The importance of symmetrical and asymmetrical balance in the development of games. A video game can be represented in a Excel sheet using numbers only.
Topic includes:
What is game balancing?
Definitions of game balance
Gamification
Games design elements and principles
PvP and PvE
Corporative video games
Practice Exercise
Game balance principles
Importance of game balance
Goals of game balance
Introduction to the Theory of Game ElementsAki Järvinen
Intro to my theory of what elements games are made of. The theory and its concepts constitute the fundaments of my Ph.D. thesis and the analysis & design methods introduced in it.
Topic includes:
Fairness
Challenge versus success
Meaningful choices
Skill vs chance
Head vs hands
Competition vs cooperation
Short vs long
Rewards
Punishment
Freedom vs controlled experiences
Simple vs complex
Detail vs imagination
Level design and devlopment part 2 stories and narrativeDurgesh Pandey
Topic covered:
Why Put Stories in Games?
Types of stories
Creating characters
Writing game design document
The C’s
Sing language
Combat elements
Nut and bolts of mechanic
Pre production blue print
Level design and devlopment part 1 introduction to level designDurgesh Pandey
Topic covered:
What is game and video game
History of video game
Game genre
Who makes this stuff?
It is all about idea
Level design introduction
Level design principles
Layouts
Level design process
Pitfalls of level design
Narrative skill of game content developmentDurgesh Pandey
Topic covered:
Why Put Stories in Games?
degree of realism and emotional richness
intreactive stories
role of narrative in-game
eight-point arc
difference between a linear and non-linear story.
fold backstories and branching stories.
emergent narrative
focalization
granularity
Topic includes:
What is game balancing?
Definitions of game balance
Gamification
Games design elements and principles
PvP and PvE
Corporative video games
Practice Exercise
Game balance principles
Importance of game balance
Goals of game balance
Introduction to the Theory of Game ElementsAki Järvinen
Intro to my theory of what elements games are made of. The theory and its concepts constitute the fundaments of my Ph.D. thesis and the analysis & design methods introduced in it.
Topic includes:
Fairness
Challenge versus success
Meaningful choices
Skill vs chance
Head vs hands
Competition vs cooperation
Short vs long
Rewards
Punishment
Freedom vs controlled experiences
Simple vs complex
Detail vs imagination
Level design and devlopment part 2 stories and narrativeDurgesh Pandey
Topic covered:
Why Put Stories in Games?
Types of stories
Creating characters
Writing game design document
The C’s
Sing language
Combat elements
Nut and bolts of mechanic
Pre production blue print
Level design and devlopment part 1 introduction to level designDurgesh Pandey
Topic covered:
What is game and video game
History of video game
Game genre
Who makes this stuff?
It is all about idea
Level design introduction
Level design principles
Layouts
Level design process
Pitfalls of level design
Narrative skill of game content developmentDurgesh Pandey
Topic covered:
Why Put Stories in Games?
degree of realism and emotional richness
intreactive stories
role of narrative in-game
eight-point arc
difference between a linear and non-linear story.
fold backstories and branching stories.
emergent narrative
focalization
granularity
In this presentation we introduce the game balance "interesting strategies". It is especially important as games with a single dominant strategy are boring. No strategy must be much better than others and without drawbacks.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Iistec 2013 game_design for id_m_broyles_id13333Marie Broyles
Game simulation design and development require instructional designers and game/simulation developers to collaborate. Instructional designers are not typically trained in game or simulation design and development. Designing and developing a simulation or game is not the same as designing and developing for an elearning course. Although there are similar concepts, there is one glaring difference – simulations are three-dimensional environments. It is this element that instructional designers do not have any experience. Creating a Flash animation in an elearning course is not the same as creating a three-dimensional world, where characters must interact, objects manipulated and how the player moves through and interacts with this environment. The result of not understanding 3D simulation design/development is cost overruns, staffing issues, and production delays that result in missing critical milestones.
Successful free to play games are a brew of persuasion techniques designed to achieve fast engagement. Here’s a short list and lots of examples of the most notorious persuasive methods and psychological tactics that are used in games you play and love.
10 Reasons Why Every UX/Product/Designer Must Play GamesDori Adar
Are you a UX/Product/Tech Designer?
Do you play games?
If not, here are 10 good reasons why you oughta.
If you do, share this with your non-playing friends!
Read more : www.doriadar.com
Topics include:
What is world building in game?
Why world building important for gaming?
Why everyone is a worldbuilder?
Principles of worldbuilding?
Ways to improve the world building
How to write world building and some tips
Exercise on world building
In this presentation we introduce the game balance "interesting strategies". It is especially important as games with a single dominant strategy are boring. No strategy must be much better than others and without drawbacks.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Iistec 2013 game_design for id_m_broyles_id13333Marie Broyles
Game simulation design and development require instructional designers and game/simulation developers to collaborate. Instructional designers are not typically trained in game or simulation design and development. Designing and developing a simulation or game is not the same as designing and developing for an elearning course. Although there are similar concepts, there is one glaring difference – simulations are three-dimensional environments. It is this element that instructional designers do not have any experience. Creating a Flash animation in an elearning course is not the same as creating a three-dimensional world, where characters must interact, objects manipulated and how the player moves through and interacts with this environment. The result of not understanding 3D simulation design/development is cost overruns, staffing issues, and production delays that result in missing critical milestones.
