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Gameplay
Design of Computer Games
Martin Sillaots
Aug 6 2019
#6
Design Process *
Elements of Game Production *
• Gameplay
• Core mechanics
• Game World
• Characters
• Story
• Levels
• UI
Gameplay should be designed
before the story and graphics
Gameplay = core fun factor -> Should
be engaging
Gameplay
Challenges and Actions
Challenges = objectives (genre related) – Endless
Actions = activities (input devices related) –
Limited
Gameplay Design
• Define challenges
• Create hierarchical list of challenges
• Define actions
Challenges
Objectives
Genre = Challenge*
Phys Eco Concept Tact Log Expl Logic
Action + + ~ ~ – – –
Strategy – ~ ~ + ~ ~ _
Role – + ~ + + + ~
Simulation + – – + ~ – –
Management – + + + ~ – –
Adventure – ~ ~ – – + +
Puzzle ~ – + – – – +
Common Challenges
Common Challenges
• Physical coordination
• Formal logic
• Math
• Time pressure
• Factual knowledge
• Memory
• Pattern recognition
• Exploration
• Conflict
• Economic
• Conceptual reasoning
• Lateral thinking
Physical Coordination Challenges
• Speed
• Accuracy
• Physics
• Timing and rhythm
• Combination of moves
• Hand-eye coordination
Games can teach you*
Formal Logic Challenges
• Formal logic puzzles
• strategic thinking
• Deductive reasoning
• No additional information is needed
• E.g. Adventure games
Math Challenges
• Probability
• Financial calculations
Time Pressure Challenges
• In some genres OK
• In some genres creates stress and brutal force
• e.g. Action games
Factual Knowledge Challenges
• e.g. Quiz or Trivia – facts from outside
• In other genres facts from the game
Memory Challenges
• Remembering and recalling things from game
• e.g. Adventure
Pattern Recognition Challenges
• Similar behavior
• Suitable strategy against enemy
• e.g. action games
Exploration Challenges
• Not familiar space
• Locked doors
• Traps
• Mazes
• Illogical spaces
• Teleporters
• Finding hidden objects
Conflict Challenges
• Strategy
• Tactics
• Logistics
• Survival
• Reduction of enemy forces
• Defending
• Stealth
Economical Challenges
• Accumulating resources
• Achieving balance
• Caring for living things
Conceptual Reasoning Challenges
• Conceptual thinking
• Lateral thinking
• Based on external knowledge
• e.g. Puzzles
Conceptual Reasoning Challenges
• Conceptual thinking
• Lateral thinking
• Based on external knowledge
• e.g. Puzzles
Hierarchy of Challenges
Higher level - Challenges
Lower level - Sub challenges
e.g. Hierarchy of Time Mesh
• Get to know the situation
– Get radio to Rene
• solve mini-game – running
– Get food to ex Banker
– Paint the clock
– Get the golden clock to Colonel
– Free the prisoner
– Get the glue from the prisoner
– Give glue to member of resistance
• solve mini-game – puzzle
– Get instruction from Rex
• Get the Code Book
• Get the Enigma machine
• Deliver Book and Enigma to Turing
Challenge Descriptions
• Explicit challenges
– victory conditions
– how to use controls
• Implicit challenges
– discovered by the player
Difficulty of Challenge
• Balance between skills and stress
• Required level of skills
– Physical
– Mental
• Stress
– Time pressure
• Simultaneous Challenges
Actions
Verbs
Actions
• Lower level atoms
• Input device related
• Not directly related with challenges
• Number of different actions is limited
Design Actions
• Players role
• Primary gameplay mode
• Atomic Challenges
• Middle and upper level challenges
• Other actions
Example of Actions of Driving Car
• Accelerate
• Turn
• Brake
• Change gear
• Use hand break
• Lights
• Radio
• Honk
• Tuning
e.g. Adventure Game Actions
Other Actions
• Unstructured play
• Creation
• Self expression
• Socialization
• Participate in the story
• Controlling game software
Mission # 5
Gameplay
Gameplay Mission Details
• Design a gameplay for your game:
– 10 to 20 challenges
– Outlined list of challenges (hierarchy)
– Essential actions
– Other Actions
• ALL teams will have chance to present their
gameplay
Gameplay

