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gamedesigninitiative
at cornell university
the
Design Elements
Lecture 3
gamedesigninitiative
at cornell university
the
Reminder: Aspects of a Game
— Players: How do humans affect the game?
— Goals: What is the player trying to do?
— Rules: How can the player achieve the goal?
— Challenges: What obstacles block the goal?
Design Elements
2
gamedesigninitiative
at cornell university
the
Formal Design Elements
— Players: Player Mode Sketches
— Goals: Objectives
— Rules: Actions and Interactions
— Challenges: Obstacles and Opponents
Design Elements
3
gamedesigninitiative
at cornell university
the
Player Mode Sketches
— Game may have several player modes
— Ways in which player interacts with a game
— Example: Inventory screen vs. combat screen
— You should storyboard all of your modes
— Sketches of each of the major player modes
— May have action (like movie storyboard)
— Illustrate how player interacts with game
Design Elements
4
gamedesigninitiative
at cornell university
the
Dragon Age: Standard Mode
Design Elements
5
gamedesigninitiative
at cornell university
the
Dragon Age: Inventory Mode
Design Elements
6
gamedesigninitiative
at cornell university
the
Aside: Help the Hero
Design Elements
7
gamedesigninitiative
at cornell university
the
Lifted: Player Mode Sketch
Design Elements
8
Indicating
Action
gamedesigninitiative
at cornell university
the
Lifted: Completed Game
Design Elements
9
gamedesigninitiative
at cornell university
the
Diagramming Action
Design Elements
10
gamedesigninitiative
at cornell university
the
Objectives
— Anything a player might strive for
— May be a primary game objective
— Progressing the story
— “Completing” the game
— May be an auxiliary game objective
— Side missions/quests
— Unusual achievements
— Sometimes player-directed
— Reward structure in sandbox games
Design Elements
11
gamedesigninitiative
at cornell university
the
Objectives
— Primary objectives reflect vision
— Wish fulfillment: I want to _________
— Help player realize the dream
— Auxiliary objectives address player style
— Achievements for achievers
— Easter eggs for explorers
— Online resources for socializers
— Player-driven objectives require a different focus
— Start with a toy, and layer dramatic elements on it
Design Elements
12
gamedesigninitiative
at cornell university
the
Some Objective Categories
— Capture: take or destroy something of value
— Includes “kill all enemies of type X”
— Race: reach a goal within time
— Chase: catch or elude an opponent
— Race with a dynamic goal/destination
— Rescue/Escape: Get someone to safety
— Exploration: Locate something in game world
Design Elements
13
gamedesigninitiative
at cornell university
the
Some Objective Categories
— Capture: take or destroy something of value
— Includes “kill all enemies of type X”
— Race: reach a goal within time
— Chase: catch or elude an opponent
— Race with a dynamic goal/destination
— Rescue/Escape: Get someone to safety
— Exploration: Locate something in game world
Design Elements
14
See the text for more ideas
gamedesigninitiative
at cornell university
the
Actions
— Verbs that describe what the player can do
— Walk
— Run
— Jump
— Shoot
— Does not need to be attached to an avatar
— Build
— Swap
— Rotate
Design Elements
15
gamedesigninitiative
at cornell university
the
Actions
— Verbs that describe what the player can do
— Walk
— Run
— Jump
— Shoot
— Does not need to be attached to an avatar
— Build
— Swap
— Rotate
Design Elements
16
(left or right)
(walk, but faster!)
(up; jump/run for left or right)
(left or right)
gamedesigninitiative
at cornell university
the
Actions
— Verbs that describe what the player can do
— Walk
— Run
— Jump
— Shoot
— Does not need to be attached to an avatar
— Build
— Swap
— Rotate
Design Elements
17
Action
Platformer
(left or right)
(walk, but faster!)
