Action Design Principles notebook & take home challenges
Claudia Bronneberg GAR1A In Class Challenges Challenge 1. Name different development roles: Designer Animator Programmer Director Lead artist Creative director PR Sound designer
Challenge 2 1.Define a game designer First awnser: Designs the gameplay, the interactivity between players, rules of the game, the interaction experience and the style of the game. The designer makes sure that everyone has a part to fill in the project. Second awnser: A designer thinks of concent, desgin, graphics, audio and storyline. He/she thinks of game concepts and works them out on paper as prototypes. The designer thinks of everything. What kind of enemies, how strong they are, they gameplay, storyline etc etc. 2. what are the attributes/skills/knowledge of a game designer? Has to be creative Has to master lots of programs Has to understand the market and target Has to like games 3. 5 game designers Peter Douglas Molyneux/ Lionhead Studios/ Fable Matthew Armstrong/ Gearbox/ Borderlands Ruben Carbera /Gearbox/ Borderlands Ricardo Bare/ Arkane studios/ Dishonored Todd Howard/ Skyrim Take home challenge: Who are credited as the game designer for the following games: Simcity: Will Wright Super Mario Bros. Shigeru Miyamoto Populous: Peter Douglas Molyneux Dungeons&Dragons: James Wyatt Lord of the rings board game: Reiner Knizia Magic the Gathering: Richard Channing Garfield
Name 5 subdisciplines related to the following game development specializations. Game design: Level designer Story writer World designer Lead game designer Senior game desinger Programmer: Engine programmer Lead programmer Senior programmer Visual programmer System programmer Game art: Lead artist Concept artist Shader artist Enviorment artist Texture artist Game music & sound: Audio programmer Senior Audio engineer Lead audio Composer Sound effects guy Other: Manager PR Customer service Playtester Q&A
The game designer: In Context Challenge 1 Define a game: Something you can play with. Physical or digital. A thing where you can train your abilities. What is the holy grail of game design? 1.Designing a game that has a totally awesome and new concept of gameplay and/or mechanics. 2.Designing a game that has a totally awesome and new concept of gameplay and/or mechanics. And/or a storyline that brings a message and that can move players. Why do we play games? We play games to escape reality, to train our skills or to sociolize. Games can make you calm by escaping reality. You can also train your abilities because lots of games automaticly train your refelexes and handeye coördination. Notes: Playing = Sandbox mode. You are free to do what you want. Gaming = You follow strict rules and goals when playing the game. Magic circle = A digital world with a story, and rules. Caillois invented different game types or genres in 1958. Different types of gamers: Mimesis = Role player Agon= Competition Llinx= Sensation Alea= Gambling Challenge 22 1.What would your sentiment be if one of your players died because they played your game too long? I would feel responsible. But i will keep in mind that people are responsible of their own actions. And ofcourse i will keep in mind that some people are nuttjobs and have problems besides my game. 2. What would your sentiment be if one of your players kills another player over your game?
