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Working with Formal Elements
Videogame Design and Programming	


Prof. Pier Luca Lanzi
formal elements form the structure of a game
	

	

this lecture reviews how formal elements are used in
other games to help/inspire the design of new ones
	


Prof. Pier Luca Lanzi
Players
	


Prof. Pier Luca Lanzi
	


Rainbow Six Vegas 2 by Ubisoft
Players	


4	


•  Games are experiences designed for players who
voluntarily accept the rules and constraints of the
game in order to play	


•  Players perform actions that would never consider

otherwise (kill) that would like to think to be capable
and have never had the chance to face 	


Prof. Pier Luca Lanzi
Invitation to Play - Onboarding	


•  Other arts create their own temporary
• 
• 
• 
• 

worlds with a ritualized and
recognizable moments of entry (a play
in a theater, a concert, etc.)	

In board and card games, the invitation
is part of a social makeup of the game	

In videogames, the process is usually
much more technical	

Some games make an extra effort to
extend a more visceral invitation (Guitar
Hero)	

Invitations must be engaging to get
players interested in playing your game	

Prof. Pier Luca Lanzi
	


5
Number of Players and Roles	


• 
• 
• 
• 
• 

A game designed for one player is essentially
different from a game designed for two, four or
10000 players	

A game designed for a specific number of
players has different considerations than a game
designed for a variable number of players	

Examples: Monopoly supports 2-8 players
massively multiplayer games supports 10s to
1000s	

Most games have uniform roles for players, but
some have more than one role (mastermind or
WoW)	

In games allowing different roles for players (or
the definition of new roles), the nature and
balance of these roles require careful
consideration	

Prof. Pier Luca Lanzi
	


6
Player Interaction Patterns	


7	


•  Many digital games are “single player versus game” or, more
• 
• 

recently, fall into the category “multilateral competition”	

There is however a lot of potential in other patterns that is rarely
exploited	

Interaction patterns	

Single player vs game	

Multiple individual players vs game	

Player vs player	

Unilateral competition	

Multilateral competition	

Cooperative play	

Team competition	


§ 
§ 
§ 
§ 
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§ 

Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
Single Player vs Game 	


9	


•  Most common pattern for digital games	

•  Might use puzzle or other structures to 
• 

create conflict	

Multiplayer used to define more players 
are involved, but (general) games are 
usually multiplayer 	


Prof. Pier Luca Lanzi
Multiple Individual Players vs Game
	


10	


•  More players compete against a game	

•  Actions are not directed toward each other, and no interactions
• 
• 
• 

between participants is required or necessary	

Examples include bingo, roulette, etc.	

Rarely used in digital games (only known example is Slingo)	

Works well for non cooperative players who enjoy 	


Prof. Pier Luca Lanzi
http://www.youtube.com/watch?v=FdG_m9gjccA

Prof. Pier Luca Lanzi
Player vs Player
	


12	


•  Two players directly compete
• 
• 
• 

(chess, checkers, tennis, etc.)	

A classic structure for strategy
games and works well for
competitive players	

Two players fighting game such
as Mortal Kombat employ this
structure	

Intense competition marks this
pattern for focused head to head
play	


Prof. Pier Luca Lanzi
Unilateral Competition	


13	


•  Two or more players compete against one player	

•  Highly undervalued but interesting structure that combines
cooperative and competitive game play	


•  Scotland Yard board game	

§ A group of players (the detectives) 

try to catch the singled out player 
(the criminal)	

The criminal has full information 
about the game state	

The detectives work together to deduce the state from clues
left by the criminal	


§ 
§ 

Prof. Pier Luca Lanzi
Splinter Cell Double Agent
http://www.youtube.com/watch?v=LTxHu3IChpE

Prof. Pier Luca Lanzi
Multilateral Competition	


15	


•  Three or more players directly compete	

•  When most of the players think of “multiplayer” they are
• 
• 
• 

referring to this interaction pattern	

Currently, the trend is to identify “multiplayer” with “massive
number of players”, there is however plenty of room for
innovative thinking in terms of smaller directly competitive groups	

Board games with this pattern have tuned for generation for
groups ranging between three to six players	

Multiplayer digital game that encourages the same high level of
social interaction that occurs with 3-6 person board game?	