(up; jump/run for left or right)
(left or right)
gamedesigninitiative
at cornell university
the
Actions
— Verbs that describe what the player can do
— Walk
— Run
— Jump
— Shoot
— Does not need to be attached to an avatar
— Build
— Swap
— Rotate
Design Elements
18
Action
Platformer
(left or right)
(walk, but faster!)
(up; jump/run for left or right)
(left or right)
(RTS or simulation)
(Bejeweled clones)
(Stacking games)
gamedesigninitiative
at cornell university
the
Designing Actions
— Starts with brainstorming the verbs
— Define the types of verbs
— Define the scope of the verbs
— Design Goals
— Enough verbs to avoid being too simple
— But not so much to be confusing (verb bloat)
— Do the verbs directly achieve the goal?
— Each verb maps to a single input
Design Elements
19
gamedesigninitiative
at cornell university
the
— How do verbs, goals relate?
— Imagine there no challenges
— What verbs must you have?
— Example: Platformers
— Goal: reach exit location
— Only need movement verbs
— Killing enemies is optional
— Other actions are secondary
— Focus on primary actions
Primary Actions
Design Elements
20
gamedesigninitiative
at cornell university
the
— Often in puzzle platformers
— Platformer verbs + something
— “Innovation on the cheap”
— Verb alters “geography”
— Access hard-to-reach areas
— Directly overcome challenges
— Really just movement+
— But do this sparingly!
— Too many creates verb bloat
Secondary Actions are Optional
Design Elements
21
gamedesigninitiative
at cornell university
the
The Game State
— Collection of values representing game world
— Location, physical attributes of each game object
— Non-spatial values (e.g. health) of these objects
— Global non-spatial values (e.g. difficulty)
— Actions modify the game state
— Not necessary to specify this in early designs
— Focus on coming up with your actions first
— Only need enough state to understand interactions
Design Elements
22
gamedesigninitiative
at cornell university
the
— Not a direct action of player
— Result of the game state
— Can happen w/o controller
— Example: collisions
— May be bad (take damage)
— May be good (power-up)
— Other Examples:
— Spatial proximity
— Line-of-sight
— Resource acquisition
Interactions
Design Elements
23
gamedesigninitiative
at cornell university
the
Game Mechanics
— Game mechanic
— Relationship of verbs, interactions, and state
— Often call this relationship the “rules”
— Gameplay is manifestation of these rules
— Example: Joust
— Verbs: Flap; go left or right
— Interaction: Collision with opponent
— Rule: If hit opponent, lower player dies
Design Elements
24
gamedesigninitiative
at cornell university
the
Gameplay Example: Joust
Design Elements
25
gamedesigninitiative
at cornell university
the
— Design Idea: minimalism
— Game with very few verbs
— Mechanics are all interactions
— Common in mobile, tablet
— Example: Sneak Beat Bandit
— Has only one verb: move
— Rhythm game; move to beat
— All movement on rails
— If obstacle in way, turn
— Line-of-sight mechanics
Verbs vs Interactions
Design Elements
26
gamedesigninitiative
at cornell university
the
Beat Sneak Bandit
Design Elements
27
gamedesigninitiative
at cornell university
the
Avoid Verb Proxies
— Proxy: verb that activates another verb
— “Use an item” (what does the item do?)
— “Shoot” (what does the weapon do?)
— Make the outcome of your verbs clear
— Fire standard projectile (effects have “travel time”)
— Fire continuous beam (effects are instantaneous)
— Important questions to ask
— How does help reach the goal?
— How is it outcome challenged?
Design Elements
28
gamedesigninitiative
at cornell university
the
Avoid Verb Proxies
— Proxy: verb that activates another verb
— “Use an item” (what does the item do?)
— “Shoot” (what does the weapon do?)
— Make the outcome of your verbs clear
— Fire standard projectile (effects have “travel time”)
— Fire continuous beam (effects are instantaneous)
— Important questions to ask
— How does help reach the goal?
— How is it outcome challenged?