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Gameplay

Editor's Notes

  1. idea and genre is fixed –> Production
  2. Sound and animation can be part of the game world, characters, …
  3. Gameplay comes first - story and graphics later Challenges to overcome (objectives) Actions to let overcome (tasks) - more than 1 action per 1 challenge Fun – objective to provide fun! ? Or is entertainment enough (serious games) ? avoid errors Missing feature is better than broken design decisions from players point of view Leave out not fun parts - or automate them (cut scenes) Stick on your vision - don't add options that are not related with this
  4. Challenges = objectives (Genre) - Endless Actions = activities (input devices) - Limited
  5. Physical - Economical Conceptual – conceptions – collect all glues and solve puzzle. Tactical Logistic Exploration Logic
  6. Lower level challenges (Upper level … up on your fantasy)
  7. Physical coordination – e.g. hand-eye coordination Formal logic (puzzle) – e.g. puzzles where no additional information needed Math – e.g. economical calculation in business simulator Time pressure – e.g. racing games Factual knowledge – e.g. Quiz Memory – e.g. Memory games Pattern Recognition – e.g. action games Exploration – finding hidden objects Conflict – planning different strategies and executing them Economic – accumulating resources Conceptual Reasoning (puzzle) – e.g. puzzles where external knowledge is needed Lateral Thinking (puzzle) – e.g. puzzles that need alternative thinking [external knowledge]
  8. speed - and reaction time - platform, shooter, fast puzzle (e.g. Tetris, Quake) accuracy - steering, shooting - action, sports, role, brain training (e.g. Slice it) physics - intuitive understanding - vehicle simulations timing - and rhythm - side scrolling action games, dance game, (e.g. Guitar Hero) combination - fighting games - obvious solution is wrong, alternative is correct (e.g. adventure games)
  9. Rubik's Cube ChuChu Rocket Deductive – top-down logic (from many to one)? No trial and error ???
  10. Card games Business simulations
  11. Race GRID Xbox
  12. Adventure Quiz – trivial questions about ordinary life or pop culture
  13. e.g. Role ???
  14. e.g. secret doors – Action, adventure
  15. not familiar space - obstacles in terrain (map) locked doors - any obstacle that can be disabled traps - should be possible to avoid or disarm - provide glues mazes - provide clues to solve illogical spaces - space and time moves vice versa teleporters - e.g. Portal 2 finding hidden objects - e.g. alternative to find the difference puzzle. Easter eggs.
  16. strategy - planning, systematic reasoning vs chance, guessing, probability (RTS) tactics - executing plan, respond unexpected events, logistics - supporting execution (Strategy - weapon production, not food. Role games - what to carry?) Survival reduction of enemy forces - how unit can be removed from the game - health indicator defending - protect items (e.g. king), scarification stealth - move undetected, avoid combat (e.g. Thief: The Dark Project). Complicated to develop force (different from conflict challenge - game theory), action games
  17. money and items move from one hand to other (e.g. collect amo, health, ...) accumulating resources - points, money, … (e.g. Monopoly) achieving balance - (e.g. The Settlers) caring for living things - (e.g. Sims, Spore)
  18. Kontseptuaalne (mõisteline, skemaatiline) mõtlemine e.g. Strike a Match, Law and Order Lateral thinking = Alternative thinking (thinking out of box)
  19. Kontseptuaalne (mõisteline, skemaatiline) mõtlemine e.g. Strike a Match, Law and Order Lateral thinking = Alternative thinking (thinking out of box)
  20. missions (levels) atomic missions
  21. described in the beginning of the game (top and bottom challenges) player should discover them on her own (middle, Intermediate challenges) based on observation, exploration - events, story, economy … Fun
  22. Depends on … Require less kills, give more time Time pressure Quick reflexes quick mind e.g. tetris vs pool adrenaline feels good time for rest is needed Simultaneous Challenges more than one enemy shooting at you at the same time lot of things to be concerned at the same time they can be treated as one – turn E.g. Turn based economy game
  23. run, jump, buy, build, fire, …
  24. cheaper, easier to control, coherent
  25. Players role -> overall action decriptions Primary gameplay mode -> more exact action descriptions Atomic Challenges -> how to overcome them - actions, combinations of actions Middle and upper level challenges -> do they need additional actions (or is actions for atomic challenges enough) Other actions - not related to gameplay
  26. Essential? Depending on challenge? Not necessary?
  27. Pick up Use Give Open Close Push Pull Look at Talk to
  28. Not needed for gameplay - for overcoming challenges For interacting with the game world Unstructured play - e.g. walk a round just for fun, sightseeing Creation - designing weapons Self expression - designing avatar Socialization - multiplayer games Participate in the story - dialogue, interacting, select path, .. Controlling game software - camera, saving, level selection, selecting difficulty level, turn off sound, ...