SlideShare a Scribd company logo
1 of 30
Nature of Games
&
The Organizational Structure
of a Game Studio
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.
• 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
• 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
• 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?
• But how do we create good games?
– Games are a creative medium
– Games are designed to entertain
• Question: What makes a game fun?
• Better: Why do people play games?
Casual vs. Core
• Core gamers play lots of games
– Almost always to finish games they play
– Want hard games; will tolerate frustration
• Casual gamers play for enjoyment
– Will stop when the game stops being fun
– Challenges must be reasonable
• Harder to distinguish than you think
– Something designers are paying less attention to
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
• But long play length is
always core
• Casual often means short
play units
– But can have sophisticated
gameplay!
– Example: Plants vs. Zombies
• Theory of players in online games:
• Achiever: Overcome challenges, gather rewards
• Explorer: Discover, understand game world
• Socializer: Interact & role-play with others
• Griefer: Distress other players in the game
• Games often designed for multiple groups
• Example: World of Warcraft
– But just one model of player psychology
Dueling Design Philosophies
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
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
The Dangers of Pure Story
Passive Play
Ludic Narrative
“While ludic narrative may seem like a nebulous concept, it is most clearly defined
by a combination of environmental storytelling and mechanical player growth.
Ask yourself: If you removed all dialogue text, cut-scenes, and exposition from
the game, what would you have left? You would be left only with the
progression of the environment and gameplay mechanics and that makes up
the game’s ludic narrative.
By definition, the ludic narrative is that which relates to the pure mechanical &
play elements of the game (ludus), and tells a meaningful story without the
imposition of more explicit, traditional narrative devices”
SOURCE: Kevin Sheehan's Design Journal
Game Design Must Be a Balance
Motivate the Player
• Needs a story framework
– Setting to work within
– Strong sense of identity
– Challenges with context
Empower the Player
• Drama from player actions
– Define what the player can do
– Challenges reward or punish
– Freedom in achieving goals
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
Narrative
Ludic
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 fantastic!
– Games are small but focus entirely on gameplay
– Kongregate & Armor Games are some of the best
– Puzzle game? Look at Kongregate first
Summary
• Games are not necessarily well-defined
– They have players, goals, rules, and challenges
– Not much agreement on anything else
• Game design is about finding balance
– Want narrative to motivate players
– But need ludic elements to give agency
• Will start with the Adams approach
– Create a setting or narrative framework
– Use that to guide the ludic elements
The Organization
How many departments are in AAA game dev studio?
For AAA Studios:
• Production: Game Design + Producers
• Marketing
• Technical / Engineering
• Art
• Game Design (work in tandum with all
departments)
• C-Level: Business
• Quality Assurance
Organization of AA (Indie) studio
• C-Level: Business
• Hybrid: Game Design / Production / QA
• Technical / Engineering
• Art
Types of companies
• First Party Developer
• Second Party Developer
• Third Party Developer
• Independent Developer/Indie
• Hackatons or Game Jams?!?
First Party Developer
• A first party developer usually exclusively works on one
platform and sometimes is actually connected to the company
that makes the console itself, e.g. Naughty Dog and Sony’s
partnership.
• Nintendo is a huge First party developer with most of their
games being produced internally from within the company.
• The advantages of being a first party developer is that the
funds set aside for the project are huge, also the developers
know the exact limitations of the console they are developing
the game for so they can produce the best quality game
possible with the money provided.
Second Party Developer
• A second party developer is an independently
owned studio that takes contracts to work on
games from the platform holders. This means
that the game development is funded by the
platform holder but the studio makes the
game as a project on behalf of them. The
games themselves usually are exclusive to the
console company they are funded by.
Third Party Developer
• Third party developers are usually approached
by a publisher to develop a title for one (or
more) systems. Both the developer and
publisher have input in the games design and
content but the publishers wish’s are generally
the superior of the two.
• An example of a Third party developer would
be Konami.
Independent Developer/Indie
• Indie developers are small companies (In extreme cases it being just a one
man) that are not owned by any publishers and tend to self publish their
games, relying on word of mouth and self publicity to spread the word.
Without the large budgets of normal publishers the games tend to receive
less recognition and praise than other titles.
• The main advantage of being an Indie developer is that they have full
creative control over the game being made, this ensures the game ends up
as close to the initial concept idea as possible without it being altered to
suit the publishers needs.
• One of the most successful Indie company can be regarded as Mojang.
It started off as a two person company, Markus Persson and Jakob Porsér
being the founders, with a third being brought in as a CEO at a later date,
Carl Manneh. The game they produced was a huge success selling over 12
million copies and is still very popular to this day, that game was called
Minecraft.
Departments within a company:
Game Design
• Lead Designer
• Games Designer
• Script Writer
• Map Builder
• Level Editor
• Object Planner
• Storyboard Artist
• Illustrator
• Graphic Designer
Art and Animation
• Creative Manager
• Art Director
• Lead Artist
• Concept Artist
• Animator
• 3D Modeller
Departments within a company:
Programming
• Lead Programmer
• Software Engineer
• A.I. Programmer
• Action Scripter
• Information Architect
• Engine Programmer
Quality Assurance
• QA Manager
• Lead Tester
• Quality Assurance
Tester/Technician
Departments within a company:
A u d i o
• Musician
• Sound Effects Designer
• Composer
• Audio Engineer
Production Management &
Publishing
• Head of Development
• Executive producer
• Creative Director
• Account Director
• Licensing / IPR Manager
• Production Scheduler
Nature of Games.pptx