Design Elements
29
Behavior is defined
by the interaction
of projectile/beam
gamedesigninitiative
at cornell university
the
— Obstacles
— Prevent progress towards goal
— Have to be “overcome”
— Opponents
— Players or bots with their own goals
— May or may not need to be overcome
— Dilemmas
— Can only perform one of several actions
— “Correct” choice not immediately clear
Challenges
Design Elements
30
gamedesigninitiative
at cornell university
the
— Obstacles
— Prevent progress towards goal
— Have to be “overcome”
— Opponents
— Players or bots with their own goals
— May or may not need to be overcome
— Dilemmas
— Can only perform one of several actions
— “Correct” choice not immediately clear
Challenges
Design Elements
31
See Text for Specific Examples
gamedesigninitiative
at cornell university
the
Challenges: Limitations
— You cannot always perform an action
— Shooting may require ammo
— Cannot (always) jump in mid air
— Limitation: requirement to perform action
— Boolean test (like an if-then)
— Checked at time of user input
— Only one limitation per verb
— If more than one, split into more verbs
— Reason double-jump is distinct
Design Elements
32
gamedesigninitiative
at cornell university
the
Challenges: Limitations
— You cannot always perform an action
— Shooting may require ammo
— Cannot (always) jump in mid air
— Limitation: requirement to perform action
— Boolean test (like an if-then)
— Checked at time of user input
— Only one limitation per verb
— If more than one, split into more verbs
— Reason double-jump is distinct
Design Elements
33
Resource
gamedesigninitiative
at cornell university
the
Challenges: Resources
— Resources are non-spatial part of game state
— Any value not a location or physical attribute
— May be global or attached to an entity
— Examples
— Entity: ammunition, health points
— Global: enemy spawns, time remaining
— Resources often implement limitations
— They also define the game economy
Design Elements
34
gamedesigninitiative
at cornell university
the
Challenges: Resources
— Resources are non-spatial part of game state
— Any value not a location or physical attribute
— May be global or attached to an entity
— Examples
— Entity: ammunition, health points
— Global: enemy spawns, time remaining
— Resources often implement limitations
— They also define the game economy
Design Elements
35
Will cover in more detail later.
gamedesigninitiative
at cornell university
the
Putting It All Together
Design Elements
36
— Start with your vision
— I want to _________
— This creates setting and player goals
— Create a (partial) list of the following:
— Objectives
— Actions
— Interactions
— Challenges
Sketch player
modes to show
them in action

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Design Elements of Computing Game

  • 2. gamedesigninitiative at cornell university the Reminder: Aspects of a Game — Players: How do humans affect the game? — Goals: What is the player trying to do? — Rules: How can the player achieve the goal? — Challenges: What obstacles block the goal? Design Elements 2
  • 3. gamedesigninitiative at cornell university the Formal Design Elements — Players: Player Mode Sketches — Goals: Objectives — Rules: Actions and Interactions — Challenges: Obstacles and Opponents Design Elements 3
  • 4. gamedesigninitiative at cornell university the Player Mode Sketches — Game may have several player modes — Ways in which player interacts with a game — Example: Inventory screen vs. combat screen — You should storyboard all of your modes — Sketches of each of the major player modes — May have action (like movie storyboard) — Illustrate how player interacts with game Design Elements 4
  • 5. gamedesigninitiative at cornell university the Dragon Age: Standard Mode Design Elements 5
  • 6. gamedesigninitiative at cornell university the Dragon Age: Inventory Mode Design Elements 6
  • 8. gamedesigninitiative at cornell university the Lifted: Player Mode Sketch Design Elements 8 Indicating Action
  • 11. gamedesigninitiative at cornell university the Objectives — Anything a player might strive for — May be a primary game objective — Progressing the story — “Completing” the game — May be an auxiliary game objective — Side missions/quests — Unusual achievements — Sometimes player-directed — Reward structure in sandbox games Design Elements 11
