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Session 3

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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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  • Affordances: It should be easy to figure out the rules and controls.Identifiable patterns: Patterns within the puzzle should be clear so that players are ableto identify a series of possibilities required for the game to be solved. Colors and shapesare commonly used, as are other forms of pre-existing knowledge like the spelling ofwords or the function of common objects.Ease of use: Good user interface (UI).Reward player skill: If a player is encountering the puzzle many times, the playershould be able to improve his or her skill.
  • Affordances: It should be easy to figure out the rules and controls.Identifiable patterns: Patterns within the puzzle should be clear so that players are ableto identify a series of possibilities required for the game to be solved. Colors and shapesare commonly used, as are other forms of pre-existing knowledge like the spelling ofwords or the function of common objects.Ease of use: Good user interface (UI).Reward player skill: If a player is encountering the puzzle many times, the playershould be able to improve his or her skill.
  • Affordances: It should be easy to figure out the rules and controls.Identifiable patterns: Patterns within the puzzle should be clear so that players are ableto identify a series of possibilities required for the game to be solved. Colors and shapesare commonly used, as are other forms of pre-existing knowledge like the spelling ofwords or the function of common objects.Ease of use: Good user interface (UI).Reward player skill: If a player is encountering the puzzle many times, the playershould be able to improve his or her skill.
  • Affordances: It should be easy to figure out the rules and controls.Identifiable patterns: Patterns within the puzzle should be clear so that players are ableto identify a series of possibilities required for the game to be solved. Colors and shapesare commonly used, as are other forms of pre-existing knowledge like the spelling ofwords or the function of common objects.Ease of use: Good user interface (UI).Reward player skill: If a player is encountering the puzzle many times, the playershould be able to improve his or her skill.

Transcript

  • 1. Puzzle Design
    Session 3
  • 2. What is a puzzle?
    Wikipedia:
    A puzzle is a problem or enigma that tests the ingenuity of the solver
    Videogame:
    find object X and put it in location Y
  • 3. What is a puzzle?
    Puzzle definition in videogames:
    Find object X and put it in location Y
    Mini-games: games that offer brief interludes or challenges to be solved within the context of the larger game
    very broadly defined as a noncombat event or series of events that requires
    the player to complete a task or an action or some series of tasks or actions in order to progress play.
  • 4. Basic Puzzle Characteristics
    “state” of the puzzle (similar to a game state)
    mechanics for changing the state
    a goal state = the victory condition
    There is also usually a theme
  • 5. A Puzzle Has To Be
  • 6. Neccessary Traits to Design a Puzzle
    Affordances = Easy to play, hard to master
  • 7. Neccessary Traits to Design a Puzzle
    Identifiable patterns: players are ableto identify a series of possibilities required for the game to be solved
  • 8. Colors (1 of 3)
    Primitive colors: red, yellow and blue
    Theory of Colours
     Johann Wolfgang von Goethe
    1810
  • 9. Colors (2 of 3)
    Primary, Secondary and Tertiaty Colors
  • 10. Colors (3 of 3)
    Warm and Cool Colors
  • 11. Shapes
    The simpler the shape, the easier players recognize
  • 12. Memorable Simple Shape
  • 13.
  • 14. Neccessary Traits to Design a Puzzle
    Ease of use: Good user interface (UI).
    How does a good UI look like ?
    IDIOT PROOF
  • 15. iPhone UI
    Its there when you need it, and not if you dont
    -Steve Jobb
  • 16. Neccessary Traits to Design a Puzzle
    Reward player skill: If a player is encountering the puzzle many times, the playershould be able to improve his or her skill.
  • 17. What is FUN ?
    Sensation: Game as sense-pleasure
    Fantasy: Game as make-believe
    Narrative: Game as social framework
    Challenge: Game as unfolding story
    Fellowship: Game as obstacle course
    Discovery: Game as uncharted territory
    Expression: Game as self-discovery
    Submission: Game as mindless pastime
  • 18.
  • 19. What Makes Puzzles Fun ?
    Has to match the game theme/genre
    Help the whole game state move forward
    Done poorly, puzzles can reduce or eliminate the fun in the rest of the game just like a
    traffic jam can ruin a decent drive
  • 20. Puzzle Types
    Riddles
    Latheral Thinking
    Spatial Reasoning
    Pattern Recognition
    Logic
    Exploration
  • 21. Riddles
    Riddles are questions that have one right answer, but that answer is not obvious
    Riddles are far less common in games today than they were 20 years ago
    No replay value
    No sense of rewards
    Players can be stuck for good
  • 22. Riddles Example
    “if you've got it you can't share it, if you've shared it you haven't got it”
  • 23. Latheral Thinking
    Lateral-thinking puzzles= riddles  have only one right answer
    The different: play with people’s assumptions
    players make assumptions that are nottrue, and solving the puzzle requires the player to question his or her assumptions
  • 24. Latheral Thinking Example
    You are driving down the road in your car on a wild, stormy night, when you pass by a bus stop and you see three people waiting for the bus
    An old lady who looks as if she is about to die.
    An old friend who once saved your life.
    The perfect partner you have been dreaming about.
    Knowing that there can only be one passenger in your car, whom would you choose?
  • 25. Latheral Thinking Example
    A man and his son are in a car crash. The father is killed and the child is taken to hospital gravely injured. When he gets there, the surgeon says, 'I can't operate on this boy - for he is my son!!!' How can this possibly be?
  • 26. Spatial Reasoning
    Spatial puzzles involve the manipulation of objects, either in the mind or on the playing surface
  • 27. Spatial Reasoning
  • 28.
  • 29. Spatial Reasoning Example (in RTS)
    How qualitative spatial reasoning can improve strategy game Ais- Forbus, Mahoney and Dill
  • 30. Pattern Recognition
    Pattern-recognition puzzles require the player to look for and identify a pattern when presented with information
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  • 45. Logic
    Logic puzzles require the player to take a set of given information and derive additionalinformation to find the solution
    single solution ..... So becareful
  • 46.
  • 47.
  • 48.
  • 49.
  • 50. Exploration
    Mazes, dungeons, world maps… exploring the environment is found in a wide variety of games
    In FPS games, exploration and knowledge of a level is secondonly to player skill when it comes to survival
    Adventure games like The Legend of Zelda arewell known for exploration-based puzzlesRPGs.
    Katamari Damacy elevated level designby forcing players to consider levels in a new way—as subsets of even greater levels thatwould be revisited again and again at different sizes.