Upload
dulcie-johnston
View
222
Download
1
Embed Size (px)
Citation preview
Introduction
GAM 224
Robin Burke
Winter 2005
Outline
Introductions Class structure / syllabus Games Computer games
some basic principlessome examples
Introductions
Student information sheet
Me
Not a computer game designer But
Background in AI I will be learning, too
Resources
Course web site http://josquin.cti.depaul.edu/~rburke/courses/w05/gam224/
Office hoursWednesdays 1 - 4 pm
Game Lab
Room 707 CST Hours
10 am – 11 pm M/W/F 10 am – 8 pm Tu/Th 10 am – 6 pm Sa/Su Run by volunteers Need student ID to check out materials Nothing leaves the lab!
Lab resources
Hardware6 High-end PCs5 console stations with XBOX, PS2
and GameCubeprobably will be expanding soon
Software(with new arrivals) ~100 titles
Class structure
Two themescritical analysis of gamespractice of game design
Both are interrelated
Analysis
What are the components of a game? How do these pieces fit together? What is the player experience? Is the game compelling / interesting? What makes one game better than
another? What does a game mean?
Design
How do I develop and expand a game idea? What pieces need to come together to
make a game? How are these pieces designed and built? What will a player's experience be like? How can I make a game more compelling /
interesting? How can I improve my design?
Theme: critical study
Genre discussiongame genre / weekreaction papersleading discussion
• genre summary papers
Midterm projectgame analysis
Midterm project
Milestones1/10: Proposal – just the name of the
game1/24: Notes – your notes on the
analytical dimensions1/31: Midterm paper
• 8-10 pages • 2000-2500 words
Caveat
Do not use the analytical dimensions as an outline
Your paper should havea thesisan argument in favor of the thesisevidence for the argument
• evidence will come from the analytic dimensions
Example
You want to make the point that the user doesn't have enough choices
Evidence could come fromrulesinteractionsnarrativeetc
Theme: design
Text"Game Design: Theory and Practice"excellent practical guidelots of game analysis as well
Final projectdevelop game ideas into a game
concept document
Next week
Guest lecturerRobin HunickeNorthwestern University
PhD researchManaging resources to optimize
player "flow" Topic
Game industry & new trends
Genres
1/17: Action / Arcade1/24: Strategy / Simulation1/31: Role-playing2/7: Action / Adventure2/14: Sports2/21: Fighting2/28: First-person action3/7: Children's
Design topics
Following the book Final two weeks
ViolenceGender
Profound questions
What is a game? What are games for?
Critical analysis
Take the player's point of view Three components
ludicperceptualpsycho-social
Summing upcritical
Vocabulary
Ludology the study of play and games Latin "ludere" – to play
Ludic of or pertaining to play
Diegesis the universe of a narrative
Diegetic of or pertaining to a narrative universe
Ludic
Genre Point of view Rules Rewards / Consequences Character Narrative Setting Space Time
Genre
Establishes expectations Links to prior works Questions
What genre does this game fit into? Does this game do anything new or
surprising with the genre?
Point of View
The role of the player in the game Questions
What is the player’s point of view? Does this point of view help your
identification with the character, interest in the story?
Rules
The limits of what the player can do The responses produced by the game
to player actions Questions
Describe the rules of the game. What is allowed and not allowed?
Does this rule set create ongoing, engaging choices for the player?
Rewards and Consequences The incentives to keep playing the game
get to the next level May also be new abilities, "power ups" Questions
What is the reward structure of the game? Is the reward merely continuing the game narrative or does the player gain something?
Are the rewards commensurate with effort? Are they natural or artificial?
Character
Characters are the actors in the game Questions
Describe the main character in the game. What about the character makes you identify
with him/her/it? If there are non-player characters, how does
the player interact with them? What kinds of behaviors do they exhibit?
Narrative
The game’s plot or storyline. Question
Does the game have a large emphasis on storyline?
What is the central conflict? Does the story move toward an interesting
resolution? Is it an involving story or merely window-
dressing for a series of game levels?
Setting
The game world itselfmay be simple or complex
QuestionsWhat is the setting for the game? Where in time and space is it? How does the game place enhances
the experience of the game?
Space
The experience of space of the game world
Questions:How does the game environment
create a sense of space? How does it use the space that it
creates?
Time
Diegetic time is usually very different from real world time
Players may be able to change the speed at which time passes
QuestionsHow does time function in the game? What is the relationship between real
time and game time?
Demo
Missile Command
Perceptual
Camera Visual Design Animation Interaction
Camera
The rules that govern what is shown and how
QuestionsWhat are the rules that determine how
the game world is rendered? How does the camera perspective
work with or against the objective of the game?
Visual Design
The visual impact and ambience of the game
Questions What is the visual style of this game? Are the visuals in the game
aesthetically pleasing? How do they contribute to the game's
overall impact?
Animation
The motion of the objects and characters in the game
QuestionsHow are the graphics animated?How do the animations add to the
experience of the visuals?
Interaction
An interaction loop is some user action a diegetic response feedback to the user
A game will usually have only a handful of core interaction loops
Questions Describe the interaction loop(s) in this game. How do the interaction loops increase your
immersion in the game world?
Interface / Input
The user's input to the game Questions
What is the control set up for the game?
Does it work to make interaction easy and natural?
Interface / Output:
The display of information from the gameincludes non-diegetic information
QuestionsHow does the game provide feedback
about the world?Does the game provide the
information the player needs to make choices?
Sound Effects
All aural information in the game, (usually diegetic) except for music.
QuestionWhat sound effects are used in the
game?Do the sound effects enhance the
enjoyment of the game?
Music
Most games have some type of constant background soundtrack that accompanies the action
QuestionDescribe the music in the game.How does the music enhance the
enjoyment of the game?
Demo
Halo
Pyscho-social
social aspects overhead ex machina business
Social interactions
The interaction of people while playing a multi-player game, directly or mediated through the game.
QuestionHow do players communicate in the
game? What communication opportunities
does the game provide?
Overhead
Player labor to start the game learn the controls set options
Question What does the game require the player to do
before they can play the game? How is overhead handled in terms of
integration with the game?
Ex Machina
The game outside the game Questions
What sorts of key elements sit outside the game?
Do Easter Eggs, cheats, hint guides or player modifications have an important role in the game?
Business
Games are products of a commercial system
Subject to constraints of profitability and marketability
Questions Are there interesting business issues behind
the game design? Does the game fail creatively in delivering an
experience for obvious business reasons?
Demo
SSX3
Next week
guest lecture project milestone #1