Also responsible. I would research what exactly caused him to kill another human being. It could well be personal problems that have nothing to do with my game. 3.What would your sentiment be if research showed that the games you where making where harmfull? Responsible, i would use the research to fix the issues of my game. 4.How would you feel to be threatened by your games player? Very dissapointed, but i wouldnt stay awake over it. Challenge 23 1.Are these really issues? First: Not really, people usually looks for exuses to blame their problems on. Second: Well yes, if people kill each other over them. 2.Do you believe video games are this powerfull? Frist: I dont really think so. Second: Well some games are powerfull enough to change the world. Read& Reflect 24 1 Read game designer reader II Man, Play and games The rules of play Halfreal 2 Make a summary of the text and then add atleast ½ A4 concering your thoughts and ideas taken from the text. Halfreal: The book is about playing by real rules while we imagine a fictional world. We choose to play by the rules wich are winning or loosing for example. But ingame, the player might have slain or been slain by a trol. In this book, Jesper Juul has tried to examine what (if any) similarities can be found between the majority of the things we call "games", a model that can be traced historically for thousands of years. The classic game model consists of six features that work on three different levels: the level of the game itself, as a set of rules; the level of the player's relation to the game; and the level of the relation between the activity of playing the game and the rest of the world. According to this model, a game is
1. a rulebased formal system; 2. with variable and quantifable outcomes; 3. where different outcomes are assigned different values; 4. where the players exerts effort in order to influence the outcome; 5. the player feels emotionally attached to the outcome; 6. and the consequences of the activity are optional and negotiable; The six features of the model are necessary and sufficient for something to be a game, meaning that all games have these six features, and that having these features is enough to constitute a game. This game model is the basis upon wich games are constructed. While video games mostly conform to the classic game model, they also modify the conventions of the classic model. The definition of games proposed here goes not tie games to any specific medium or any specific set of tools or objects. We can view games from a similiar perspective: While there is no single medium or set of props that is the ideal game medium, game do exist, and do contain recognizable features, whether as card games, board games, video games, sports, or even mind games. The Rules of play Primary schemas: The conceptual framework for this book provides three ways to frame or understand games: RULES, PLAY and CULTURE. Eacht of these primary schemas contains a number of more specialized schemas. RULES contains formal game design schemas PLAY contains experimental game design schemas CULTURE contains contextual game design schemas A schema is a way of organizing a framing knowledge. Schemas have the following characteristics: Schemas have variables: They provide a framework that can integrate new information. Schemas can embed: They can contain other schemas inside of themselves. Schemas represent knowledge at many levels of abstraction: they allow many point of view of thesame object. Schemas represent knowledge rather than definitions: they are essentially "encyclopedic"rather than "definitional."
Rulebased or formal schemas focus on the logical and mathematical structures of games. The word "formal" refers both to the inner form of games as well as to formalization of the knowledge about the game. Playbased or experiential schemas focus on human experience and interaction in its many dimensions. Cultural or contextual schemas focus on t he relationship between a game and the cultural contexts in which it is embedded. The magic circle: Every game exists within a frame: a specially demarcated time and space. The frame communicates to players, consciously or unconsiously, that a game is being played. The magic circle of a game is the space within wich a game takes place. Whereas more informal forms of play do not have a distinct boundary, the formalized nature of games makes the magic circle explicit. Within the magic circle, the game's rules create a special set of meanings for the players of a game. These meanings guide the play of the game. As a system, a game can be considered to have an open or closed relationship to its context. Considered as RULES, a game is closed. Considered as PLAY, a game is both open and closed. Considered as CULTURE, a game is open. The lusory attitude is the state of mind required to enter into the play of a game. To play a game, a group of players accepts the limitations of the rules because of the pleasure a game can afford. Man, Play and Games The books states that play is an occasion of pure waste: waste of time, energy, ingenuity, skill, and often of money. In spite of this,or because of it,play constitutes an essential element of human social and spiritual development. In this classic study, Caillois defines play as a free and voluntary activity that occurs in a pure space, isolated and protected from the rest of life. Play is uncertain, since the outcome may not be foreseen, and it is governed by rules that provide a level playing field for all participants. In its most basic form, play consists of finding a response to the opponent's action or to the play situation that is free within the limits set by the rules. Caillois qualifies types of games according to whether competition, chance, simulation, or vertigo (being physically out of control) is dominant and ways of playing, ranging from the unrestricted improvisation characteristic of children's play to the disciplined pursuit of solutions to gratuitously difficult puzzles. Caillois also examines the means by which games become part of daily life and ultimately contribute to various cultures their most characteristic customs and institutions.