Prof. Pier Luca Lanzi
Cooperative Play	


16	


•  Two or more players cooperate against the system (Lord of the
• 
• 

Rings board game, cooperative quests in WoW)	

Several children board games use this pattern	

Second Life’s noncompetitive, creative environment can be
viewed as a form of cooperative play 	


Prof. Pier Luca Lanzi
Team Competition	


17	


•  This is a game structure in which two or more groups compete
• 

(soccer, baseball, Battlefield 1942, Tribes, etc.)	

Clans or guilds immediately sprang out in massively multiplayer
games as if responding to the need for this particular pattern 	


Prof. Pier Luca Lanzi
Objectives	


Prof. Pier Luca Lanzi
Objectives	


19	


•  Define what the players are trying to accomplish within the rules
of the game and give the player something to strive for 	


•  They should seem challenging, but achievable, to the players	

•  Different players might have different objectives (Risk)	

•  There might be partial objectives, miniobjectives, etc.	

•  Set the tone of the game (kill enemies vs becoming rich)	

•  The game objective should be careful considered because it

affects not only the formal system but also the dramatic aspects 	

Prof. Pier Luca Lanzi
Stop a Moment and Think About …	


20	


•  What are some objectives of games you have played?	

•  What impact do these objectives have on the game tone?	

•  Do certain genres of play lend themselves to certain objectives?	

•  What about multiple objectives?	

•  Do objectives have to be explicit?	

•  What about player-determined objectives?	

Prof. Pier Luca Lanzi
Capture
	

Take or destroy something of the opponent (terrain, units, etc.)
	


Prof. Pier Luca Lanzi
WarCraft III Gameplay
http://www.youtube.com/watch?v=TFVP8pVGYsQ

Prof. Pier Luca Lanzi
Chase
	

Catch an opponent or elude one. Can be determined by speed,
dexterity, stealth, strategy
	

	


Prof. Pier Luca Lanzi
Maximum Chase
http://www.youtube.com/watch?v=jhHd1qJ6zGc

Prof. Pier Luca Lanzi
Race
	

Reach a goal, physical or conceptual, before the other players.
	


Prof. Pier Luca Lanzi
F1 2010
http://www.youtube.com/watch?v=fDNMuGEZl6I

Prof. Pier Luca Lanzi
Alignment
	

Arrange your game pieces in a certain spatial configuration or
	

create conceptual alignment between categories of pieces
	


Prof. Pier Luca Lanzi
Bejeweled 2 Deluxe
http://www.youtube.com/watch?v=0VhWPli8tRM

Prof. Pier Luca Lanzi
Rescue or Escape
	

Get a defined unit or units to safety
	

(Super Mario Bros. , Prince of Persia, Emergency Rescue)
	


Prof. Pier Luca Lanzi
Prince of Persia
http://www.youtube.com/watch?v=_zyQ_OVyhNE

Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
Forbidden Act
	

Get the competition to break the rules for instance, by laughing,
	

talking, making the wrong move, etc. (Twister, Operation)
	

Rarely found in digital games probably	

because is difficult to monitor fair play
	


Prof. Pier Luca Lanzi
http://vimeo.com/31946199	

Prof. Pier Luca Lanzi
Construction
	

Build, maintain and manage objects (SimCity, The Sims, etc.)
	

