle Player Types • Bartle breaks players into four distinct types • Nice and easy to remember23
    • 103. Bartle Player Types • Bartle breaks players into four distinct types • Nice and easy to remember ‣ Achievers23
    • 104. Bartle Player Types • Bartle breaks players into four distinct types • Nice and easy to remember ‣ Achievers ‣ Explorers23
    • 105. Bartle Player Types • Bartle breaks players into four distinct types • Nice and easy to remember ‣ Achievers ‣ Explorers ‣ Socialisers23
    • 106. Bartle Player Types • Bartle breaks players into four distinct types • Nice and easy to remember ‣ Achievers ‣ Explorers ‣ Socialisers ‣ Killers23
    • 107. Bartle Player Types • Bartle breaks players into four distinct types • Nice and easy to remember ‣ Achievers ‣ Explorers ‣ Socialisers ‣ Killers • We can look at these broad strokes categorisation of players and ensure our game caters to them23
    • 108. Achievers24
    • 109. Achievers • Players who prefer to gain "points," levels, equipment and other concrete measurements of succeeding24
    • 110. Achievers • Players who prefer to gain "points," levels, equipment and other concrete measurements of succeeding • Games with a clear “ending”24
    • 111. Achievers • Players who prefer to gain "points," levels, equipment and other concrete measurements of succeeding • Games with a clear “ending” ‣ Particularly with bonuses for 100% completion24
    • 112. Achievers • Players who prefer to gain "points," levels, equipment and other concrete measurements of succeeding • Games with a clear “ending” ‣ Particularly with bonuses for 100% completion • Achievements/Trophies in general appeal24
    • 113. Explorers25
    • 114. Explorers • Players who prefer discovering areas, creating maps and learning about hidden places.25
    • 115. Explorers • Players who prefer discovering areas, creating maps and learning about hidden places. • Enjoy worlds that are well built, rich in lore25
    • 116. Explorers • Players who prefer discovering areas, creating maps and learning about hidden places. • Enjoy worlds that are well built, rich in lore • Looking to create memories of things that happen within the game world25
    • 117. Socialisers26
    • 118. Socialisers • Typical Socialisers are in it for social interaction26
    • 119. Socialisers • Typical Socialisers are in it for social interaction • In single player, they want an experience they can use to be “one of the guys”, interact IRL26
    • 120. Socialisers • Typical Socialisers are in it for social interaction • In single player, they want an experience they can use to be “one of the guys”, interact IRL • Multiplayer allows them to get involved in player interactions - mainstay of guilds and friend lists26
    • 121. Killers27
    • 122. Killers • Thrive on chaos27
    • 123. Killers • Thrive on chaos • Enjoy competition with other players27
    • 124. Killers • Thrive on chaos • Enjoy competition with other players • Like their actions to have high impact in the world27
    • 125. Killers • Thrive on chaos • Enjoy competition with other players • Like their actions to have high impact in the world ‣ Not necessarily destructive27
    • 126. Killers • Thrive on chaos • Enjoy competition with other players • Like their actions to have high impact in the world ‣ Not necessarily destructive • May use non-standard techniques27
    • 127. Killers • Thrive on chaos • Enjoy competition with other players • Like their actions to have high impact in the world ‣ Not necessarily destructive • May use non-standard techniques ‣ E.g. Economic war27
    • 128. Player Age28
    • 129. Player Age • Player age has an important effect on expectations28
    • 130. Player Age • Player age has an important effect on expectations • Different generations have grown up differently28
    • 131. Player Age • Player age has an important effect on expectations • Different generations have grown up differently ‣ Silent Generation (1924 - 1943)28
    • 132. Player Age • Player age has an important effect on expectations • Different generations have grown up differently ‣ Silent Generation (1924 - 1943) ‣ Boom Generation (1943 - 1961)28
    • 133. Player Age • Player age has an important effect on expectations • Different generations have grown up differently ‣ Silent Generation (1924 - 1943) ‣ Boom Generation (1943 - 1961) ‣ Generation X (1962 - 1981)28
    • 134. Player Age • Player age has an important effect on expectations • Different generations have grown up differently ‣ Silent Generation (1924 - 1943) ‣ Boom Generation (1943 - 1961) ‣ Generation X (1962 - 1981) ‣ Millennial Generation (1982 - 2002)28
    • 135. Player Involvement29
    • 136. Player Involvement • Another dimension is how involved you expect players to be.29
