This document discusses concepts in game design. It defines game design as the process of creating a context through which players can derive meaning from their interactions. Key concepts discussed include meaningful play, semiotics, systems thinking, interactivity, choice, and brainstorming approaches. Successful game design is said to create meaningful play through balancing challenge, social elements, and dynamic experiences.
2. Introduction â Game Design
īŽ Rules of Play: Game Design Fundamentals
īŽ Katie Salen & Eric Zimmerman
īŽ Game Design: Theory & Practice
īŽ Richard Rouse III
3. Introduction â Game Design
īŽ Game design concepts have existed for some
time, but recently gained much attention via
computer technology
īŽ Not standardized or process driven â like
software engineering
īŽ Broad conceptual definitions
īŽ Design -> Game Design -> Computer Game
Design
4. Outline
īŽ Game Design Core Concepts
īŽ What is Game Design?
īŽ Successful Game Design
īŽ âMeaningful playâ
īŽ Semiotics
īŽ Systems
īŽ Interactivity
īŽ Choice
īŽ Design Approaches
īŽ Brainstorming
īŽ What players want/expect?
īŽ Sid Meier Interview
5. What is Design?
īŽ Design is the process by which a designer creates
a context to be encountered by a participant, from
which meaning emerges.
īŽ As it pertains to games:
īŽ Designer: the individual game designer, or a whole
culture
īŽ Context: spaces, objects, narratives, and behaviors
īŽ Participants: players
īŽ Meaning: meaningful play
6. Successful Game Design
īŽ The goal of a successful game design is the creation of
meaningful play
īŽ The intellectual dueling of two players in a well-met game of
Chess
īŽ The improvisational, team based coordination of Basketball
īŽ The Dynamic shifting of individual and communal identities
in the online role-playing game EverQuest
īŽ The lifestyle-invading game Half-Life, played on a college
campus
7. Meaningful Play
īŽ Two Definitions
1. Descriptive: Emerges from the relationship between player
action and system outcome; it is the process by which a
player takes action within the designed system of a game
and system responds to the action. The meaning of an
action in a game resides in the relationship between action
and outcome.
2. Evaluative: Occurs when the relationships between actions
and outcomes in a game are both discernable and integrated
into the larger context of the game.
īŽ The two ways of defining meaningful play are closely
related. Designing successful games requires
understanding meaningful play in both senses.
8. Semiotics
īŽ Study of meaning. It is primarily concerned
with the question of how signs represent, or
denote.
īŽ People use signs to designate objects or ideas.
Because a sign represents something other
than itself, we take the representation as the
meaning of the sign.
īŽ Example: 6 points in football means a TD
9. 4 Semiotic Concepts
1. A sign represents something other than itself
2. Signs are interpreted
3. Meaning results when a sign is interpreted
4. Context shapes interpretation
âĸ Structure â Most smoogles have comcom
10. Systems
īŽ Has many parts that interrelate to form a
complex whole
īŽ All systems have the following elements:
īŽ Objects are the parts, elements, or variables within the
system
īŽ Attributes are qualities or properties of the system
and its objects
īŽ Internal relationships are relations among the objects
īŽ Environment is the context that surrounds the system
11. Game Systems
īŽ These four elements (objects, attributes, internal
relationships, environment) of a system can be
framed differently within a gaming system.
īŽ Formal
īŽ Experiential
īŽ Cultural
īŽ All three âframesâ exist simultaneously
12. Game Systems Cont.
īŽ A game as a formal system is always embedded
within an experiential system, and a game as a
cultural system contains formal and experiential
systems.
Cultural System
Experiential System
Formal System
13. Chess as a Formal System
īŽ Objects: pieces on the board, the board, etc.
īŽ Attributes: characteristics given to the objects,
defined by the rules
īŽ Internal Relationships: spatial relationships,
positions on the board
īŽ Environment: the play itself
14. Chess as an Experiential System
īŽ Objects: the players themselves
īŽ Attributes: the pieces a player holds, state of the
game
īŽ Internal Relationships: player interaction, social,
psychological, emotional communication
īŽ Environment: board, pieces, immediate setting
of the game -> anything that facilitated the play
15. Chess as a Cultural System
īŽ Objects: the game of Chess itself, in its broadest
cultural sense
īŽ Attributes: the designed elements of the game,
as well as information on how, when, where,
why the game was made and used
īŽ Internal relationships: linkages between the
game and culture
īŽ Environment: culture itself, in all of its forms
16. Interactivity
īŽ 4 modes of interactivity
īŽ Cognitive interactivity: interpretive participation
īŽ Functional interactivity: utilitarian participation
īŽ Explicit interactivity: participation with designed
choices and procedures
īŽ Beyond-the-object-interactivity: participation within
the culture of the project
17. Interactivity in Game Design
īŽ 3rd mode (explicit interactivity) comes closest to
defining what we mean when we say games are
interactive
īŽ Interactivity and gameplay are often synonymous
īŽ Designed interaction
īŽ Rolling dice on a craps table vs. rolling an apple
18. Choice
īŽ Micro level: each decision at itâs smallest level
īŽ Macro level: the accumulated choices to form a
larger choice/outcome
īŽ Players should understand that their choices at
the micro level influence choices at the macro
level
19. Diagnosing Choice
īŽ Ask these questions for every choice made:
1. What happened before the player was given the
choice?
