GameDev 1What is a Game?
Defining Games2
Defining Games    • “A form of play or sport, esp. a competitive one     played according to rules and decided by skill,   ...
Defining Games    • “A form of play or sport, esp. a competitive one     played according to rules and decided by skill,   ...
Defining Games    • “A form of play or sport, esp. a competitive one     played according to rules and decided by skill,   ...
Games3
Games4
Games5
Games6
Games7
Games8
Games    • Many different types of game8
Games    • Many different types of game    • Many different types of player8
Games    • Many different types of game    • Many different types of player    • Matching the player to the game is key8
Genre9
Genre    • Genre plays a big role in games9
Genre    • Genre plays a big role in games    • First Person Shooter vs Real Time Strategy9
Genre    • Genre plays a big role in games    • First Person Shooter vs Real Time Strategy    • Action vs Adventure vs Spo...
Genre    • Genre plays a big role in games    • First Person Shooter vs Real Time Strategy    • Action vs Adventure vs Spo...
Why Genre Sucks10
Why Genre Sucks     • FPS doesn’t always describe the game.10
Why Genre Sucks     • FPS doesn’t always describe the game.     • Counter-Strike is an FPS10
Why Genre Sucks     • FPS doesn’t always describe the game.     • Counter-Strike is an FPS     • Skyrim is an FPS10
Why Genre Sucks     • FPS doesn’t always describe the game.     • Counter-Strike is an FPS     • Skyrim is an FPS       ‣ ...
Why Genre Sucks     • FPS doesn’t always describe the game.     • Counter-Strike is an FPS     • Skyrim is an FPS       ‣ ...
Why Genre Sucks     • FPS doesn’t always describe the game.     • Counter-Strike is an FPS     • Skyrim is an FPS       ‣ ...
Number of Players11
Number of Players     • Is the game single player?11
Number of Players     • Is the game single player?     • Is it multi-player?11
Number of Players     • Is the game single player?     • Is it multi-player?        ‣ Real-time or non-real-time?11
Number of Players     • Is the game single player?     • Is it multi-player?        ‣ Real-time or non-real-time?        ‣...
Number of Players     • Is the game single player?     • Is it multi-player?        ‣ Real-time or non-real-time?        ‣...
Plot Driven?12
Plot Driven?     • Plot plays a big part in many games12
Plot Driven?     • Plot plays a big part in many games     • Less important in others12
Plot Driven?     • Plot plays a big part in many games     • Less important in others        ‣ Portal 2 - plot drives game...
Plot Driven?     • Plot plays a big part in many games     • Less important in others        ‣ Portal 2 - plot drives game...
Linearity13
Linearity     • Does the game give options for player progress?13
Linearity     • Does the game give options for player progress?     • Linear / Non-Linear / Open13
Linearity     • Does the game give options for player progress?     • Linear / Non-Linear / Open       ‣ Linear - Halo13
Linearity     • Does the game give options for player progress?     • Linear / Non-Linear / Open       ‣ Linear - Halo    ...
Linearity     • Does the game give options for player progress?     • Linear / Non-Linear / Open       ‣ Linear - Halo    ...
Linearity     • Does the game give options for player progress?     • Linear / Non-Linear / Open       ‣ Linear - Halo    ...
Camera Position14
Camera Position     • How the camera interacts with the player affects      the feel of the game14
Camera Position     • How the camera interacts with the player affects      the feel of the game       ‣ Top-down - GTA14
Camera Position     • How the camera interacts with the player affects      the feel of the game       ‣ Top-down - GTA   ...
Camera Position     • How the camera interacts with the player affects      the feel of the game       ‣ Top-down - GTA   ...
Camera Position     • How the camera interacts with the player affects      the feel of the game       ‣ Top-down - GTA   ...
Camera Position     • How the camera interacts with the player affects      the feel of the game       ‣ Top-down - GTA   ...
Camera Position     • How the camera interacts with the player affects      the feel of the game       ‣ Top-down - GTA   ...
Time15
Time     • How is Time represented?15
Time     • How is Time represented?     • Real-Time15
Time     • How is Time represented?     • Real-Time       ‣ Authentic/True - Animal Crossing15
Time     • How is Time represented?     • Real-Time       ‣ Authentic/True - Animal Crossing       ‣ Limited - Minecraft15
Time     • How is Time represented?     • Real-Time       ‣ Authentic/True - Animal Crossing       ‣ Limited - Minecraft  ...