  • 12. gamedesigninitiative at cornell university the Objectives — Primary objectives reflect vision — Wish fulfillment: I want to _________ — Help player realize the dream — Auxiliary objectives address player style — Achievements for achievers — Easter eggs for explorers — Online resources for socializers — Player-driven objectives require a different focus — Start with a toy, and layer dramatic elements on it Design Elements 12
  • 13. gamedesigninitiative at cornell university the Some Objective Categories — Capture: take or destroy something of value — Includes “kill all enemies of type X” — Race: reach a goal within time — Chase: catch or elude an opponent — Race with a dynamic goal/destination — Rescue/Escape: Get someone to safety — Exploration: Locate something in game world Design Elements 13
  • 14. gamedesigninitiative at cornell university the Some Objective Categories — Capture: take or destroy something of value — Includes “kill all enemies of type X” — Race: reach a goal within time — Chase: catch or elude an opponent — Race with a dynamic goal/destination — Rescue/Escape: Get someone to safety — Exploration: Locate something in game world Design Elements 14 See the text for more ideas
  • 15. gamedesigninitiative at cornell university the Actions — Verbs that describe what the player can do — Walk — Run — Jump — Shoot — Does not need to be attached to an avatar — Build — Swap — Rotate Design Elements 15
  • 16. gamedesigninitiative at cornell university the Actions — Verbs that describe what the player can do — Walk — Run — Jump — Shoot — Does not need to be attached to an avatar — Build — Swap — Rotate Design Elements 16 (left or right) (walk, but faster!) (up; jump/run for left or right) (left or right)
  • 17. gamedesigninitiative at cornell university the Actions — Verbs that describe what the player can do — Walk — Run — Jump — Shoot — Does not need to be attached to an avatar — Build — Swap — Rotate Design Elements 17 Action Platformer (left or right) (walk, but faster!) (up; jump/run for left or right) (left or right)
  • 18. gamedesigninitiative at cornell university the Actions — Verbs that describe what the player can do — Walk — Run — Jump — Shoot — Does not need to be attached to an avatar — Build — Swap — Rotate Design Elements 18 Action Platformer (left or right) (walk, but faster!) (up; jump/run for left or right) (left or right) (RTS or simulation) (Bejeweled clones) (Stacking games)
  • 19. gamedesigninitiative at cornell university the Designing Actions — Starts with brainstorming the verbs — Define the types of verbs — Define the scope of the verbs — Design Goals — Enough verbs to avoid being too simple — But not so much to be confusing (verb bloat) — Do the verbs directly achieve the goal? — Each verb maps to a single input Design Elements 19
  • 20. gamedesigninitiative at cornell university the — How do verbs, goals relate? — Imagine there no challenges — What verbs must you have? — Example: Platformers — Goal: reach exit location — Only need movement verbs — Killing enemies is optional — Other actions are secondary — Focus on primary actions Primary Actions Design Elements 20
  • 21. gamedesigninitiative at cornell university the — Often in puzzle platformers — Platformer verbs + something — “Innovation on the cheap” — Verb alters “geography” — Access hard-to-reach areas — Directly overcome challenges — Really just movement+ — But do this sparingly! — Too many creates verb bloat Secondary Actions are Optional Design Elements 21
  • 22. gamedesigninitiative at cornell university the The Game State — Collection of values representing game world — Location, physical attributes of each game object — Non-spatial values (e.g. health) of these objects — Global non-spatial values (e.g. difficulty) — Actions modify the game state — Not necessary to specify this in early designs — Focus on coming up with your actions first — Only need enough state to understand interactions Design Elements 22
  • 23. gamedesigninitiative at cornell university the — Not a direct action of player — Result of the game state — Can happen w/o controller — Example: collisions — May be bad (take damage) — May be good (power-up) — Other Examples: — Spatial proximity — Line-of-sight — Resource acquisition Interactions Design Elements 23