More Related Content

Similar to Nature of Games.pptx

Designing Serious Games - how to get started?
Designing Serious Games - how to get started?Designing Serious Games - how to get started?
Designing Serious Games - how to get started?
Fred Moritz
 
Final Major Project Task 2
Final Major Project Task 2Final Major Project Task 2
Final Major Project Task 2
munroAnimations
 
BSA Game Design Merit Badge
BSA Game Design Merit BadgeBSA Game Design Merit Badge
BSA Game Design Merit Badge
David Mullich
 

Similar to Nature of Games.pptx (20)

Iistec 2013 game_design for id_m_broyles_id13333
Iistec 2013 game_design for id_m_broyles_id13333Iistec 2013 game_design for id_m_broyles_id13333
Iistec 2013 game_design for id_m_broyles_id13333
 
Game design
Game designGame design
Game design
 
Introduction to game development
Introduction to game developmentIntroduction to game development
Introduction to game development
 
Introduction to Game Development
Introduction to Game DevelopmentIntroduction to Game Development
Introduction to Game Development
 
6 Aspects of Game Development
6 Aspects of Game Development6 Aspects of Game Development
6 Aspects of Game Development
 
Designing Serious Games - how to get started?
Designing Serious Games - how to get started?Designing Serious Games - how to get started?
Designing Serious Games - how to get started?
 
Natural Game Design: How to Birth Games Without Cloning
Natural Game Design: How to Birth Games Without CloningNatural Game Design: How to Birth Games Without Cloning
Natural Game Design: How to Birth Games Without Cloning
 
"Play to Change" Workshop - WebVisions Portland
"Play to Change" Workshop - WebVisions Portland"Play to Change" Workshop - WebVisions Portland
"Play to Change" Workshop - WebVisions Portland
 
mindful xp Video Postmortem
mindful xp Video Postmortemmindful xp Video Postmortem
mindful xp Video Postmortem
 
Ville vuorela ngs2012
Ville vuorela ngs2012Ville vuorela ngs2012
Ville vuorela ngs2012
 
Game designdocs
Game designdocsGame designdocs
Game designdocs
 
Final Major Project Task 2
Final Major Project Task 2Final Major Project Task 2
Final Major Project Task 2
 
BSA Game Design Merit Badge
BSA Game Design Merit BadgeBSA Game Design Merit Badge
BSA Game Design Merit Badge
 
Monkeytalk spring 2015 - Gamification
Monkeytalk spring 2015 - GamificationMonkeytalk spring 2015 - Gamification
Monkeytalk spring 2015 - Gamification
 
Board game work shop design fun-2014
Board game work shop design fun-2014Board game work shop design fun-2014
Board game work shop design fun-2014
 
Game Thinking UIE 2016 Keynote
Game Thinking UIE 2016 KeynoteGame Thinking UIE 2016 Keynote
Game Thinking UIE 2016 Keynote
 
How to develop a game
How to develop a game How to develop a game
How to develop a game
 
Play to Learn: Effective Learning Game Design
Play to Learn: Effective Learning Game DesignPlay to Learn: Effective Learning Game Design
Play to Learn: Effective Learning Game Design
 
Videogame Design and Programming - 04 Conceptualization
Videogame Design and Programming - 04 ConceptualizationVideogame Design and Programming - 04 Conceptualization
Videogame Design and Programming - 04 Conceptualization
 
Gameplay Concept Tool
Gameplay Concept ToolGameplay Concept Tool
Gameplay Concept Tool
 

Recently uploaded

Recently uploaded (20)

Play hard learn harder: The Serious Business of Play
Play hard learn harder:  The Serious Business of PlayPlay hard learn harder:  The Serious Business of Play
Play hard learn harder: The Serious Business of Play
 
HMCS Vancouver Pre-Deployment Brief - May 2024 (Web Version).pptx
HMCS Vancouver Pre-Deployment Brief - May 2024 (Web Version).pptxHMCS Vancouver Pre-Deployment Brief - May 2024 (Web Version).pptx
HMCS Vancouver Pre-Deployment Brief - May 2024 (Web Version).pptx
 