Time     • How is Time represented?     • Real-Time       ‣ Authentic/True - Animal Crossing       ‣ Limited - Minecraft  ...
Time     • How is Time represented?     • Real-Time       ‣ Authentic/True - Animal Crossing       ‣ Limited - Minecraft  ...
Creating the Premise16
Creating the Premise     • A Premise is a short (1 paragraph) description of      what the game is about.16
Creating the Premise     • A Premise is a short (1 paragraph) description of      what the game is about.     • It helps y...
Creating the Premise     • A Premise is a short (1 paragraph) description of      what the game is about.     • It helps y...
Examples17
Examples     • “Drive a getaway car for the mov in this action-      packed street-racing game”17
Examples     • “Drive a getaway car for the mov in this action-      packed street-racing game”       ‣ Driver17
Examples     • “Drive a getaway car for the mov in this action-      packed street-racing game”       ‣ Driver     • “As t...
Examples     • “Drive a getaway car for the mov in this action-      packed street-racing game”       ‣ Driver     • “As t...
Gameplay18
Gameplay     • We have established the premise.18
Gameplay     • We have established the premise.     • How do we make that into a game?18
Gameplay     • We have established the premise.     • How do we make that into a game?       ‣ Victory conditions18
Gameplay     • We have established the premise.     • How do we make that into a game?       ‣ Victory conditions       ‣ ...
Gameplay     • We have established the premise.     • How do we make that into a game?       ‣ Victory conditions       ‣ ...
Gameplay     • We have established the premise.     • How do we make that into a game?        ‣ Victory conditions        ...
Gameplay     • We have established the premise.     • How do we make that into a game?        ‣ Victory conditions        ...
Characters19
Characters     • Games usually involve interaction with some aspect      of the world that is animate.19
Characters     • Games usually involve interaction with some aspect      of the world that is animate.     • The player of...
Characters     • Games usually involve interaction with some aspect      of the world that is animate.     • The player of...
Characters     • Games usually involve interaction with some aspect      of the world that is animate.     • The player of...
Character Design20
Character Design     • Having a good grasp on the way characters can      shape the world you are creating can add signific...
Character Design     • Having a good grasp on the way characters can      shape the world you are creating can add signific...
Character Design     • Having a good grasp on the way characters can      shape the world you are creating can add signific...
Character Design     • Having a good grasp on the way characters can      shape the world you are creating can add signific...
Character Design     • Having a good grasp on the way characters can      shape the world you are creating can add signific...
Art Style21
Art Style     • An important consideration21
Art Style     • An important consideration     • For video games, art will play a massive part in      engaging the player...
Art Style     • An important consideration     • For video games, art will play a massive part in      engaging the player...
Art Style     • An important consideration     • For video games, art will play a massive part in      engaging the player...
Art Style     • An important consideration     • For video games, art will play a massive part in      engaging the player...
Understanding Players22
Understanding Players     • If we want to make a successful game, we need to      understand the kinds of players who will...
Understanding Players     • If we want to make a successful game, we need to      understand the kinds of players who will...
Understanding Players     • If we want to make a successful game, we need to      understand the kinds of players who will...
Understanding Players     • If we want to make a successful game, we need to      understand the kinds of players who will...
Bartle Player Types23
Bartle Player Types     • Bartle breaks players into four distinct types23
Bartle Player Types     • Bartle breaks players into four distinct types     • Nice and easy to remember23
Bartle Player Types     • Bartle breaks players into four distinct types     • Nice and easy to remember        ‣ Achiever...
Bartle Player Types     • Bartle breaks players into four distinct types     • Nice and easy to remember        ‣ Achiever...
Bartle Player Types     • Bartle breaks players into four distinct types     • Nice and easy to remember        ‣ Achiever...
Bartle Player Types     • Bartle breaks players into four distinct types     • Nice and easy to remember        ‣ Achiever...
Bartle Player Types     • Bartle breaks players into four distinct types     • Nice and easy to remember        ‣ Achiever...
Achievers24
Achievers     • Players who prefer to gain "points," levels,      equipment and other concrete measurements of      succee...
Achievers     • Players who prefer to gain "points," levels,      equipment and other concrete measurements of      succee...
Achievers     • Players who prefer to gain "points," levels,      equipment and other concrete measurements of      succee...
Achievers     • Players who prefer to gain "points," levels,      equipment and other concrete measurements of      succee...
