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gamedesigninitiative
at cornell university
the
Nature of Games
Lecture 2:
gamedesigninitiative
at cornell university
the
Brainstorming Exercise
Nature of Games
2
gamedesigninitiative
at cornell university
the
Definitions of Games
— Adams: Fundamentals of Game Design
A game is a form of interactive entertainment where
players must overcome challenges, by taking actions
that are governed by rules, in order to meet a victory
condition.
— Salen & Zimmerman: Rules of Play
A game is a system in which players engage in
artificial conflict, defined by rules, that results in a
quantifiable outcome.
Nature of Games
3
gamedesigninitiative
at cornell university
the
Definitions of Games
— Adams: Fundamentals of Game Design
A game is a form of interactive entertainment where
players must overcome challenges, by taking actions
that are governed by rules, in order to meet a victory
condition.
— Salen & Zimmerman: Rules of Play
A game is a system in which players engage in
artificial conflict, defined by rules, that results in a
quantifiable outcome.
Nature of Games
4
• Players
• Challenges
• Rules
• Goals
gamedesigninitiative
at cornell university
the
Design Decisions
— Players
— How many players are there at a time?
— Who or what is the player in the world?
— Specifies a notion of identity
— Goals
— What is the player trying to achieve?
— Defined by the game or by the player?
— Specifies the player focus
Nature of Games
5
gamedesigninitiative
at cornell university
the
Design Decisions
— Rules
— How does the player effect the world?
— How does the player learn the rules?
— Specifies the boundaries of the game
— Challenges
— What obstacles must the player overcome?
— Is there more than one way to overcome them?
— Specifies the fundamental gameplay
6 Nature of Games
gamedesigninitiative
at cornell university
the
(Other) Design Decisions
— Game Modes
— How are the challenges put together?
— What is the interaction context?
— Setting
— What is the nature of the game world?
— What is the perspective (e.g. side-scroller, 3D, etc.)?
— Story
— What narrative will the player experience?
— How is it connected to gameplay?
7 Nature of Games
gamedesigninitiative
at cornell university
the
Play Length
— How short a game can I play and have fun?
— Least meaningful unit of play
— Console: 30 minutes+ is acceptable
— Mobile: No more than a minute
— Casual often means short play units
— But can have sophisticated gameplay!
— Example: Plants vs. Zombies
— But casual vs core is a bad distinction
Nature of Games
8
gamedesigninitiative
at cornell university
the
Narrative
— Games are a story medium
— Focuses on storytelling
— Traditional narrative structure
— Advantages:
— Emotionally compelling
— Strong artistic vision
— Disadvantages:
— Author voice over player voice
— Poorly defined mechanics
Dueling Design Philosophies
Ludic
— Games are about mechanics
— Focus on gameplay, rules
— Storytelling is minimal
— Advantages:
— Focus on player agency
— Tight, well-defined gameplay
— Disadvantages:
— Lack of player motivation
— Hard to distinguish yourself
Nature of Games
9
gamedesigninitiative
at cornell university
the
The Dangers of Pure Story
Nature of Games
10
gamedesigninitiative
at cornell university
the
The Dangers of Pure Story
What is the player doing?
Nature of Games
11
gamedesigninitiative
at cornell university
the
But Ludic is Not Everything
Nature of Games
12
gamedesigninitiative
at cornell university
the
But Ludic is Not Everything
Nature of Games
13
gamedesigninitiative
at cornell university
the
Motivate the Player
— Needs a story framework
— Setting to work within
— Strong sense of identity
— Challenges with context
Game Design Must Be a Balance
Empower the Player
— Drama from player actions
— Define what the player can do
— Challenges reward or punish
— Freedom in achieving goals
Games are dramatic, but they
have their own conventions.
Nature of Games
14
gamedesigninitiative
at cornell university
the
— Will focus on design tools
— Techniques that we can train
— Using them requires practice
— Implementing them has
technical challenges
— But design is much more
— You use tools to create art
— Can only learn by doing
— With critiques from us
— Like a studio course
— Keeping balance is up to you
But This Course Will Be Ludic-Centric
Nature of Games
15
gamedesigninitiative
at cornell university
the
The Adams Approach
— Games as wish-fulfillment
— I want to _________
— Questions to answer:
— What dream are you satisfying?
— What goals does this dream create?
— What actions achieve those goals?
— What setting does this dream create?
— What is the appropriate interface?
— Use this to define gameplay
Nature of Games
16
gamedesigninitiative
at cornell university
the
The Adams Approach
— Games as wish-fulfillment
— I want to _________
— Questions to answer:
— What dream are you satisfying?
— What goals does this dream create?