Economic Importance Of Fungi In Food Additives
Economic Importance Of Fungi In Food AdditivesEconomic Importance Of Fungi In Food Additives
Economic Importance Of Fungi In Food Additives
 
How to Manage Global Discount in Odoo 17 POS
How to Manage Global Discount in Odoo 17 POSHow to Manage Global Discount in Odoo 17 POS
How to Manage Global Discount in Odoo 17 POS
 
How to Add New Custom Addons Path in Odoo 17
How to Add New Custom Addons Path in Odoo 17How to Add New Custom Addons Path in Odoo 17
How to Add New Custom Addons Path in Odoo 17
 
dusjagr & nano talk on open tools for agriculture research and learning
dusjagr & nano talk on open tools for agriculture research and learningdusjagr & nano talk on open tools for agriculture research and learning
dusjagr & nano talk on open tools for agriculture research and learning
 
COMMUNICATING NEGATIVE NEWS - APPROACHES .pptx
COMMUNICATING NEGATIVE NEWS - APPROACHES .pptxCOMMUNICATING NEGATIVE NEWS - APPROACHES .pptx
COMMUNICATING NEGATIVE NEWS - APPROACHES .pptx
 
21st_Century_Skills_Framework_Final_Presentation_2.pptx
21st_Century_Skills_Framework_Final_Presentation_2.pptx21st_Century_Skills_Framework_Final_Presentation_2.pptx
21st_Century_Skills_Framework_Final_Presentation_2.pptx
 
Understanding Accommodations and Modifications
Understanding  Accommodations and ModificationsUnderstanding  Accommodations and Modifications
Understanding Accommodations and Modifications
 
How to Add a Tool Tip to a Field in Odoo 17
How to Add a Tool Tip to a Field in Odoo 17How to Add a Tool Tip to a Field in Odoo 17
How to Add a Tool Tip to a Field in Odoo 17
 
FSB Advising Checklist - Orientation 2024
FSB Advising Checklist - Orientation 2024FSB Advising Checklist - Orientation 2024
FSB Advising Checklist - Orientation 2024
 
REMIFENTANIL: An Ultra short acting opioid.pptx
REMIFENTANIL: An Ultra short acting opioid.pptxREMIFENTANIL: An Ultra short acting opioid.pptx
REMIFENTANIL: An Ultra short acting opioid.pptx
 
How to Manage Call for Tendor in Odoo 17
How to Manage Call for Tendor in Odoo 17How to Manage Call for Tendor in Odoo 17
How to Manage Call for Tendor in Odoo 17
 
Introduction to TechSoup’s Digital Marketing Services and Use Cases
Introduction to TechSoup’s Digital Marketing  Services and Use CasesIntroduction to TechSoup’s Digital Marketing  Services and Use Cases
Introduction to TechSoup’s Digital Marketing Services and Use Cases
 
Jamworks pilot and AI at Jisc (20/03/2024)
Jamworks pilot and AI at Jisc (20/03/2024)Jamworks pilot and AI at Jisc (20/03/2024)
Jamworks pilot and AI at Jisc (20/03/2024)
 
How to setup Pycharm environment for Odoo 17.pptx
How to setup Pycharm environment for Odoo 17.pptxHow to setup Pycharm environment for Odoo 17.pptx
How to setup Pycharm environment for Odoo 17.pptx
 
Towards a code of practice for AI in AT.pptx
Towards a code of practice for AI in AT.pptxTowards a code of practice for AI in AT.pptx
Towards a code of practice for AI in AT.pptx
 
What is 3 Way Matching Process in Odoo 17.pptx
What is 3 Way Matching Process in Odoo 17.pptxWhat is 3 Way Matching Process in Odoo 17.pptx
What is 3 Way Matching Process in Odoo 17.pptx
 
Our Environment Class 10 Science Notes pdf
Our Environment Class 10 Science Notes pdfOur Environment Class 10 Science Notes pdf
Our Environment Class 10 Science Notes pdf
 
VAMOS CUIDAR DO NOSSO PLANETA! .
VAMOS CUIDAR DO NOSSO PLANETA!                    .VAMOS CUIDAR DO NOSSO PLANETA!                    .
VAMOS CUIDAR DO NOSSO PLANETA! .
 