Explorers25
Explorers     • Players who prefer discovering areas, creating maps      and learning about hidden places.25
Explorers     • Players who prefer discovering areas, creating maps      and learning about hidden places.     • Enjoy wor...
Explorers     • Players who prefer discovering areas, creating maps      and learning about hidden places.     • Enjoy wor...
Socialisers26
Socialisers     • Typical Socialisers are in it for social interaction26
Socialisers     • Typical Socialisers are in it for social interaction     • In single player, they want an experience the...
Socialisers     • Typical Socialisers are in it for social interaction     • In single player, they want an experience the...
Killers27
Killers     • Thrive on chaos27
Killers     • Thrive on chaos     • Enjoy competition with other players27
Killers     • Thrive on chaos     • Enjoy competition with other players     • Like their actions to have high impact in t...
Killers     • Thrive on chaos     • Enjoy competition with other players     • Like their actions to have high impact in t...
Killers     • Thrive on chaos     • Enjoy competition with other players     • Like their actions to have high impact in t...
Killers     • Thrive on chaos     • Enjoy competition with other players     • Like their actions to have high impact in t...
Player Age28
Player Age     • Player age has an important effect on expectations28
Player Age     • Player age has an important effect on expectations     • Different generations have grown up differently28
Player Age     • Player age has an important effect on expectations     • Different generations have grown up differently ...
Player Age     • Player age has an important effect on expectations     • Different generations have grown up differently ...
Player Age     • Player age has an important effect on expectations     • Different generations have grown up differently ...
Player Age     • Player age has an important effect on expectations     • Different generations have grown up differently ...
Player Involvement29
Player Involvement     • Another dimension is how involved you expect      players to be.29
Player Involvement     • Another dimension is how involved you expect      players to be.       ‣ Casual? Hardcore?29
Player Involvement     • Another dimension is how involved you expect      players to be.        ‣ Casual? Hardcore?     •...
Player Involvement     • Another dimension is how involved you expect      players to be.        ‣ Casual? Hardcore?     •...
Player Involvement     • Another dimension is how involved you expect      players to be.        ‣ Casual? Hardcore?     •...
Game Design30
Game Design     • These are just some of the aspects we need to      decide to make a game.30
Game Design     • These are just some of the aspects we need to      decide to make a game.     • To truly capture what th...
Game Design     • These are just some of the aspects we need to      decide to make a game.     • To truly capture what th...
Summary31
Summary     • Today we’ve discussed some very abstract concepts      of what a game involves.31
Summary     • Today we’ve discussed some very abstract concepts      of what a game involves.     • Genre is insufficient t...
Summary     • Today we’ve discussed some very abstract concepts      of what a game involves.     • Genre is insufficient t...
Summary     • Today we’ve discussed some very abstract concepts      of what a game involves.     • Genre is insufficient t...
Summary     • Today we’ve discussed some very abstract concepts      of what a game involves.     • Genre is insufficient t...
Summary     • Today we’ve discussed some very abstract concepts      of what a game involves.     • Genre is insufficient t...
Admin32
Admin     • Watch MyPlace for more info on next meeting.32
Admin     • Watch MyPlace for more info on next meeting.       ‣ Possibly not weekly...32
Admin     • Watch MyPlace for more info on next meeting.       ‣ Possibly not weekly...       ‣ Hopefully less of a brain ...
Admin     • Watch MyPlace for more info on next meeting.       ‣ Possibly not weekly...       ‣ Hopefully less of a brain ...
Admin     • Watch MyPlace for more info on next meeting.        ‣ Possibly not weekly...        ‣ Hopefully less of a brai...
Shameless Plug33
Shameless Plug     • Come along to the AltDevConf33
Shameless Plug     • Come along to the AltDevConf       ‣ Free to attend online conference - http://altdevconf.com33
Shameless Plug     • Come along to the AltDevConf       ‣ Free to attend online conference - http://altdevconf.com     • F...
Shameless Plug     • Come along to the AltDevConf        ‣ Free to attend online conference - http://altdevconf.com     • ...
Shameless Plug     • Come along to the AltDevConf        ‣ Free to attend online conference - http://altdevconf.com     • ...
Shameless Plug     • Come along to the AltDevConf        ‣ Free to attend online conference - http://altdevconf.com     • ...
Shameless Plug     • Come along to the AltDevConf        ‣ Free to attend online conference - http://altdevconf.com     • ...