Successful free to play games are a brew of persuasion techniques designed to achieve fast engagement. Here’s a short list and lots of examples of the most notorious persuasive methods and psychological tactics that are used in games you play and love.
10 Reasons Why Every UX/Product/Designer Must Play GamesDori Adar
Are you a UX/Product/Tech Designer?
Do you play games?
If not, here are 10 good reasons why you oughta.
If you do, share this with your non-playing friends!
Read more : www.doriadar.com
Topics include:
What is world building in game?
Why world building important for gaming?
Why everyone is a worldbuilder?
Principles of worldbuilding?
Ways to improve the world building
How to write world building and some tips
Exercise on world building
Game Balance 3: Player Equality and FairnessMarc Miquel
In this presentation we introduce the game balance type "player equality and fairness". It is essential so the players do not feel the game is unworthy of playing. All the players must feel they are given the chances to win.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Balancing Fruit - IAPA presentation 26/11/15Andrew Saul
When we first saw the analytics around the behaviour of players playing the mini games in the 5th anniversary update for Fruit Ninja we were very surprised: They weren't playing them as we had designed them to be played.
When we looked further into the numbers we saw that players had found new, un-fun ways to interact with the mini games that we hadn't anticipated. We acted fast and pushed an update to save our players' fun.
This is an expanded version of the presentation deck I presented at a recent IAPA meeting.
Excerpt from the IAPA website:
"IAPA (Institute of Analytics Professionals of Australia) QLD Chapter Event 26 November 2015 - An Australian Analytics Story
Please join us for our last IAPA Chapter Event for 2015!
We've lined up a selection of local lads to all share a slide of Australian history - four presenters who will each give us a personal story of adversity to triumph - Fruit Ninja Triumphs at that!!"
http://www.iapa.org.au/Event/QLDChapterEvent26NovemberAnAustralianAnalyticsStor
This booklet outlines important aspects of game design including; controls, mechanics, gameplay (achievements, competition and challenge), learning, immersion, storyline (characters, plot, location), graphics and sound.
This presentation is on RSS feeds, Users, Custom Fields.
Drupal Gardens is a free and user friendly way to create a site using a CMS (Content Management System)
Bringing your Print Shop into the Information AgeKevin Duggan
This is a syllabus I created for a class targeting small printing franchises who were not harnessing the tools offered by the web. This was created in 2006, so a bit dated, but still a bit relevant
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
Embracing GenAI - A Strategic ImperativePeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
Welcome to TechSoup New Member Orientation and Q&A (May 2024).pdfTechSoup
In this webinar you will learn how your organization can access TechSoup's wide variety of product discount and donation programs. From hardware to software, we'll give you a tour of the tools available to help your nonprofit with productivity, collaboration, financial management, donor tracking, security, and more.
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
2. Objectives
Demonstrate an
understanding of game
balance.
Explain the features
of player/player
balance.
Explain the features
of player/gameplay
balance.
Explain the features
of
gameplay/gameplay
balance.
3. Player/
Player Balance
This is most important in
fighting games or multiplayer
FPS.
A balanced game should avoid
random elements that favor one
player.
The simplest way to ensure
perfect balance is by exact
symmetry
InVirtual Fighter:
If Sarah whips lion every
time? It becomes a game
imbalance.
4. Player/Game
play balance
This is the key to fun.
Reward the player.
Let the machine do the work.
Make a game that you can play
with not against.
Hardcore players may claim they
want a very difficult opponent, in
reality they just want to have fun
like all other players.
They want to play, not fight
for their lives.
6. SCISSORS
ROCK PAPER
INTRANSITIVE GAME MECHANICS
ROCK
PAPER
SCISSORS
0 -1 +2
0 -1+1
+1 0-2
PAYOFF MATRIX any game can be represented this way
any game can be
represented in a
excel file: numbers
7. INTRANSITIVE GAME MECHANICS
ROCK
PAPER
SCISSORS
0 -1 +2
0 -1+1
+1 0-2
Sum must = O, one player gains another loses
Net Payoff = (0x r) + (-1 x p) + (2 X s)
1)R- 1p +2s
2) P = r – s
3) S = 2r + 2p
TABLE can have unlimited columns
8. Gameplay/Gameplay
Variety of interesting choices for the player
Optimum choices depend on the choices other
players make
How frequently are the choices worth making
Intransitive game mechanics are good
Attribute balance and Stone-Paper-scissors
What is intransitive about Stone-Paper-scissors
9. A Game Balance
Checklist
A player should never be put in an unwinnable
situation through no fault of their own.
The game should be fun to learn as well as to
play, and it should be more fun the more you
master it.
All options in the game must be worth using
sometimes, and the net cost of using each option
must be worth using sometimes, and the net cost
of using each option must commensurate with
the payoff you get for using it.
10. A Game Balance
Checklist
A player should never be put in an unwinnable
situation through no fault of their own.
The game should be fun to learn as well as to
play, and it should be more fun the more you
master it.
All options in the game must be worth using
sometimes, and the net cost of using each option
must be worth using sometimes, and the net cost
of using each option must commensurate with
the payoff you get for using it.