  • 24. gamedesigninitiative at cornell university the Game Mechanics — Game mechanic — Relationship of verbs, interactions, and state — Often call this relationship the “rules” — Gameplay is manifestation of these rules — Example: Joust — Verbs: Flap; go left or right — Interaction: Collision with opponent — Rule: If hit opponent, lower player dies Design Elements 24
  • 25. gamedesigninitiative at cornell university the Gameplay Example: Joust Design Elements 25
  • 26. gamedesigninitiative at cornell university the — Design Idea: minimalism — Game with very few verbs — Mechanics are all interactions — Common in mobile, tablet — Example: Sneak Beat Bandit — Has only one verb: move — Rhythm game; move to beat — All movement on rails — If obstacle in way, turn — Line-of-sight mechanics Verbs vs Interactions Design Elements 26
  • 27. gamedesigninitiative at cornell university the Beat Sneak Bandit Design Elements 27
  • 28. gamedesigninitiative at cornell university the Avoid Verb Proxies — Proxy: verb that activates another verb — “Use an item” (what does the item do?) — “Shoot” (what does the weapon do?) — Make the outcome of your verbs clear — Fire standard projectile (effects have “travel time”) — Fire continuous beam (effects are instantaneous) — Important questions to ask — How does help reach the goal? — How is it outcome challenged? Design Elements 28
  • 29. gamedesigninitiative at cornell university the Avoid Verb Proxies — Proxy: verb that activates another verb — “Use an item” (what does the item do?) — “Shoot” (what does the weapon do?) — Make the outcome of your verbs clear — Fire standard projectile (effects have “travel time”) — Fire continuous beam (effects are instantaneous) — Important questions to ask — How does help reach the goal? — How is it outcome challenged? Design Elements 29 Behavior is defined by the interaction of projectile/beam
  • 30. gamedesigninitiative at cornell university the — Obstacles — Prevent progress towards goal — Have to be “overcome” — Opponents — Players or bots with their own goals — May or may not need to be overcome — Dilemmas — Can only perform one of several actions — “Correct” choice not immediately clear Challenges Design Elements 30
  • 31. gamedesigninitiative at cornell university the — Obstacles — Prevent progress towards goal — Have to be “overcome” — Opponents — Players or bots with their own goals — May or may not need to be overcome — Dilemmas — Can only perform one of several actions — “Correct” choice not immediately clear Challenges Design Elements 31 See Text for Specific Examples
  • 32. gamedesigninitiative at cornell university the Challenges: Limitations — You cannot always perform an action — Shooting may require ammo — Cannot (always) jump in mid air — Limitation: requirement to perform action — Boolean test (like an if-then) — Checked at time of user input — Only one limitation per verb — If more than one, split into more verbs — Reason double-jump is distinct Design Elements 32
  • 33. gamedesigninitiative at cornell university the Challenges: Limitations — You cannot always perform an action — Shooting may require ammo — Cannot (always) jump in mid air — Limitation: requirement to perform action — Boolean test (like an if-then) — Checked at time of user input — Only one limitation per verb — If more than one, split into more verbs — Reason double-jump is distinct Design Elements 33 Resource
  • 34. gamedesigninitiative at cornell university the Challenges: Resources — Resources are non-spatial part of game state — Any value not a location or physical attribute — May be global or attached to an entity — Examples — Entity: ammunition, health points — Global: enemy spawns, time remaining — Resources often implement limitations — They also define the game economy Design Elements 34
  • 35. gamedesigninitiative at cornell university the Challenges: Resources — Resources are non-spatial part of game state — Any value not a location or physical attribute — May be global or attached to an entity — Examples — Entity: ammunition, health points — Global: enemy spawns, time remaining — Resources often implement limitations — They also define the game economy Design Elements 35 Will cover in more detail later.
  • 36. gamedesigninitiative at cornell university the Putting It All Together Design Elements 36 — Start with your vision — I want to _________ — This creates setting and player goals — Create a (partial) list of the following: — Objectives — Actions — Interactions — Challenges Sketch player modes to show them in action