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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 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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  • Game Development 1 - What is a Game?

    1. 1. GameDev 1What is a Game?
    2. 2. Defining Games2
    3. 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. 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. 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. 6. Games3
    7. 7. Games4
    8. 8. Games5
    9. 9. Games6
    10. 10. Games7
    11. 11. Games8
    12. 12. Games • Many different types of game8
    13. 13. Games • Many different types of game • Many different types of player8
    14. 14. Games • Many different types of game • Many different types of player • Matching the player to the game is key8
    15. 15. Genre9
    16. 16. Genre • Genre plays a big role in games9
    17. 17. Genre • Genre plays a big role in games • First Person Shooter vs Real Time Strategy9
    18. 18. Genre • Genre plays a big role in games • First Person Shooter vs Real Time Strategy • Action vs Adventure vs Sports9
    19. 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. 20. Why Genre Sucks10
    21. 21. Why Genre Sucks • FPS doesn’t always describe the game.10
    22. 22. Why Genre Sucks • FPS doesn’t always describe the game. • Counter-Strike is an FPS10
    23. 23. Why Genre Sucks • FPS doesn’t always describe the game. • Counter-Strike is an FPS • Skyrim is an FPS10
    24. 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. 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. 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. 27. Number of Players11
    28. 28. Number of Players • Is the game single player?11
    29. 29. Number of Players • Is the game single player? • Is it multi-player?11
    30. 30. Number of Players • Is the game single player? • Is it multi-player? ‣ Real-time or non-real-time?11
    31. 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. 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. 33. Plot Driven?12
    34. 34. Plot Driven? • Plot plays a big part in many games12
    35. 35. Plot Driven? • Plot plays a big part in many games • Less important in others12
    36. 36. Plot Driven? • Plot plays a big part in many games • Less important in others ‣ Portal 2 - plot drives gameplay12
    37. 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. 38. Linearity13
    39. 39. Linearity • Does the game give options for player progress?13
    40. 40. Linearity • Does the game give options for player progress? • Linear / Non-Linear / Open13
    41. 41. Linearity • Does the game give options for player progress? • Linear / Non-Linear / Open ‣ Linear - Halo13
    42. 42. Linearity • Does the game give options for player progress? • Linear / Non-Linear / Open ‣ Linear - Halo ‣ Non-Linear - Halo ODST13
    43. 43. Linearity • Does the game give options for player progress? • Linear / Non-Linear / Open ‣ Linear - Halo ‣ Non-Linear - Halo ODST ‣ Open - GTA 413
    44. 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. 45. Camera Position14
    46. 46. Camera Position • How the camera interacts with the player affects the feel of the game14
    47. 47. Camera Position • How the camera interacts with the player affects the feel of the game ‣ Top-down - GTA14
    48. 48. Camera Position • How the camera interacts with the player affects the feel of the game ‣ Top-down - GTA ‣ Isometric - Starcraft14
    49. 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. 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. 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. 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. 53. Time15
    54. 54. Time • How is Time represented?15
    55. 55. Time • How is Time represented? • Real-Time15
    56. 56. Time • How is Time represented? • Real-Time ‣ Authentic/True - Animal Crossing15
    57. 57. Time • How is Time represented? • Real-Time ‣ Authentic/True - Animal Crossing ‣ Limited - Minecraft15
    58. 58. Time • How is Time represented? • Real-Time ‣ Authentic/True - Animal Crossing ‣ Limited - Minecraft ‣ Player-Adjusted - Sports games15
    59. 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. 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. 61. Creating the Premise16
    62. 62. Creating the Premise • A Premise is a short (1 paragraph) description of what the game is about.16
    63. 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. 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. 65. Examples17
    66. 66. Examples • “Drive a getaway car for the mov in this action- packed street-racing game”17
    67. 67. Examples • “Drive a getaway car for the mov in this action- packed street-racing game” ‣ Driver17
    68. 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. 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. 70. Gameplay18
    71. 71. Gameplay • We have established the premise.18
    72. 72. Gameplay • We have established the premise. • How do we make that into a game?18
    73. 73. Gameplay • We have established the premise. • How do we make that into a game? ‣ Victory conditions18
    74. 74. Gameplay • We have established the premise. • How do we make that into a game? ‣ Victory conditions ‣ Short-term goals18
    75. 75. Gameplay • We have established the premise. • How do we make that into a game? ‣ Victory conditions ‣ Short-term goals ‣ Methods of interaction18
    76. 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. 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. 78. Characters19
    79. 79. Characters • Games usually involve interaction with some aspect of the world that is animate.19
    80. 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. 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. 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. 83. Character Design20
    84. 84. Character Design • Having a good grasp on the way characters can shape the world you are creating can add significant depth.20
