Session 2


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2nd week of game design and programming class at Bina Nusantara Computer Science school

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Session 2

  1. 1. Game Design Atoms<br />Session 2<br />
  2. 2. Game Atoms<br />Game atoms = smallest parts of a game<br />Each part can be designed individually<br />Understanding what the parts are and how they interact is necessary to design or analyze a complete game<br />
  3. 3. Game Definitions<br />there are dozens of definitions<br />of the word “game” and still more ideas on how a game is put together.<br />
  4. 4. Game Atoms<br />The game State and Game Views <br />Players, Avatars and Game Bits<br />Mechanics<br />Dynamics<br />Goals<br />Theme<br />
  5. 5. The Game State and Game Views<br />Game State: a collection of all relevant virtual information that may change during play.<br />Everything that’s going on in a game or may change if someone takes a turn or leaves the Pause menu. <br />
  6. 6. Example of Game State<br />
  7. 7. Example of Game State<br />
  8. 8. Game View: The portions of the game state that a player can see<br />Ex : in RTS the fog of war gives each player his own incomplete game; in MMO the player can’t possibly know what’s going on half a virtual world away.<br />Game Space: the entire area of the game.<br />Ex: player’s city, the Internet,<br />The Game State and Game Views<br />
  9. 9. Players, Avatars and Game Bits<br />Players, Avatars and Game Bits: player’s representations in a game<br />Players can represents his/her self <br /> Ex: Poker, Risk, and the video game Civilization Revolution.<br />
  10. 10. Mechanics (1 of 2)<br />Game mechanics are a construct of rules intended to produce an enjoyable game or game play. All games use mechanics; however, theories and styles differ as to their ultimate importance to the game <br />
  11. 11. The rules and concepts that formally specify the game-as-system.<br />
  12. 12. Mechanics (2 of 2)<br />Here are some common classes of mechanics that are usually found in games:<br />Setup. <br />Victory conditions. <br />Progression of play. Player actions. <br />Definition of game view(s). <br />
  13. 13. Dynamics<br />the pattern of play that comes from the mechanics once they’re set in motion by players<br />Ex: territorial acquisition, race to end<br />
  14. 14. Dynamics (Metagame)<br />the dynamics are part of the play experience, but not all are explicitly defined or enforced by the mechanics<br />Metagame : Anything surrounding the game that increases player interest<br />
  15. 15. Metagame of MTG<br />Tournaments/seasons<br />Trading<br />Offline activities<br />Stable strategies<br />
  16. 16.
  17. 17. Goals<br />The ultimate game goal is, of course, the victory condition.<br />Victory conditions: how a player wins the game. <br />Goals provide rewards that motivate players<br />
  18. 18. Define Goals In Counter Strike<br />Hint: map de_ * or cs_*<br />
  19. 19. Theme<br />Jamaica<br />KatamariDamacy<br />
  20. 20. Exercise<br />Draw a card<br />Play a card (either place it or discard it)<br />The game bits would be:<br />Cards (each one has a piece of a car on it, and it takes 10 pieces to build a complete car)<br />
  21. 21. Adding Mechanics<br />A production pipeline<br />Production pricing that would force players to allocate workers, parts, and the like, to determine optimum output<br />Sabotage, so that one player could affect another’s production pipeline<br />Random cards that introduce luck into the equation by causing production breakdowns, price drops, favorable publicity, and so on<br />
  22. 22. Assignment 2: The Path<br />For this game, you are going to explore the race to the end gameplay dynamic discussed earlier.<br />Two to four players, be about progressing on a path<br />Make them go from point A to point B. The first player to point B wins.<br />Up to you to figure out the theme, the game bits, and the mechanics.<br />
  23. 23. Deliverables<br />One-page write-up of detailing a potential game design<br />File name convention: “assignment 2- (yourname).pdf”<br />
  24. 24. Suggested Process<br />Determine a theme and a goal.<br />Identify mechanics.<br />Identify the conflict between players.<br />Playtest.<br />Create deliverable.<br />