Your SlideShare is downloading. ×
0
Session 2
Session 2
Session 2
Session 2
Session 2
Session 2
Session 2
Session 2
Session 2
Session 2
Session 2
Session 2
Session 2
Session 2
Session 2
Session 2
Session 2
Session 2
Session 2
Session 2
Session 2
Session 2
Session 2
Session 2
Upcoming SlideShare
Loading in...5
×

Thanks for flagging this SlideShare!

Oops! An error has occurred.

×
Saving this for later? Get the SlideShare app to save on your phone or tablet. Read anywhere, anytime – even offline.
Text the download link to your phone
Standard text messaging rates apply

Session 2

736

Published on

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

Published in: Entertainment & Humor, Design
0 Comments
1 Like
Statistics
Notes
  • Be the first to comment

No Downloads
Views
Total Views
736
On Slideshare
0
From Embeds
0
Number of Embeds
2
Actions
Shares
0
Downloads
0
Comments
0
Likes
1
Embeds 0
No embeds

Report content
Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
No notes for slide

Transcript

  • 1. Game Design Atoms<br />Session 2<br />
  • 2. Game Atoms<br />Game atoms = smallest parts of a game<br />Each part can be designed individually<br />Understanding what the parts are and how they interact is necessary to design or analyze a complete game<br />
  • 3. Game Definitions<br />there are dozens of definitions<br />of the word “game” and still more ideas on how a game is put together.<br />
  • 4. Game Atoms<br />The game State and Game Views <br />Players, Avatars and Game Bits<br />Mechanics<br />Dynamics<br />Goals<br />Theme<br />
  • 5. The Game State and Game Views<br />Game State: a collection of all relevant virtual information that may change during play.<br />Everything that’s going on in a game or may change if someone takes a turn or leaves the Pause menu. <br />
  • 6. Example of Game State<br />
  • 7. Example of Game State<br />
  • 8. Game View: The portions of the game state that a player can see<br />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.<br />Game Space: the entire area of the game.<br />Ex: player’s city, the Internet,<br />The Game State and Game Views<br />
  • 9. Players, Avatars and Game Bits<br />Players, Avatars and Game Bits: player’s representations in a game<br />Players can represents his/her self <br /> Ex: Poker, Risk, and the video game Civilization Revolution.<br />
  • 10. Mechanics (1 of 2)<br />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 <br />
  • 11. The rules and concepts that formally specify the game-as-system.<br />
  • 12. Mechanics (2 of 2)<br />Here are some common classes of mechanics that are usually found in games:<br />Setup. <br />Victory conditions. <br />Progression of play. Player actions. <br />Definition of game view(s). <br />
  • 13. Dynamics<br />the pattern of play that comes from the mechanics once they’re set in motion by players<br />Ex: territorial acquisition, race to end<br />
  • 14. Dynamics (Metagame)<br />the dynamics are part of the play experience, but not all are explicitly defined or enforced by the mechanics<br />Metagame : Anything surrounding the game that increases player interest<br />
  • 15. Metagame of MTG<br />Tournaments/seasons<br />Trading<br />Offline activities<br />Stable strategies<br />
  • 16.
  • 17. Goals<br />The ultimate game goal is, of course, the victory condition.<br />Victory conditions: how a player wins the game. <br />Goals provide rewards that motivate players<br />
  • 18. Define Goals In Counter Strike<br />Hint: map de_ * or cs_*<br />
  • 19. Theme<br />Jamaica<br />KatamariDamacy<br />
  • 20. Exercise<br />Draw a card<br />Play a card (either place it or discard it)<br />The game bits would be:<br />Cards (each one has a piece of a car on it, and it takes 10 pieces to build a complete car)<br />
  • 21. Adding Mechanics<br />A production pipeline<br />Production pricing that would force players to allocate workers, parts, and the like, to determine optimum output<br />Sabotage, so that one player could affect another’s production pipeline<br />Random cards that introduce luck into the equation by causing production breakdowns, price drops, favorable publicity, and so on<br />
  • 22. Assignment 2: The Path<br />For this game, you are going to explore the race to the end gameplay dynamic discussed earlier.<br />Two to four players, be about progressing on a path<br />Make them go from point A to point B. The first player to point B wins.<br />Up to you to figure out the theme, the game bits, and the mechanics.<br />
  • 23. Deliverables<br />One-page write-up of detailing a potential game design<br />File name convention: “assignment 2- (yourname).pdf”<br />
  • 24. Suggested Process<br />Determine a theme and a goal.<br />Identify mechanics.<br />Identify the conflict between players.<br />Playtest.<br />Create deliverable.<br />

×