13. Formal Logic Challenges
• Formal logic puzzles
• strategic thinking
• Deductive reasoning
• No additional information is needed
• E.g. Adventure games
25. 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
26. Challenge Descriptions
• Explicit challenges
– victory conditions
– how to use controls
• Implicit challenges
– discovered by the player
27. Difficulty of Challenge
• Balance between skills and stress
• Required level of skills
– Physical
– Mental
• Stress
– Time pressure
• Simultaneous Challenges
35. 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
Editor's Notes
idea and genre is fixed –> Production
Sound and animation can be part of the game world, characters, …
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
Physical -
Economical
Conceptual – conceptions – collect all glues and solve puzzle.
Tactical
Logistic
Exploration
Logic
Lower level challenges
(Upper level … up on your fantasy)
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]
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)
Rubik's Cube
ChuChu Rocket
Deductive – top-down logic (from many to one)?
No trial and error ???
Card games
Business simulations
Race
GRID Xbox
Adventure
Quiz – trivial questions about ordinary life or pop culture
e.g. Role ???
e.g. secret doors – Action, adventure
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.
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
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)
Kontseptuaalne (mõisteline, skemaatiline) mõtlemine
e.g. Strike a Match, Law and Order
Lateral thinking = Alternative thinking (thinking out of box)
Kontseptuaalne (mõisteline, skemaatiline) mõtlemine
e.g. Strike a Match, Law and Order
Lateral thinking = Alternative thinking (thinking out of box)
missions (levels)
atomic missions
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
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
run, jump, buy, build, fire, …
cheaper, easier to control, coherent
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
Essential?
Depending on challenge?
Not necessary?
Pick up
Use
Give
Open
Close
Push
Pull
Look at
Talk to
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, ...