	


Prof. Pier Luca Lanzi
Sim City
http://www.youtube.com/watch?v=X_5HFvu8O4U

Prof. Pier Luca Lanzi
Exploration
	

The goal is simply to explore areas but it is usually combined with
other competitive objectives (treasures, puzzle solving, combat).
Online worlds like Ultima and EverQuest have also used
exploration as one of several objectives
	

	


Prof. Pier Luca Lanzi
http://www.youtube.com/watch?v=i7h7AleSCF4
	

Prof. Pier Luca Lanzi
Colossal Cave
http://www.youtube.com/watch?v=Ys8wTNzZsjQ

Prof. Pier Luca Lanzi
Solution
	

Solve a problem or puzzle (graphic adventures, connect four)
	

	


Prof. Pier Luca Lanzi
Monkey Island
http://www.youtube.com/watch?v=xKRP3y3jx7A
http://www.youtube.com/watch?v=Rd9JXjxB8xY

Prof. Pier Luca Lanzi
Outwit
Gain and use in-game or extra-game knowledge in a way that
defeats the other players (Diplomacy vs Trivial Pursuit).
Games requiring the gaining of in-game knowledge provokes
interesting social dynamics not yet explored in digital games.

Prof. Pier Luca Lanzi
Procedures  Rules

Prof. Pier Luca Lanzi
	


Guitar Hero Warriors of Rock trademark of Activision
Procedures	


43	


•  Methods of play and the actions that the players can take to
• 
• 

• 
• 

achieve the game objectives	

Who does what, where, when, and how?	

Most games tend to have	

Starting procedures (how to put the game into play)	

Progression of action (ongoing procedures after the start)	

Special actions (available conditional to other elements or
game state)	

Resolving actions (bring game to a close)	

In board games, procedures are usually described in the rule
sheet and put into action by the players	

In digital games, procedures are generally integrated into the
control section	


§ 
§ 
§ 
§ 

Prof. Pier Luca Lanzi
Defining Procedures	


• 

44	


Super Mario Bros	

Select Button: use this button to select the type of game	

Start Button: press this button to start the game. 
If pressed during play, it will pause the game	

Left Arrow: walk to the left. Push button B at the same time to run	

Right Arrow: walk to the right. Push button B at the same time to run	

Down: crouch	


§ 
§ 
§ 
§ 
§ 

• 
• 
• 
• 

When defining the procedures, it is important to keep in mind the limitations
of the environment in which the game will be played	

What type of input/output devices will the setting have	

Will players have a keyboard and a mouse?	

Will they sit close to the screen or far away?	


	

Prof. Pier Luca Lanzi
Rules	


45	


•  Define objects and allowable actions by the players	

•  Typical questions	

§ How do players learn the rules? How are rules enforced?	

§ What rules work best in certain situations?	

§ Are there patterns to rule sets?	

•  In videogames, they can be explained in the manual or be implicit
• 
• 

in the game itself	

Their design must be carried out in relation to the players	

Too many rules might be difficult to manage and understand	

Unstated or unclear rules might confuse or alienate players	

Example: in Warcraft, to create a knight a player must have
upgraded to a keep and built a stable	


§ 
§ 

Prof. Pier Luca Lanzi
Types of Rules	


• 

46	


Rules Defining Objects and Concepts	

Objects in games have a unique status and meaning that is different from
the objects in the real world	

In videogames, objects are made of a fairly complex set of variables that
defined their overall state	

Knights and ogres in Warcraft share the same default values of variables:
cost (800 gold, 100 lumber), hit points (90), damage (2-12), armor (4),
sight (5), speed (15), range (1) 	

Will the player have to deal with this complexity directly?	

Rules Restricting Actions	

“a player cannot move its king into check”	

“to create a knight, need to upgrade to keep and build a stable”	

Rules Determining Effects	

By triggering effects, it is possible to introduce variation in gameplay	

It is also possible to get the gameplay back on track	


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• 
• 

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Prof. Pier Luca Lanzi
exercise
	

write down the rules of black jack, then try	

to play black jack using only the rules you wrote
	


Prof. Pier Luca Lanzi
Resources
	


Prof. Pier Luca Lanzi
Resources	


49	


•  In videogames, resources play much the same role as in the real
• 
• 
• 
• 

world, they are assets (e.g., natural or economic resources) that
can be used to accomplish a goal	

They must have both utility and scarcity in the game system	

How does a designer decide what resources to offer?	