My opinion: In all books i have learned very usefull information that i can use when making games. Its very good to know and learn about the players of your game. In Halfreal i learned that every game is based on six key features. These features are almost allways used as a guideline or base to build a game upon. I have learned what schemas really are and what they are really for in 'Rules of play'. They are really usefull in my opinion when working on a game. I especially liked the fact that they are a framework contructing our knowledge about the world. Thus also games. Using them as guidelines, you can really keep track of what you are doing, and if you are doing it correct. Further things i have learned ae about the magic circle. Next to what i have allready learned in class, i now have very usefull and memorable knowledge about the magic circle and how its related to games. to me it's very interesting, how a game is basicly rules with a story to it that makes it special and worth it to play. It keep the player interest and it can let the player escape reality, while following rules in a sense. I learned that the lusory attitude is the state of mind requierd to enter into the play of game. I didnt know that a special kind of state of mind was necessary to play a game. Wich is, i think, different for different kind of games.In Man, play and games i have learned that some people see gaming as a waste of time, and yet still we play games and spend loads of time doing it. Games can by means be a part of peoples lives. In this book i have learned how people can spend part of their daily life to games, and eventuallythat games can mend into cultures.
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33 Write at least 3 paragraphs about the qualities of a game mechanic, and how a game designer should view and use game mechanics. Quality of game mechanics: There are many kinds of game mechanics. But molded together they form the core of a game. The quality of the mechanics is equel to the quality of the gameplay. The mechanics challenges the players and rewards them, allowing them to make progress in the game. How a game designer should view game mechanics: The game designer should see each mechanic as a puzzle piece. Different mechanics can be puzzeled together, if they fit together. The designer should create a puzzle that offers the best gameplay to players. How a game designer should use game mechanics: As i said about the puzzle pieces. The designer must be able to puzzle mechanics together. To make sure he doesnt use to many or to few. This could lead to an overly complex game, or a boring monotone one. Wich wouldnt be very fun to play. Game Design:Play Mechanics 11 Map out the control of Super Mario Bros. Arrow left (Hold) = Run left Arrow right (Hold) = Run right Arrow down (Hold) = Kneel Arrow up = Jump A = Special move Start = Pause Map out the control of Super Mario Bros. UI: Points Coins Levelworld Lives Time limit The map Mario, player character Enemies
Play mechanics: 41 Map out the controls for mario v.1 Arrow right = Run right Arrow left = Run left Arrow down = Duck Button A = Jump UI World 00 Time Lives Score Level Blocks to walk and jump on. A hole in the ground to fall in. Question mark blocks to jump against. They will either give you health or a power up. Map out the controls for mario v.2 Arrow right = Run right Arrow left = Run left Arrow down = Duck Button A = Jump UI World = 00 Time = 00359 Coins = X 04 Score = 00600 Level Blocks to walk and jump on. A hole in the ground to fall in. Question mark blocks to jump against. They will either give you health or a power up. Goomba is an enemy. If you jump it, it will die. If you run against it, you will die.
42 Space invaders Choice Clarity Choice Frequency Choice Quality Goals Clarity Goals Frequency Goals Quality Action Clarity Action Frequency Action Quality
– Moderate – High – Moderate – High – Moderate – High – High – High – Moderate
43 Asteroids Choice Clarity Choice Frequency Choice Quality Goals Clarity Goals Frequency Goals Quality Action Clarity Action Frequency Action Quality
– High – Moderate – Low – High – High – High – High – Moderate – Moderate
44 God of war Choice Clarity Choice Frequency Choice Quality Goals Clarity Goals Frequency Goals Quality Action Clarity Action Frequency Action Quality
– Moderate – Moderate – High – High – Moderate – High – High – High – High
Xbox controller: Left stick to move. Right stick to evade. A Jump. B Grab. X Normal attack. Y Heavy attack. Start to pause. 45 Mario Choice Clarity Choice Frequency Choice Quality Goals Clarity Goals Frequency Goals Quality Action Clarity Action Frequency Action Quality
– Moderate – High – Moderate – High – High – High – High – Moderate – Moderate
Kinect controls: Arm up = Jump Left arm throw = Throw fireball Voet naar voren = Rechts lopen Voet naar achter = Links lopen Voeten naast elkaar= Still staan Voorover bukken = Ontwijken 46 Space invaders Wii Wii controls Hold the controller sideways. Press left and right to move the player left or right. Press 2 to shoot. 47 Space invaders Smartphone Smartphone controls Two arrows are in the screen visible. Arrows are pressed to move left or right. (Hold) To shoot, tap the screen.