    85. 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. 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. 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. 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. 89. Art Style21
    90. 90. Art Style • An important consideration21
    91. 91. Art Style • An important consideration • For video games, art will play a massive part in engaging the player / creating the world21
    92. 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. 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. 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. 95. Understanding Players22
    96. 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. 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. 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. 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. 100. Bartle Player Types23
    101. 101. Bartle Player Types • Bartle breaks players into four distinct types23
    102. 102. Bartle Player Types • Bartle breaks players into four distinct types • Nice and easy to remember23
    103. 103. Bartle Player Types • Bartle breaks players into four distinct types • Nice and easy to remember ‣ Achievers23
    104. 104. Bartle Player Types • Bartle breaks players into four distinct types • Nice and easy to remember ‣ Achievers ‣ Explorers23
    105. 105. Bartle Player Types • Bartle breaks players into four distinct types • Nice and easy to remember ‣ Achievers ‣ Explorers ‣ Socialisers23
    106. 106. Bartle Player Types • Bartle breaks players into four distinct types • Nice and easy to remember ‣ Achievers ‣ Explorers ‣ Socialisers ‣ Killers23
    107. 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. 108. Achievers24
    109. 109. Achievers • Players who prefer to gain "points," levels, equipment and other concrete measurements of succeeding24
    110. 110. Achievers • Players who prefer to gain "points," levels, equipment and other concrete measurements of succeeding • Games with a clear “ending”24
    111. 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. 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. 113. Explorers25
    114. 114. Explorers • Players who prefer discovering areas, creating maps and learning about hidden places.25
    115. 115. Explorers • Players who prefer discovering areas, creating maps and learning about hidden places. • Enjoy worlds that are well built, rich in lore25
    116. 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. 117. Socialisers26
    118. 118. Socialisers • Typical Socialisers are in it for social interaction26
    119. 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. 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. 121. Killers27
    122. 122. Killers • Thrive on chaos27
    123. 123. Killers • Thrive on chaos • Enjoy competition with other players27
    124. 124. Killers • Thrive on chaos • Enjoy competition with other players • Like their actions to have high impact in the world27
    125. 125. Killers • Thrive on chaos • Enjoy competition with other players • Like their actions to have high impact in the world ‣ Not necessarily destructive27
    126. 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. 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. 128. Player Age28
    129. 129. Player Age • Player age has an important effect on expectations28
    130. 130. Player Age • Player age has an important effect on expectations • Different generations have grown up differently28
    131. 131. Player Age • Player age has an important effect on expectations • Different generations have grown up differently ‣ Silent Generation (1924 - 1943)28
    132. 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. 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. 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. 135. Player Involvement29
    136. 136. Player Involvement • Another dimension is how involved you expect players to be.29
    137. 137. Player Involvement • Another dimension is how involved you expect players to be. ‣ Casual? Hardcore?29
    138. 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. 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. 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. 141. Game Design30
    142. 142. Game Design • These are just some of the aspects we need to decide to make a game.30
    143. 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. 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. 145. Summary31
    146. 146. Summary • Today we’ve discussed some very abstract concepts of what a game involves.31
    147. 147. Summary • Today we’ve discussed some very abstract concepts of what a game involves. • Genre is insufficient to talk technically about games31
    148. 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. 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. 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. 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. 152. Admin32
    153. 153. Admin • Watch MyPlace for more info on next meeting.32
    154. 154. Admin • Watch MyPlace for more info on next meeting. ‣ Possibly not weekly...32
    155. 155. Admin • Watch MyPlace for more info on next meeting. ‣ Possibly not weekly... ‣ Hopefully less of a brain dump than today.32
    156. 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. 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. 158. Shameless Plug33
    159. 159. Shameless Plug • Come along to the AltDevConf33
    160. 160. Shameless Plug • Come along to the AltDevConf ‣ Free to attend online conference - http://altdevconf.com33
    161. 161. Shameless Plug • Come along to the AltDevConf ‣ Free to attend online conference - http://altdevconf.com • February 11th/12th from 19:0033
    162. 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. 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. 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. 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
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