How does a player control access to those resources to maintain
challenge in the game? 	

Many designers fall into the trap of copying exiting games when it
come to resource management	


•  To break away from the tried and true, try to think about

resources in a more abstract sense. Look at the basic functions of
resource types and try to apply them in new creative ways	

Prof. Pier Luca Lanzi
Resource Types	


50	


•  Lives (the typical resource in arcade games)	

•  Units (used when the player is represented by more objects)	

§ They can be all of one kind	

§ Their value can be constant or evolve	

§ Determining the cost/unit and the balance of resources can be
• 

tricky. Playtesting is one way to do this.	

Health (separate resources or associated to life)	

How might players raise health levels during the game?	

Action games use medkits, somewhat unrealistic, but fast	

Role-playing games use more realistic model, but slow and
somewhat frustrating to players	


§ 
§ 
§ 

Prof. Pier Luca Lanzi
Resource Types	


51	


•  Currency	

§ One of the most powerful resource types	

§ Plays the same role it does in real life	

•  Actions (moves or turns can be considered resources)	

•  Power-ups (classic type of resource)	

•  Inventory (limit the number of objects/resource carried)	

•  Special Terrain (often used in strategy games)	

§ In Warcraft, wood is extracted from special areas	

•  Time 	

§ Restrict player actions by time or phases 	

§ In Pac-Man, power-pills give special power for limited time	

Prof. Pier Luca Lanzi
Jagged Alliance
http://www.youtube.com/watch?v=I2cDuXieY0E

Prof. Pier Luca Lanzi
exercise
	

For each of the resource types considered, create a list
	

of your favorite games that use that resource
	


Prof. Pier Luca Lanzi
Conflict  Outcome
	


Prof. Pier Luca Lanzi
	


FIFA2010 is a trademark of EA Sports
Conflict	


55	


•  Conflict emerges from the players trying to accomplish the goals
• 
• 

of the game within its rules and boundaries	

It is designed into the game by creating rules, procedures and
situations that do not allow players to accomplish their goal
directly	

Examples	

In Quake, stay alive while player or non-player opponents try
to kill you	

In WarCraft III, maintain your forces and resources while using
them to command and control the map objectives	

These examples point to three classic sources of conflict in
games: obstacles, opponents, and dilemmas	


§ 
§ 

• 

Prof. Pier Luca Lanzi
Outcome	


56	


•  The outcome of a game must be uncertain to hold the attention
• 

of the player	

Many online worlds don’t have the concept of a winner or even
an end state but reward the player in other fashions	


Prof. Pier Luca Lanzi
Your Homework?	


57	


•  Homework 1	

§ Reconsider some of the games you played in terms of formal
elements, try to describe them in terms of such elements	


•  Homework 2	

§ Reconsider one game you played (one that many know J)

and change the role of one of the formal elements to modify
the gameplay	


•  Homework 3	

§ Develop a concept for a game that only uses few cubes as
objects/characters/opponents/etc.	

Prof. Pier Luca Lanzi

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Videogame Design and Programming - 05 Working with Formal Elements