48 Make a questionnaire to capture results that relates to a games play mechanics. What is your personal information?(Age, gender, etc) What is it that you dont like about the game? What is it that you like about the game? What is the feeling you get when playing this game? Does the game play nice control wise? Did you feel satisfied by finishing the game? Did you feel like you needed a tutorial or more information to understand the game?
Gameplay experience 51 What was the first game you have ever played? Knikkeren What was your favorite game as a kid? Croc What was your favorite game as a teenager? Dragon age and Skyrim What kinds of words would you use to describe your gameplay experience? I had a feeling of achieving. Exploring new lands, meeting new people. Besides it being a beautifull world to explore, i also had fun meeting the people and exploring their homes and lifestyles. I could play in my own pace and make my own choices. Pick a game genre that you think is everyone’s favourite. Role playing games. 52 What abilities are being challenged in the following activities? Chess = Focus Pattern reconistion eyes logic thinking Poker = Focus Facial discipline D&D = role playing ability Football = Agility Stamina Eyes Reflexes Reading a book = Touch Focus Watching a movie = Focus eyes
List the emotions you have experienced playing video games and the games that caused this emotion. Borderlands = Laughter Bioshock = Blown mind Kingdom hearts = Sorrow 53 Choose a game you played for many hours. What did the game have? Skyrim: Anticipation + Suprise ++ Pleasure ++ Understanding + Mastery + Composure ++ Empowerment ++ Choose a game you stopped playing after a short while. What did the game miss? Sonic unleashed Anticipation Suprise Pleasure Understanding + Mastery + Composure Empowerment
54 Think up a game concept that will be your classmates’ next favorite game. Tell us about the following: The core: De game is een japanese role playing game waarin de speler, samen met zijn team vijanden moet verslaan, puzzels moet oplossen en items moet vinden. Dit spel heeft een hack en slash gameplay in een open wereld. Naast de actie draait het spel vooral om de verhaallijn die door het hele spel heen sijpelt. Onderweg kun je wapens vinden en upgraden voor jezelf en compagnons. The progression: De voortgang ligt in de verhaallijn. Je kunt onderweg upgrades vinden en levelen, maar je kunt niet verder in game komen tot je een bepaalde boss verslaat en verder gaat met het verhaal. Als je vast komt te zitten omdat een boss te sterk is, kun je blijven trainen in de open wereld zodat je sterker word. Bosses worden steeds sterker door de game heen en de speler krijgt meer vaardigheden. The gameplay experience: De gameplay bestaat uit een exploratie van de wereld op een vrij rustige pace. Mocht je vijanden tegenkomen komt er juist heel veel actie tevoorschijn. Hack en slash gameplay houd de speler alert. Tussendoor de wereld verkennen en met NPC’s praten geeft de speler een goed rust moment tussen de actie door. Dit spel speelt zich af in de toekomst en heeft spannende muziek die de speler meesleept in de omgeving. Questions Michel van der Linden Would this be your next favorite game? Dat is moeilijk te zeggen aangezien het nog maar een concept is. Op papier lijkt het een mooi idee, maar pas als ik de gameplay zie, kan ik pas zeggen of het mijn favoriete game word. Why would you play the game? Or why would you not play the game? Tuurlijk zou ik het spel willen spelen. Ik ben dol op JRPG met een interessant verhaal. Plus als de muziek goede sfeer aan geeft blijf ik spelen. What aspect of the concept do you like (i.e. core, progression, gameplay experience)? Gameplay
Jane Bergkotte Would this be your next favorite game? Ik denk het helaas niet, het is niet echt mijn genre. Why would you play the game? Or why would you not play the game? Ik zou inderdaad wel de game spele. Het concept spreekt me wel aan. Als het bijvoorbeeld een combinatie is tussen openworld en een actie game. (zoals Destiny) What aspect of the concept do you like (i.e. core, progression, gameplay experience)? Core: Strategic matcher pvp, gecombineerd met open world pve vind ik tof. Progression: Dat je wel wat moet doen om upgrades te krijgen en exp te gramen in openworld. In plaats van andere games alleen in pvp scenes. Kevin van As Would this be your next favorite game? Naja ik weet nog niets over de diepte/complexiteit van de cobat, dus heel erg onwaarschijnlijk.