Nature of Games.pptx

  • 1. Nature of Games & The Organizational Structure of a Game Studio
  • 2. 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.
  • 3.
  • 4. • 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
  • 5. • 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. • 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. • But how do we create good games? – Games are a creative medium – Games are designed to entertain • Question: What makes a game fun? • Better: Why do people play games?
  • 8. Casual vs. Core • Core gamers play lots of games – Almost always to finish games they play – Want hard games; will tolerate frustration • Casual gamers play for enjoyment – Will stop when the game stops being fun – Challenges must be reasonable • Harder to distinguish than you think – Something designers are paying less attention to
  • 9. 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 • But long play length is always core • Casual often means short play units – But can have sophisticated gameplay! – Example: Plants vs. Zombies
  • 10. • Theory of players in online games: • Achiever: Overcome challenges, gather rewards • Explorer: Discover, understand game world • Socializer: Interact & role-play with others • Griefer: Distress other players in the game • Games often designed for multiple groups • Example: World of Warcraft – But just one model of player psychology
  • 11. Dueling Design Philosophies 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 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
  • 12. The Dangers of Pure Story Passive Play
  • 13. Ludic Narrative “While ludic narrative may seem like a nebulous concept, it is most clearly defined by a combination of environmental storytelling and mechanical player growth. Ask yourself: If you removed all dialogue text, cut-scenes, and exposition from the game, what would you have left? You would be left only with the progression of the environment and gameplay mechanics and that makes up the game’s ludic narrative. By definition, the ludic narrative is that which relates to the pure mechanical & play elements of the game (ludus), and tells a meaningful story without the imposition of more explicit, traditional narrative devices” SOURCE: Kevin Sheehan's Design Journal
  • 14. Game Design Must Be a Balance Motivate the Player • Needs a story framework – Setting to work within – Strong sense of identity – Challenges with context Empower the Player • Drama from player actions – Define what the player can do – Challenges reward or punish – Freedom in achieving goals
  • 15. 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 Narrative Ludic
  • 16. 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 fantastic! – Games are small but focus entirely on gameplay – Kongregate & Armor Games are some of the best – Puzzle game? Look at Kongregate first
  • 17. Summary • Games are not necessarily well-defined – They have players, goals, rules, and challenges – Not much agreement on anything else • Game design is about finding balance – Want narrative to motivate players – But need ludic elements to give agency • Will start with the Adams approach – Create a setting or narrative framework – Use that to guide the ludic elements
  • 19.
  • 20. How many departments are in AAA game dev studio? For AAA Studios: • Production: Game Design + Producers • Marketing • Technical / Engineering • Art • Game Design (work in tandum with all departments) • C-Level: Business • Quality Assurance
  • 21. Organization of AA (Indie) studio • C-Level: Business • Hybrid: Game Design / Production / QA • Technical / Engineering • Art
  • 22. Types of companies • First Party Developer • Second Party Developer • Third Party Developer • Independent Developer/Indie • Hackatons or Game Jams?!?
  • 23. First Party Developer • A first party developer usually exclusively works on one platform and sometimes is actually connected to the company that makes the console itself, e.g. Naughty Dog and Sony’s partnership. • Nintendo is a huge First party developer with most of their games being produced internally from within the company. • The advantages of being a first party developer is that the funds set aside for the project are huge, also the developers know the exact limitations of the console they are developing the game for so they can produce the best quality game possible with the money provided.
  • 24. Second Party Developer • A second party developer is an independently owned studio that takes contracts to work on games from the platform holders. This means that the game development is funded by the platform holder but the studio makes the game as a project on behalf of them. The games themselves usually are exclusive to the console company they are funded by.
  • 25. Third Party Developer • Third party developers are usually approached by a publisher to develop a title for one (or more) systems. Both the developer and publisher have input in the games design and content but the publishers wish’s are generally the superior of the two. • An example of a Third party developer would be Konami.
  • 26. Independent Developer/Indie • Indie developers are small companies (In extreme cases it being just a one man) that are not owned by any publishers and tend to self publish their games, relying on word of mouth and self publicity to spread the word. Without the large budgets of normal publishers the games tend to receive less recognition and praise than other titles. • The main advantage of being an Indie developer is that they have full creative control over the game being made, this ensures the game ends up as close to the initial concept idea as possible without it being altered to suit the publishers needs. • One of the most successful Indie company can be regarded as Mojang. It started off as a two person company, Markus Persson and Jakob Porsér being the founders, with a third being brought in as a CEO at a later date, Carl Manneh. The game they produced was a huge success selling over 12 million copies and is still very popular to this day, that game was called Minecraft.
  • 27. Departments within a company: Game Design • Lead Designer • Games Designer • Script Writer • Map Builder • Level Editor • Object Planner • Storyboard Artist • Illustrator • Graphic Designer Art and Animation • Creative Manager • Art Director • Lead Artist • Concept Artist • Animator • 3D Modeller
  • 28. Departments within a company: Programming • Lead Programmer • Software Engineer • A.I. Programmer • Action Scripter • Information Architect • Engine Programmer Quality Assurance • QA Manager • Lead Tester • Quality Assurance Tester/Technician
  • 29. Departments within a company: A u d i o • Musician • Sound Effects Designer • Composer • Audio Engineer Production Management & Publishing • Head of Development • Executive producer • Creative Director • Account Director • Licensing / IPR Manager • Production Scheduler