  • 1. Working with Formal Elements Videogame Design and Programming Prof. Pier Luca Lanzi
  • 2. formal elements form the structure of a game this lecture reviews how formal elements are used in other games to help/inspire the design of new ones Prof. Pier Luca Lanzi
  • 3. Players Prof. Pier Luca Lanzi Rainbow Six Vegas 2 by Ubisoft
  • 4. Players 4 •  Games are experiences designed for players who voluntarily accept the rules and constraints of the game in order to play •  Players perform actions that would never consider otherwise (kill) that would like to think to be capable and have never had the chance to face Prof. Pier Luca Lanzi
  • 5. Invitation to Play - Onboarding •  Other arts create their own temporary •  •  •  •  worlds with a ritualized and recognizable moments of entry (a play in a theater, a concert, etc.) In board and card games, the invitation is part of a social makeup of the game In videogames, the process is usually much more technical Some games make an extra effort to extend a more visceral invitation (Guitar Hero) Invitations must be engaging to get players interested in playing your game Prof. Pier Luca Lanzi 5
  • 6. Number of Players and Roles •  •  •  •  •  A game designed for one player is essentially different from a game designed for two, four or 10000 players A game designed for a specific number of players has different considerations than a game designed for a variable number of players Examples: Monopoly supports 2-8 players massively multiplayer games supports 10s to 1000s Most games have uniform roles for players, but some have more than one role (mastermind or WoW) In games allowing different roles for players (or the definition of new roles), the nature and balance of these roles require careful consideration Prof. Pier Luca Lanzi 6
  • 7. Player Interaction Patterns 7 •  Many digital games are “single player versus game” or, more •  •  recently, fall into the category “multilateral competition” There is however a lot of potential in other patterns that is rarely exploited Interaction patterns Single player vs game Multiple individual players vs game Player vs player Unilateral competition Multilateral competition Cooperative play Team competition §  §  §  §  §  §  §  Prof. Pier Luca Lanzi
  • 9. Single Player vs Game 9 •  Most common pattern for digital games •  Might use puzzle or other structures to •  create conflict Multiplayer used to define more players are involved, but (general) games are usually multiplayer Prof. Pier Luca Lanzi
  • 10. Multiple Individual Players vs Game 10 •  More players compete against a game •  Actions are not directed toward each other, and no interactions •  •  •  between participants is required or necessary Examples include bingo, roulette, etc. Rarely used in digital games (only known example is Slingo) Works well for non cooperative players who enjoy Prof. Pier Luca Lanzi
  • 12. Player vs Player 12 •  Two players directly compete •  •  •  (chess, checkers, tennis, etc.) A classic structure for strategy games and works well for competitive players Two players fighting game such as Mortal Kombat employ this structure Intense competition marks this pattern for focused head to head play Prof. Pier Luca Lanzi
  • 13. Unilateral Competition 13 •  Two or more players compete against one player •  Highly undervalued but interesting structure that combines cooperative and competitive game play •  Scotland Yard board game § A group of players (the detectives) try to catch the singled out player (the criminal) The criminal has full information about the game state The detectives work together to deduce the state from clues left by the criminal §  §  Prof. Pier Luca Lanzi
  • 14. Splinter Cell Double Agent http://www.youtube.com/watch?v=LTxHu3IChpE Prof. Pier Luca Lanzi
  • 15. Multilateral Competition 15 •  Three or more players directly compete •  When most of the players think of “multiplayer” they are •  •  •  referring to this interaction pattern Currently, the trend is to identify “multiplayer” with “massive number of players”, there is however plenty of room for innovative thinking in terms of smaller directly competitive groups Board games with this pattern have tuned for generation for groups ranging between three to six players Multiplayer digital game that encourages the same high level of social interaction that occurs with 3-6 person board game? Prof. Pier Luca Lanzi
  • 16. Cooperative Play 16 •  Two or more players cooperate against the system (Lord of the •  •  Rings board game, cooperative quests in WoW) Several children board games use this pattern Second Life’s noncompetitive, creative environment can be viewed as a form of cooperative play Prof. Pier Luca Lanzi