Why would you play the game? Or why would you not play the game? Afhankelijk van de price tag en of hij wel of niet in de Humble bundle zit, zou ik dit spel waarschijnlijk nooit kopen/spelen.
What aspect of the concept do you like (i.e. core, progression, gameplay experience)? Om verder te gaan op de vorige vraag, het feit dat het een storydriven JRPG is op zichzelf, verkoopt het niet aan mij. Ik vind het wel fijner dat je in plaats van de traditionele turn based zooi, gebruik maakt van een hack en slash combat. Meer snelheid, meer mee te doen over het algemeen.
61 What is your game design process? 1. Think of a concept. 2. Do research using Muscow. 3. Make prototypes. 4. Test gameplay. 5. Note faults. 6. Adjust gameplay. 7. Test again. 8. Make game visuals. 9. Test again. Are there different types of game design processes? v1. I know that there are different types, i just cant descirbe them properly. v2. Yes, some start at the visuals, some start using mechanics. Are there differences between the designing process and developer process? Yes, a designer usually focusses more on the concept and prototype fase. After that, he is not that important to the project. Whilse a developer 100% related is to the project. From the start at concept, to the end at Q&A. Notes: different ypes of design processes: Iterative design Visionary design Cabal design evolutionary design Design process Concept phase | Elaboration phase | Tuning phase.
62 Summary Visionaire design gaat over het vastzetten van de game design. Nadat je design is vastgesteld ga je prototypen en testen. Er word niet verder geïtereerd op de eerdere ontwerp keuzes en er word alleen het basis design uitgewerkt. Alles wat je op dat moment hebt word op geïtereerd en uitgewerkt tot alles mooi samen past als een geheel. Evolutionair design is bijna gelijk aan Visionair design. Alleen gaat evolutionair design verder terug naar de basics voor dat het een concept voor game word. Eerst stel je de regels vast van een game in plaats van dat je een heel concept gaat uit denken. Het concept van het spel word juist om deze regels heen gebouwd. Omdat je eerst aandacht besteed aan het perfectioneren van het skelet van de game, kan het er juist voor zorgen dat je een behoorlijke tijd besteed aan het daadwerkelijke developen van de game. Dat maakt evolutionair design goed voor projecten zonder deadline. Een van de voordelen van evolutionair design is omdat je zo gefocust bent op het perfectioneren van de mechanics, word de game hoogst waarschijnlijk uniek. Cabal is een groep developers met allemaal verschillende soorten expertises. Ieder lid van de groep creëert een klein gedeelte van het Global Game Design Document op het gebied waarin ze zijn gespecialiseerd. Dit is bijvoorbeeld heel interessant omdat je veel verschillende blikken krijgt op ideeën van mensen met verschillende expertises. Met het Cabal design is er geen visionaire nodig omdat de game design is gebaseerd op velen individuen. Omdat er zoveel mensen er betrokken zijn in het game design proces, komen er verschillende ideeën naar voren die individuen niet zouden bedenken. Maar, zou het spel falen, is iedereen hier verantwoordelijk voor.