— What actions achieve those goals?
— What setting does this dream create?
— What is the appropriate interface?
— Use this to define gameplay
Nature of Games
17
Narrative
Ludic
gamedesigninitiative
at cornell university
the
Exploring Gameplay
— To design games, you must play games!
— Experience many different types of gameplay
— Do not play the same type of game all the time
— Flash portals are still a good resource
— Games are small but focus entirely on gameplay
— Kongregate & Armor Games are some of the best
— Puzzle game? Look at Kongregate first
— This is how we will use Piazza this semester
Nature of Games
18
gamedesigninitiative
at cornell university
the
Have Realistic Goals
— Goal: Size of a indie mobile game
— Can be played instantly with minimal tutorial
— A few core mechanics with some variation
— Quality over Quantity
— Ten amazing levels > 30 poor levels
— Balance number of challenges with level size
— Avoid feature bloat (e.g. power ups)
— We will give you constant feedback on this
Nature of Games
19
gamedesigninitiative
at cornell university
the
Commercial Examples
— Braid: Puzzle platformer with time-travel mechanics
— Limbo: Dark platformer with realistic physics
— Hotline Miami: Top-down stealth and action
— Clash of Heroes: Match 3 + Turn-based strategy
— Guild of Dungeoneering: RPG + CCG
— Use cards to build the dungeon that you explore
— Monument Valley: Puzzle-based exploration
— Think indie games, not boxed retail
Nature of Games
20
gamedesigninitiative
at cornell university
the
Examples from Previous Semesters
— Mount Sputnick (Spring 2017):
— Competitive rock-climbing game
— Arc en Ciel (Spring 2015):
— Platformer where you paint platforms, while enemy erases
— Dash (Spring 2014):
— Action game with dash mechanics to avoid enemies, obstacles
— Exodus Protocol (Spring 2013):
— X-Com style strategy game with only three units
— Ensembler (Fall 2011):
— Classical music rhythm game with you as conductor
Nature of Games
21
gamedesigninitiative
at cornell university
the
Examples from Previous Semesters
— Mount Sputnick (Spring 2017):
— Competitive rock-climbing game
— Arc en Ciel (Spring 2015):
— Platformer where you paint platforms, while enemy erases
— Dash (Spring 2014):
— Action game with dash mechanics to avoid enemies, obstacles
— Exodus Protocol (Spring 2013):
— X-Com style strategy game with only three units
— Ensembler (Fall 2011):
— Classical music rhythm game with you as conductor
Nature of Games
22
Some are available at
http://gdiac.cs.cornell.edu

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Nature of Game

  • 3. gamedesigninitiative at cornell university the Definitions of Games — Adams: Fundamentals of Game Design A game is a form of interactive entertainment where players must overcome challenges, by taking actions that are governed by rules, in order to meet a victory condition. — Salen & Zimmerman: Rules of Play A game is a system in which players engage in artificial conflict, defined by rules, that results in a quantifiable outcome. Nature of Games 3
  • 4. gamedesigninitiative at cornell university the Definitions of Games — Adams: Fundamentals of Game Design A game is a form of interactive entertainment where players must overcome challenges, by taking actions that are governed by rules, in order to meet a victory condition. — Salen & Zimmerman: Rules of Play A game is a system in which players engage in artificial conflict, defined by rules, that results in a quantifiable outcome. Nature of Games 4 • Players • Challenges • Rules • Goals
  • 5. gamedesigninitiative at cornell university the Design Decisions — Players — How many players are there at a time? — Who or what is the player in the world? — Specifies a notion of identity — Goals — What is the player trying to achieve? — Defined by the game or by the player? — Specifies the player focus Nature of Games 5
  • 6. gamedesigninitiative at cornell university the Design Decisions — Rules — How does the player effect the world? — How does the player learn the rules? — Specifies the boundaries of the game — Challenges — What obstacles must the player overcome? — Is there more than one way to overcome them? — Specifies the fundamental gameplay 6 Nature of Games
  • 7. gamedesigninitiative at cornell university the (Other) Design Decisions — Game Modes — How are the challenges put together? — What is the interaction context? — Setting — What is the nature of the game world? — What is the perspective (e.g. side-scroller, 3D, etc.)? — Story — What narrative will the player experience? — How is it connected to gameplay? 7 Nature of Games
  • 8. gamedesigninitiative at cornell university the Play Length — How short a game can I play and have fun? — Least meaningful unit of play — Console: 30 minutes+ is acceptable — Mobile: No more than a minute — Casual often means short play units — But can have sophisticated gameplay! — Example: Plants vs. Zombies — But casual vs core is a bad distinction Nature of Games 8
