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Gameplay, Graphics & Character Attachment
Gameplay Spectrum
Applied Game Design Guidelines
Kaitlyn Harris
Interplaying Emotions
Applied Game Design Guidelines
This document serves as a design supplement to the gameplay spectrum
and Style Guide developed over the duration of this project. Outlined here
are notes for different ways that levels and games can be designed based
on their relationship to the gameplay spectrum.
Each of the six modes of the spectrum will have a visual mock up as well
as design notes on how to create a level or game based off that mode.
LET’S GO!
Observation Mode Design
A.
B.
Static Observation:
Often in Static Observation the
character serves as a secondary
component of the game.
A. Represents the main function of
the game or level. This gameplay is
most often different than gameplay
associated with the character.
B. A Static Observation character.
This character does not perform any
actions related to main gameplay and
may be a decorative aid.
Observation Mode Design
A.
B.
Mobile Observation:
In Mobile Observation the character
may act as a purely visual element or
may carry out actions independent of
player input.
A. Represents the main function of
the game or level, similar to Static
Observation mode.
B. A Mobile Observation character.
This character performs independent
actions unrelated or indirectly related
to player input. There can be more
than one within a scene.
Observation Mode Design
B. A.
Non-Playable Characters:
Observation Mode can be applied to
most non-playable characters. NPCs
can be static or mobile. Sometimes a
player’s main objective is to interact
with a specific NPC, other times
interaction is optional.
A. The main playable character used
by the player, most likely operating in
Guidance or Symbiosis mode.
B. An Observation character. This
character does not receive direct
input from the player, but provides a
potential interaction for the character
that the player is controlling.
Guidance Mode Design
B.
A.
C.
Perpetual Guidance:
In Guidance Mode interaction with a
character is a core part of the overall
gameplay. A character will perform an
action continuously or advance in a
level until a fail state is met.
A. Represents the objective for the
player. Can either be a collectible item
or a certain point in a level.
B. A Perpetual Guidance character.
This character can perform basic
navigational actions in order to reach
the objective.
C. An obstacle, which can be either a
projectile or stationary object.
Guidance Mode Design
Finite Guidance:
In Guidance Mode interaction with a
character is a core part of the overall
gameplay. A character relies solely on
player input to navigate through an
environment. If the objective is not
visible on screen, the camera should
follow the character through the level.
A. Represents the player’s input for
guiding the character through the
environment.
B. A Finite Guidance character. The
character will follow navigational
input provided by the player.
B.
A.
Symbiosis Mode Design
C.
A. B.
D.
Button-Based Symbiosis:
In Symbiosis Mode interaction with a
character is the main focus of the
game. Players experience the main
content through character actions.
A. Navigational UI button elements.
These move the character through the
game level.
B. Action UI button elements. These
initiate character actions such as
attacking or dodging.
C. A Button-Based Symbiosis
character. This character has access
to a wide range of actions based on
button input.
D. Represents a potential hazard, in
this case an enemy character.
Symbiosis Mode Design
B. C.
Action-Based Symbiosis:
In Symbiosis Mode interaction with a
character is the main focus of the
game. A player experiences the main
content of a game through character
actions.
A. Represents a potential objective.
B. An Action-Based Symbiosis
character. This character has access
to a wide range of actions based on
coded game controls. These can be
controller buttons, a mouse and
keyboard keys, or touch screen input.
C. Represents a potential hazard, in
this case an enemy character.
A.
Symbiosis Mode Design
Heads Up Displays:
Many games, across all modes of
gameplay, have a heads up display, or
a HUD, represented by figure A., to
show certain information to players.
For the most part, these HUDs are not
interactive, though they can respond
to events that happen to the character
(I.e. Losing health points, inventory).
Having a HUD does not immediately
qualify a game for Button-Based
Symbiosis. The HUD must be
interactive and provide direct input to
character actions.
A.

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Thesis - Gameplay Schematics

  • 1. Gameplay, Graphics & Character Attachment Gameplay Spectrum Applied Game Design Guidelines Kaitlyn Harris Interplaying Emotions
  • 2. Applied Game Design Guidelines This document serves as a design supplement to the gameplay spectrum and Style Guide developed over the duration of this project. Outlined here are notes for different ways that levels and games can be designed based on their relationship to the gameplay spectrum. Each of the six modes of the spectrum will have a visual mock up as well as design notes on how to create a level or game based off that mode. LET’S GO!
  • 3. Observation Mode Design A. B. Static Observation: Often in Static Observation the character serves as a secondary component of the game. A. Represents the main function of the game or level. This gameplay is most often different than gameplay associated with the character. B. A Static Observation character. This character does not perform any actions related to main gameplay and may be a decorative aid.
  • 4. Observation Mode Design A. B. Mobile Observation: In Mobile Observation the character may act as a purely visual element or may carry out actions independent of player input. A. Represents the main function of the game or level, similar to Static Observation mode. B. A Mobile Observation character. This character performs independent actions unrelated or indirectly related to player input. There can be more than one within a scene.
  • 5. Observation Mode Design B. A. Non-Playable Characters: Observation Mode can be applied to most non-playable characters. NPCs can be static or mobile. Sometimes a player’s main objective is to interact with a specific NPC, other times interaction is optional. A. The main playable character used by the player, most likely operating in Guidance or Symbiosis mode. B. An Observation character. This character does not receive direct input from the player, but provides a potential interaction for the character that the player is controlling.
  • 6. Guidance Mode Design B. A. C. Perpetual Guidance: In Guidance Mode interaction with a character is a core part of the overall gameplay. A character will perform an action continuously or advance in a level until a fail state is met. A. Represents the objective for the player. Can either be a collectible item or a certain point in a level. B. A Perpetual Guidance character. This character can perform basic navigational actions in order to reach the objective. C. An obstacle, which can be either a projectile or stationary object.
  • 7. Guidance Mode Design Finite Guidance: In Guidance Mode interaction with a character is a core part of the overall gameplay. A character relies solely on player input to navigate through an environment. If the objective is not visible on screen, the camera should follow the character through the level. A. Represents the player’s input for guiding the character through the environment. B. A Finite Guidance character. The character will follow navigational input provided by the player. B. A.
  • 8. Symbiosis Mode Design C. A. B. D. Button-Based Symbiosis: In Symbiosis Mode interaction with a character is the main focus of the game. Players experience the main content through character actions. A. Navigational UI button elements. These move the character through the game level. B. Action UI button elements. These initiate character actions such as attacking or dodging. C. A Button-Based Symbiosis character. This character has access to a wide range of actions based on button input. D. Represents a potential hazard, in this case an enemy character.
  • 9. Symbiosis Mode Design B. C. Action-Based Symbiosis: In Symbiosis Mode interaction with a character is the main focus of the game. A player experiences the main content of a game through character actions. A. Represents a potential objective. B. An Action-Based Symbiosis character. This character has access to a wide range of actions based on coded game controls. These can be controller buttons, a mouse and keyboard keys, or touch screen input. C. Represents a potential hazard, in this case an enemy character. A.
  • 10. Symbiosis Mode Design Heads Up Displays: Many games, across all modes of gameplay, have a heads up display, or a HUD, represented by figure A., to show certain information to players. For the most part, these HUDs are not interactive, though they can respond to events that happen to the character (I.e. Losing health points, inventory). Having a HUD does not immediately qualify a game for Button-Based Symbiosis. The HUD must be interactive and provide direct input to character actions. A.