2. How is the possibility of a choice conveyed to the
player?
3. How did the player make the choice?
4. What is the result of the choice? How will it affect
future choices?
5. How is the result of the choice conveyed to the
player?
20. Diagnosing Choice â Failure States
īŽ Feeling as if decisions are arbitrary
īŽ Not knowing what to do next
īŽ Losing a game without knowing why
īŽ Not knowing if an action had an outcome
21. Putting Game Design Concepts
Together
īŽ Players look for âmeaningâ to their play.
īŽ Want to interact in systems
īŽ Formal, experiential, cultural
īŽ Semiotics â meaning through representation
īŽ Interactivity is gameplay
īŽ Choice is tricky, we want a players choices to be
meaningful on a macro/micro level
22. Game Design Procedures
īŽ No standard procedures
īŽ Understanding what players want/expect
īŽ Brainstorming
īŽ Sid Meier
23. Successful Computer Game Design â
What do players want?
īŽ What do players want?
īŽ Challenge
īŽ Socialize
īŽ Dynamic experiences
īŽ Bragging rights
īŽ Emotional experience
īŽ Fantasize
24. Successful Computer Game Design -
What do players expect?
īŽ Players expect:
īŽ A consistent world
īŽ Understand the world bounds
īŽ Reasonable solutions to work
īŽ Direction
īŽ Accomplish incremental tasks
īŽ Immersion
25. Successful Computer Game Design -
What do players expect? (cont.)
īŽ Players expect
īŽ Fail
īŽ Fair chance
īŽ Not need to repeat themselves
īŽ Not get hopelessly stuck
īŽ Do, not watch
īŽ Donât know what they want, but know it when they
see it
26. Brainstorming a Computer Game
īŽ Starting Points
īŽ Working with Limitations
īŽ Established Technology
28. Working with Limitations
īŽ Embrace Your Limitations
īŽ Odyssey: The Legend of Nemesis
īŽ Damage Incorporated
īŽ Centipede 3D
29. Odyssey: The Legend of
Nemesis
īŽ Designed around the story
īŽ Non-linear, very dynamic
īŽ Author overtook design of this game
īŽ Some technology already developed
īŽ Added some AI features to make it work for him
īŽ The technology and gameplay largely supported
what he wanted to do with the story
30. Damage Incorporated
īŽ Designed around technology
īŽ Had games like Marathon and Marathon 2 in
mind
īŽ MacSoft obtained a sophisticated license to
some technology that they wanted to implement
in a game
īŽ Crafted gameplay/story around the technology
so the story would take full advantage
32. Centipede 3D
īŽ Game mechanics similar to original
īŽ Started with gameplay
īŽ Set out to look for an engine that could handle
the game
īŽ Not much of the story â they wanted to capture
the simple playability of the original
34. Established Technology
īŽ The Case of the Many Mushrooms
īŽ Centipede 3D
īŽ Escalating polygon counts â slowed down play
īŽ The Time Allotted
īŽ Project time considerations
īŽ New technology developed
35. Sid Meier Interview
īŽ Serves as both lead programmer and lead designer
īŽ Personal decision
īŽ Primary tool is the prototype
īŽ History, story, behind the game
īŽ 3-4 cool things that are going to happen in the game
īŽ Giving the team a good sense of what the game should be
īŽ Donât make it complete
īŽ Leave room for expansion/deviation
36. Sid Meier Interview Cont.
īŽ Technology is ready for a certain type of game
īŽ Topic before genre
īŽ What makes games interesting is many
interoperating systems
īŽ Changing game state
īŽ Dramatic changes from the beginning to the end of
the game â Railroad Tycoon
37. Sid Meier Interview Cont.
īŽ Addictive play
īŽ âinteresting decisionsâ
īŽ Many things happening at the same time
īŽ Figure out what is the interesting part about the
theme
īŽ Let the player use his own knowledge in making
decisions
īŽ Reward players, setup milestones
38. Sid Meier Interview Cont.
īŽ Game design is a slow process
īŽ Does not follow processor speed, video card
advancements etc.
īŽ Build on whatâs been done before
īŽ Games have a personal touch
īŽ Development is largely done in big groups now
īŽ But good games have some insight on the individual
level
39. Conclusion
īŽ Game Design is ultimately a creative process and
everyone develops differently
īŽ But there are some things successful games have
in common
īŽ People want to make meaningful choices
īŽ They like to see the functioning of many systems
īŽ They like dynamic states