  • 9. gamedesigninitiative at cornell university the Narrative — Games are a story medium — Focuses on storytelling — Traditional narrative structure — Advantages: — Emotionally compelling — Strong artistic vision — Disadvantages: — Author voice over player voice — Poorly defined mechanics Dueling Design Philosophies Ludic — Games are about mechanics — Focus on gameplay, rules — Storytelling is minimal — Advantages: — Focus on player agency — Tight, well-defined gameplay — Disadvantages: — Lack of player motivation — Hard to distinguish yourself Nature of Games 9
  • 10. gamedesigninitiative at cornell university the The Dangers of Pure Story Nature of Games 10
  • 11. gamedesigninitiative at cornell university the The Dangers of Pure Story What is the player doing? Nature of Games 11
  • 12. gamedesigninitiative at cornell university the But Ludic is Not Everything Nature of Games 12
  • 13. gamedesigninitiative at cornell university the But Ludic is Not Everything Nature of Games 13
  • 14. gamedesigninitiative at cornell university the Motivate the Player — Needs a story framework — Setting to work within — Strong sense of identity — Challenges with context Game Design Must Be a Balance Empower the Player — Drama from player actions — Define what the player can do — Challenges reward or punish — Freedom in achieving goals Games are dramatic, but they have their own conventions. Nature of Games 14
  • 15. gamedesigninitiative at cornell university the — Will focus on design tools — Techniques that we can train — Using them requires practice — Implementing them has technical challenges — But design is much more — You use tools to create art — Can only learn by doing — With critiques from us — Like a studio course — Keeping balance is up to you But This Course Will Be Ludic-Centric Nature of Games 15
  • 16. gamedesigninitiative at cornell university the The Adams Approach — Games as wish-fulfillment — I want to _________ — Questions to answer: — What dream are you satisfying? — What goals does this dream create? — What actions achieve those goals? — What setting does this dream create? — What is the appropriate interface? — Use this to define gameplay Nature of Games 16
  • 17. gamedesigninitiative at cornell university the The Adams Approach — Games as wish-fulfillment — I want to _________ — Questions to answer: — What dream are you satisfying? — What goals does this dream create? — What actions achieve those goals? — What setting does this dream create? — What is the appropriate interface? — Use this to define gameplay Nature of Games 17 Narrative Ludic
  • 18. gamedesigninitiative at cornell university the Exploring Gameplay — To design games, you must play games! — Experience many different types of gameplay — Do not play the same type of game all the time — Flash portals are still a good resource — Games are small but focus entirely on gameplay — Kongregate & Armor Games are some of the best — Puzzle game? Look at Kongregate first — This is how we will use Piazza this semester Nature of Games 18
  • 19. gamedesigninitiative at cornell university the Have Realistic Goals — Goal: Size of a indie mobile game — Can be played instantly with minimal tutorial — A few core mechanics with some variation — Quality over Quantity — Ten amazing levels > 30 poor levels — Balance number of challenges with level size — Avoid feature bloat (e.g. power ups) — We will give you constant feedback on this Nature of Games 19
  • 20. gamedesigninitiative at cornell university the Commercial Examples — Braid: Puzzle platformer with time-travel mechanics — Limbo: Dark platformer with realistic physics — Hotline Miami: Top-down stealth and action — Clash of Heroes: Match 3 + Turn-based strategy — Guild of Dungeoneering: RPG + CCG — Use cards to build the dungeon that you explore — Monument Valley: Puzzle-based exploration — Think indie games, not boxed retail Nature of Games 20
  • 21. gamedesigninitiative at cornell university the Examples from Previous Semesters — Mount Sputnick (Spring 2017): — Competitive rock-climbing game — Arc en Ciel (Spring 2015): — Platformer where you paint platforms, while enemy erases — Dash (Spring 2014): — Action game with dash mechanics to avoid enemies, obstacles — Exodus Protocol (Spring 2013): — X-Com style strategy game with only three units — Ensembler (Fall 2011): — Classical music rhythm game with you as conductor Nature of Games 21
  • 22. gamedesigninitiative at cornell university the Examples from Previous Semesters — Mount Sputnick (Spring 2017): — Competitive rock-climbing game — Arc en Ciel (Spring 2015): — Platformer where you paint platforms, while enemy erases — Dash (Spring 2014): — Action game with dash mechanics to avoid enemies, obstacles — Exodus Protocol (Spring 2013): — X-Com style strategy game with only three units — Ensembler (Fall 2011): — Classical music rhythm game with you as conductor Nature of Games 22 Some are available at http://gdiac.cs.cornell.edu