  • 17. Team Competition 17 •  This is a game structure in which two or more groups compete •  (soccer, baseball, Battlefield 1942, Tribes, etc.) Clans or guilds immediately sprang out in massively multiplayer games as if responding to the need for this particular pattern Prof. Pier Luca Lanzi
  • 19. Objectives 19 •  Define what the players are trying to accomplish within the rules of the game and give the player something to strive for •  They should seem challenging, but achievable, to the players •  Different players might have different objectives (Risk) •  There might be partial objectives, miniobjectives, etc. •  Set the tone of the game (kill enemies vs becoming rich) •  The game objective should be careful considered because it affects not only the formal system but also the dramatic aspects Prof. Pier Luca Lanzi
  • 20. Stop a Moment and Think About … 20 •  What are some objectives of games you have played? •  What impact do these objectives have on the game tone? •  Do certain genres of play lend themselves to certain objectives? •  What about multiple objectives? •  Do objectives have to be explicit? •  What about player-determined objectives? Prof. Pier Luca Lanzi
  • 21. Capture Take or destroy something of the opponent (terrain, units, etc.) Prof. Pier Luca Lanzi
  • 23. Chase Catch an opponent or elude one. Can be determined by speed, dexterity, stealth, strategy Prof. Pier Luca Lanzi
  • 25. Race Reach a goal, physical or conceptual, before the other players. Prof. Pier Luca Lanzi
  • 27. Alignment Arrange your game pieces in a certain spatial configuration or create conceptual alignment between categories of pieces Prof. Pier Luca Lanzi
  • 29. Rescue or Escape Get a defined unit or units to safety (Super Mario Bros. , Prince of Persia, Emergency Rescue) Prof. Pier Luca Lanzi
  • 32. Forbidden Act Get the competition to break the rules for instance, by laughing, talking, making the wrong move, etc. (Twister, Operation) Rarely found in digital games probably because is difficult to monitor fair play Prof. Pier Luca Lanzi
  • 34. Construction Build, maintain and manage objects (SimCity, The Sims, etc.) Prof. Pier Luca Lanzi
  • 36. Exploration The goal is simply to explore areas but it is usually combined with other competitive objectives (treasures, puzzle solving, combat). Online worlds like Ultima and EverQuest have also used exploration as one of several objectives Prof. Pier Luca Lanzi
  • 39. Solution Solve a problem or puzzle (graphic adventures, connect four) Prof. Pier Luca Lanzi
  • 41. Outwit Gain and use in-game or extra-game knowledge in a way that defeats the other players (Diplomacy vs Trivial Pursuit). Games requiring the gaining of in-game knowledge provokes interesting social dynamics not yet explored in digital games. Prof. Pier Luca Lanzi
  • 42. Procedures Rules Prof. Pier Luca Lanzi Guitar Hero Warriors of Rock trademark of Activision
  • 43. Procedures 43 •  Methods of play and the actions that the players can take to •  •  •  •  achieve the game objectives Who does what, where, when, and how? Most games tend to have Starting procedures (how to put the game into play) Progression of action (ongoing procedures after the start) Special actions (available conditional to other elements or game state) Resolving actions (bring game to a close) In board games, procedures are usually described in the rule sheet and put into action by the players In digital games, procedures are generally integrated into the control section §  §  §  §  Prof. Pier Luca Lanzi
  • 44. Defining Procedures •  44 Super Mario Bros Select Button: use this button to select the type of game Start Button: press this button to start the game. If pressed during play, it will pause the game Left Arrow: walk to the left. Push button B at the same time to run Right Arrow: walk to the right. Push button B at the same time to run Down: crouch §  §  §  §  §  •  •  •  •  When defining the procedures, it is important to keep in mind the limitations of the environment in which the game will be played What type of input/output devices will the setting have Will players have a keyboard and a mouse? Will they sit close to the screen or far away? Prof. Pier Luca Lanzi
