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GAME
DESIGN
MODELS
Learning From Arcades
                                            Alvaro Gonzalez
                                                 Game Designer
/Classic Arcade Game Creativity
/Inside Arcades
/Classic Arcade Game Characteristics   --THE GAME A POWERFUL TOOL
Classic Arcade Games Creativity

Technical Restrictions            Less Freedom            Push Creativity           Better Game Design


             One key ingredient to many classic arcade games was their wild variation in gameplay.


Centipede, Missile Command, Pac-Man and Frogger are as different from each other as they possible could be.
The gameplay variation these games embraced are far more radical than the tiny amount of variation one will find
in modern games.
Inside Arcades
• Get the player to easily understand the game.

• Even an expert Player could not last very long.

• Player need to be sucked in to replay the games (keep plunking in quarters).

• Scoring and high-score tables serve to increase the arcade game’s addictive
  nature.
Classic arcade games characteristics
•   SINGLE SCREEN PLAY:
      • Gameplay take place on a single screen.
      • The player at any time is able to see the entire game-world.
      • The player make his decisions based on his full knowledge of the state of the game-world.
      • Examples: Joust, Pac-Man and Mario Bros.



•   INFINITE PLAY:
      • The player can play the game forever.
      • Allow players to challenge themselves, to see how long they could play.
      • Been unwinnable makes the game be continuously harder and harder. (infinite ramping
         up of difficulty).
•   MULTIPLE LIVES:
     • Finite number of lives, or number of “tries”.
     • Allow the novice player a chance to learn the game’s mechanics before the game is
        over.
     • The Player is more likely to play the game if he make progress from one life to the next.
     • Reward the well playing with “extra lives”.
     • Seens dying once is not necessarily the end of the game, encourage players to take risk.



•   SCORING/HIGH SCORES:
      • Accumulate points (scoring feature) for accomplishing different objectives in the game.
      • Score allows the player to ascertain how well they did at the game, since winning the
        game is impossible.
      • High-score tables enabled one of the key motivation of playing games, “competition”.
•   EASY-TO-LEARN, SIMPLE GAMEPLAY:
      • Easy for players to learn impossible to master.
      • Why the player died is always clear for the player.
      • Simple not mean “limited” or “bad” gameplay.


•   NO STORY:
     • The game always had a setting (themes) the player could easily recognize and relate to.
     • Game Design did not need story to support the gameplay.
thanks
          alvarogonzalez.mail@gmail.com
                                                                                             Alvaro Gonzalez
          alvarogonzalez.skype
                                                                                             Game Designer
          @WASDCtrlSPACE
                                                                  “I work as a Lead Game Designer and Senior Producer for the Kef
                                                                  Sensei game developer company, which in turn provides the well
                                                                  known international game publishers Playfirst, BigFishGames among
                                                                  others.. I have a kin sense of effectiveness for the games I passionately
         Meet Latin American Game Developers                      design. I work writing the plot, developing the idea, and supervising
                                                                  the programming. I also deal with the client and respond requests.
                                                                  My investigative approach is the generator of thousands of very
         meetlatinamericangamedev@gmail.com                       original game ideas and designs that I thoroughly carry out and put in
                                                                  the street with efficiency. Both Kef Sensei projects and my personal
         @LatAmeGameDev                                           Boardgames projects are done with passion and creativity.“



References:

Rules of Play: Game Design Fundamentals, Katie Salen and Eric Zimmerman
Cambridge MIT Press, 2004

Game Design: Theory & Practice, 2nd Edition , Richard Rouse III
Wordware Publishing, Inc.

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Game Design Models Learning From Arcades

  • 1. GAME DESIGN MODELS Learning From Arcades Alvaro Gonzalez Game Designer /Classic Arcade Game Creativity /Inside Arcades /Classic Arcade Game Characteristics --THE GAME A POWERFUL TOOL
  • 2. Classic Arcade Games Creativity Technical Restrictions Less Freedom Push Creativity Better Game Design One key ingredient to many classic arcade games was their wild variation in gameplay. Centipede, Missile Command, Pac-Man and Frogger are as different from each other as they possible could be. The gameplay variation these games embraced are far more radical than the tiny amount of variation one will find in modern games.
  • 3. Inside Arcades • Get the player to easily understand the game. • Even an expert Player could not last very long. • Player need to be sucked in to replay the games (keep plunking in quarters). • Scoring and high-score tables serve to increase the arcade game’s addictive nature.
  • 4. Classic arcade games characteristics • SINGLE SCREEN PLAY: • Gameplay take place on a single screen. • The player at any time is able to see the entire game-world. • The player make his decisions based on his full knowledge of the state of the game-world. • Examples: Joust, Pac-Man and Mario Bros. • INFINITE PLAY: • The player can play the game forever. • Allow players to challenge themselves, to see how long they could play. • Been unwinnable makes the game be continuously harder and harder. (infinite ramping up of difficulty).
  • 5. MULTIPLE LIVES: • Finite number of lives, or number of “tries”. • Allow the novice player a chance to learn the game’s mechanics before the game is over. • The Player is more likely to play the game if he make progress from one life to the next. • Reward the well playing with “extra lives”. • Seens dying once is not necessarily the end of the game, encourage players to take risk. • SCORING/HIGH SCORES: • Accumulate points (scoring feature) for accomplishing different objectives in the game. • Score allows the player to ascertain how well they did at the game, since winning the game is impossible. • High-score tables enabled one of the key motivation of playing games, “competition”.
  • 6. EASY-TO-LEARN, SIMPLE GAMEPLAY: • Easy for players to learn impossible to master. • Why the player died is always clear for the player. • Simple not mean “limited” or “bad” gameplay. • NO STORY: • The game always had a setting (themes) the player could easily recognize and relate to. • Game Design did not need story to support the gameplay.
  • 7. thanks alvarogonzalez.mail@gmail.com Alvaro Gonzalez alvarogonzalez.skype Game Designer @WASDCtrlSPACE “I work as a Lead Game Designer and Senior Producer for the Kef Sensei game developer company, which in turn provides the well known international game publishers Playfirst, BigFishGames among others.. I have a kin sense of effectiveness for the games I passionately Meet Latin American Game Developers design. I work writing the plot, developing the idea, and supervising the programming. I also deal with the client and respond requests. My investigative approach is the generator of thousands of very meetlatinamericangamedev@gmail.com original game ideas and designs that I thoroughly carry out and put in the street with efficiency. Both Kef Sensei projects and my personal @LatAmeGameDev Boardgames projects are done with passion and creativity.“ References: Rules of Play: Game Design Fundamentals, Katie Salen and Eric Zimmerman Cambridge MIT Press, 2004 Game Design: Theory & Practice, 2nd Edition , Richard Rouse III Wordware Publishing, Inc.