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Session 2
 

Session 2

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2nd week of game design and programming class at Bina Nusantara Computer Science school

2nd week of game design and programming class at Bina Nusantara Computer Science school

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    Session 2 Session 2 Presentation Transcript

    • Game Design Atoms
      Session 2
    • Game Atoms
      Game atoms = smallest parts of a game
      Each part can be designed individually
      Understanding what the parts are and how they interact is necessary to design or analyze a complete game
    • Game Definitions
      there are dozens of definitions
      of the word “game” and still more ideas on how a game is put together.
    • Game Atoms
      The game State and Game Views
      Players, Avatars and Game Bits
      Mechanics
      Dynamics
      Goals
      Theme
    • The Game State and Game Views
      Game State: a collection of all relevant virtual information that may change during play.
      Everything that’s going on in a game or may change if someone takes a turn or leaves the Pause menu.
    • Example of Game State
    • Example of Game State
    • Game View: The portions of the game state that a player can see
      Ex : in RTS the fog of war gives each player his own incomplete game; in MMO the player can’t possibly know what’s going on half a virtual world away.
      Game Space: the entire area of the game.
      Ex: player’s city, the Internet,
      The Game State and Game Views
    • Players, Avatars and Game Bits
      Players, Avatars and Game Bits: player’s representations in a game
      Players can represents his/her self
      Ex: Poker, Risk, and the video game Civilization Revolution.
    • Mechanics (1 of 2)
      Game mechanics are a construct of rules intended to produce an enjoyable game or game play. All games use mechanics; however, theories and styles differ as to their ultimate importance to the game
    • The rules and concepts that formally specify the game-as-system.
    • Mechanics (2 of 2)
      Here are some common classes of mechanics that are usually found in games:
      Setup.
      Victory conditions.
      Progression of play. Player actions.
      Definition of game view(s).
    • Dynamics
      the pattern of play that comes from the mechanics once they’re set in motion by players
      Ex: territorial acquisition, race to end
    • Dynamics (Metagame)
      the dynamics are part of the play experience, but not all are explicitly defined or enforced by the mechanics
      Metagame : Anything surrounding the game that increases player interest
    • Metagame of MTG
      Tournaments/seasons
      Trading
      Offline activities
      Stable strategies
    • Goals
      The ultimate game goal is, of course, the victory condition.
      Victory conditions: how a player wins the game.
      Goals provide rewards that motivate players
    • Define Goals In Counter Strike
      Hint: map de_ * or cs_*
    • Theme
      Jamaica
      KatamariDamacy
    • Exercise
      Draw a card
      Play a card (either place it or discard it)
      The game bits would be:
      Cards (each one has a piece of a car on it, and it takes 10 pieces to build a complete car)
    • Adding Mechanics
      A production pipeline
      Production pricing that would force players to allocate workers, parts, and the like, to determine optimum output
      Sabotage, so that one player could affect another’s production pipeline
      Random cards that introduce luck into the equation by causing production breakdowns, price drops, favorable publicity, and so on
    • Assignment 2: The Path
      For this game, you are going to explore the race to the end gameplay dynamic discussed earlier.
      Two to four players, be about progressing on a path
      Make them go from point A to point B. The first player to point B wins.
      Up to you to figure out the theme, the game bits, and the mechanics.
    • Deliverables
      One-page write-up of detailing a potential game design
      File name convention: “assignment 2- (yourname).pdf”
    • Suggested Process
      Determine a theme and a goal.
      Identify mechanics.
      Identify the conflict between players.
      Playtest.
      Create deliverable.