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Military Science for Game Designers

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My presentation focuses on explaining the correlations between military science and game design. I will showcase the reasons I believe modern game / level designers should study military science principals by presenting how I use them in my own work including at AAA studios especially in designing open world missions.

Published in: Design
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Military Science for Game Designers

  1. 1. Military Science for Game Developers
  2. 2. Mii David Baron
  3. 3. I’ve worked as a ... Programmer Artist Designer
  4. 4. Studios
  5. 5. Discussion Overview The key points of military science and principals. My personal journey in researching this topic. How it can help you as a designer and player.
  6. 6. Warning I’m not a soldier and I have never served. A lot may disagree with my opinions on the matter. I’m simplifying and deconstructing a very complex subject.
  7. 7. How did I get started?
  8. 8. Flanking? Patrol Path? Cover? Ambushing?
  9. 9. My initial reading material ...
  10. 10. I became a better player ...
  11. 11. … and a better designer.
  12. 12. So what is war?
  13. 13. Violence & Death?
  14. 14. No, that’s incidental!
  15. 15. It’s all about power?
  16. 16. But how do you gain true power?
  17. 17. By conquering!
  18. 18. But what are you trying to conquer, gain and control?
  19. 19. Oil …
  20. 20. … and people!
  21. 21. No these are just pawns!
  22. 22. My answer?
  23. 23. Territory!
  24. 24. At its most basic?
  25. 25. It’s about marking your territory.
  26. 26. Borders
  27. 27. Chess
  28. 28. How do you win in chess?
  29. 29. By defeating all your opponent’s pieces?
  30. 30. Or by taking control of the board?
  31. 31. You defeat your opponent by immobility not destruction.
  32. 32. We fight and play to dominate territory.
  33. 33. Beat the level!
  34. 34. Nature
  35. 35. Do you we play to learn the skills to resolve conflict?
  36. 36. War is the highest expression of human conflict.
  37. 37. History
  38. 38. The birth of a hobby ... Kriegsspeil Little Wars by H.G. Wells Simulation Gamification
  39. 39. The line of influence ... Gary Gyax Wargamer Romero & Carmack
  40. 40. Fundamentals
  41. 41. Strategy & Tactics Strategist Tactician Soldier Long Term Short Term Instant TIME RESOURCES
  42. 42. Player Types Planner Stealther Rambo Likes to execute according to a plan. Likes to take decisions while in the being on the battlefield. Likes to provoke situations and then react accordingly. PATIENCE? TIME TO ACTION
  43. 43. Playtest Observation
  44. 44. Rainbow Six - Raven Shield
  45. 45. The Principals
  46. 46. Principals, strategies, concepts ... Concentration of effort Economy of force Maintenance of reserves Unity of command Defense in depth
  47. 47. Defense in depth
  48. 48. Tactical Value
  49. 49. Interesting or tactically valuable?
  50. 50. The Kill Zone
  51. 51. GTA5 - The Third Way
  52. 52. Triangulation
  53. 53. Observations Would the player choose the same tactical points? Curving difficulty by breaking the player’s tactical advantage.
  54. 54. Suggestions
  55. 55. A.I. Tactical Depth Smart (enemies)Stupid (enemies) Cheating (enemies)Scripted (enemies)
  56. 56. Multiplayer Tutorials Teach tactics not just mechanics. Players are becoming more sophisticated. Trust your players with tactically smart enemies. Teach formations, how to maintain squad structure.
  57. 57. e-Sport Communication, squad consistency … Enhance team performances by training them in military tactics. Players are re-discovering military science to enhance their performances.
  58. 58. Training
  59. 59. Dslyecxi - Arma 3
  60. 60. References
  61. 61. The End

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