    • 137. Player Involvement • Another dimension is how involved you expect players to be. ‣ Casual? Hardcore?29
    • 138. Player Involvement • Another dimension is how involved you expect players to be. ‣ Casual? Hardcore? • This can affect a lot of design decisions e.g. Level pacing29
    • 139. Player Involvement • Another dimension is how involved you expect players to be. ‣ Casual? Hardcore? • This can affect a lot of design decisions e.g. Level pacing ‣ Casual players want short levels, small reward.29
    • 140. Player Involvement • Another dimension is how involved you expect players to be. ‣ Casual? Hardcore? • This can affect a lot of design decisions e.g. Level pacing ‣ Casual players want short levels, small reward. ‣ Hardcore want longer levels, bigger reward comparatively29
    • 141. Game Design30
    • 142. Game Design • These are just some of the aspects we need to decide to make a game.30
    • 143. Game Design • These are just some of the aspects we need to decide to make a game. • To truly capture what the game is about, we need more than one of a handful of labels.30
    • 144. Game Design • These are just some of the aspects we need to decide to make a game. • To truly capture what the game is about, we need more than one of a handful of labels. • This is why projects are described initially in a “Game Design Document”30
    • 145. Summary31
    • 146. Summary • Today we’ve discussed some very abstract concepts of what a game involves.31
    • 147. Summary • Today we’ve discussed some very abstract concepts of what a game involves. • Genre is insufficient to talk technically about games31
    • 148. Summary • Today we’ve discussed some very abstract concepts of what a game involves. • Genre is insufficient to talk technically about games • We can use more precise terms31
    • 149. Summary • Today we’ve discussed some very abstract concepts of what a game involves. • Genre is insufficient to talk technically about games • We can use more precise terms • We can define exactly what goes on in a game31
    • 150. Summary • Today we’ve discussed some very abstract concepts of what a game involves. • Genre is insufficient to talk technically about games • We can use more precise terms • We can define exactly what goes on in a game • We’re now ready to take ideas in our head and put them down on paper!31
    • 151. Summary • Today we’ve discussed some very abstract concepts of what a game involves. • Genre is insufficient to talk technically about games • We can use more precise terms • We can define exactly what goes on in a game • We’re now ready to take ideas in our head and put them down on paper! ‣ ...More or less...31
    • 152. Admin32
    • 153. Admin • Watch MyPlace for more info on next meeting.32
    • 154. Admin • Watch MyPlace for more info on next meeting. ‣ Possibly not weekly...32
    • 155. Admin • Watch MyPlace for more info on next meeting. ‣ Possibly not weekly... ‣ Hopefully less of a brain dump than today.32
    • 156. Admin • Watch MyPlace for more info on next meeting. ‣ Possibly not weekly... ‣ Hopefully less of a brain dump than today. • Next session will be hands-on lecturial with Unity32
    • 157. Admin • Watch MyPlace for more info on next meeting. ‣ Possibly not weekly... ‣ Hopefully less of a brain dump than today. • Next session will be hands-on lecturial with Unity • Aim is to alternate theory and practical sessions.32
    • 158. Shameless Plug33
    • 159. Shameless Plug • Come along to the AltDevConf33
    • 160. Shameless Plug • Come along to the AltDevConf ‣ Free to attend online conference - http://altdevconf.com33
    • 161. Shameless Plug • Come along to the AltDevConf ‣ Free to attend online conference - http://altdevconf.com • February 11th/12th from 19:0033
    • 162. Shameless Plug • Come along to the AltDevConf ‣ Free to attend online conference - http://altdevconf.com • February 11th/12th from 19:00 • Great line-up of speakers covering all aspects of game development33
    • 163. Shameless Plug • Come along to the AltDevConf ‣ Free to attend online conference - http://altdevconf.com • February 11th/12th from 19:00 • Great line-up of speakers covering all aspects of game development ‣ Programming33
    • 164. Shameless Plug • Come along to the AltDevConf ‣ Free to attend online conference - http://altdevconf.com • February 11th/12th from 19:00 • Great line-up of speakers covering all aspects of game development ‣ Programming ‣ Design/Production33
    • 165. Shameless Plug • Come along to the AltDevConf ‣ Free to attend online conference - http://altdevconf.com • February 11th/12th from 19:00 • Great line-up of speakers covering all aspects of game development ‣ Programming ‣ Design/Production ‣ Education33