  • 45. Rules 45 •  Define objects and allowable actions by the players •  Typical questions § How do players learn the rules? How are rules enforced? § What rules work best in certain situations? § Are there patterns to rule sets? •  In videogames, they can be explained in the manual or be implicit •  •  in the game itself Their design must be carried out in relation to the players Too many rules might be difficult to manage and understand Unstated or unclear rules might confuse or alienate players Example: in Warcraft, to create a knight a player must have upgraded to a keep and built a stable §  §  Prof. Pier Luca Lanzi
  • 46. Types of Rules •  46 Rules Defining Objects and Concepts Objects in games have a unique status and meaning that is different from the objects in the real world In videogames, objects are made of a fairly complex set of variables that defined their overall state Knights and ogres in Warcraft share the same default values of variables: cost (800 gold, 100 lumber), hit points (90), damage (2-12), armor (4), sight (5), speed (15), range (1) Will the player have to deal with this complexity directly? Rules Restricting Actions “a player cannot move its king into check” “to create a knight, need to upgrade to keep and build a stable” Rules Determining Effects By triggering effects, it is possible to introduce variation in gameplay It is also possible to get the gameplay back on track §  §  §  •  •  §  §  §  §  §  Prof. Pier Luca Lanzi
  • 47. exercise write down the rules of black jack, then try to play black jack using only the rules you wrote Prof. Pier Luca Lanzi
  • 49. Resources 49 •  In videogames, resources play much the same role as in the real •  •  •  •  world, they are assets (e.g., natural or economic resources) that can be used to accomplish a goal They must have both utility and scarcity in the game system How does a designer decide what resources to offer? How does a player control access to those resources to maintain challenge in the game? Many designers fall into the trap of copying exiting games when it come to resource management •  To break away from the tried and true, try to think about resources in a more abstract sense. Look at the basic functions of resource types and try to apply them in new creative ways Prof. Pier Luca Lanzi
  • 50. Resource Types 50 •  Lives (the typical resource in arcade games) •  Units (used when the player is represented by more objects) § They can be all of one kind § Their value can be constant or evolve § Determining the cost/unit and the balance of resources can be •  tricky. Playtesting is one way to do this. Health (separate resources or associated to life) How might players raise health levels during the game? Action games use medkits, somewhat unrealistic, but fast Role-playing games use more realistic model, but slow and somewhat frustrating to players §  §  §  Prof. Pier Luca Lanzi
  • 51. Resource Types 51 •  Currency § One of the most powerful resource types § Plays the same role it does in real life •  Actions (moves or turns can be considered resources) •  Power-ups (classic type of resource) •  Inventory (limit the number of objects/resource carried) •  Special Terrain (often used in strategy games) § In Warcraft, wood is extracted from special areas •  Time § Restrict player actions by time or phases § In Pac-Man, power-pills give special power for limited time Prof. Pier Luca Lanzi
  • 53. exercise For each of the resource types considered, create a list of your favorite games that use that resource Prof. Pier Luca Lanzi
  • 54. Conflict Outcome Prof. Pier Luca Lanzi FIFA2010 is a trademark of EA Sports
  • 55. Conflict 55 •  Conflict emerges from the players trying to accomplish the goals •  •  of the game within its rules and boundaries It is designed into the game by creating rules, procedures and situations that do not allow players to accomplish their goal directly Examples In Quake, stay alive while player or non-player opponents try to kill you In WarCraft III, maintain your forces and resources while using them to command and control the map objectives These examples point to three classic sources of conflict in games: obstacles, opponents, and dilemmas §  §  •  Prof. Pier Luca Lanzi
  • 56. Outcome 56 •  The outcome of a game must be uncertain to hold the attention •  of the player Many online worlds don’t have the concept of a winner or even an end state but reward the player in other fashions Prof. Pier Luca Lanzi
  • 57. Your Homework? 57 •  Homework 1 § Reconsider some of the games you played in terms of formal elements, try to describe them in terms of such elements •  Homework 2 § Reconsider one game you played (one that many know J) and change the role of one of the formal elements to modify the gameplay •  Homework 3 § Develop a concept for a game that only uses few cubes as objects/characters/opponents/etc. Prof. Pier Luca Lanzi