GAME DESIGN
UNIT 3:
Prof. Dr. Eike Langbehn
Department of Media Technology
Faculty of Design, Media and Information
Hamburg University of Applied Sciences
EXAMPLES
UNIT 2:
PLAYER-COMPUTER INTERACTION
UNIT 3: GAME DESIGN
1. INTRO
2. REQUIREMENT
ANALYSIS
3. GAME
DESIGN
0. ORGANIZATION
4. GETTING STARTED
WITH GODOT
5. USER
STUDIES
6. ANALYSIS OF
HUMAN FACTORS
7. INTERACTION
DESIGN
8. ADVANCED PROGRAMMING
WITH GODOT
9. EVALUATION
MODELS
10. MARKET
ANALYSIS
11. NARRATIVE
DESIGN
12. GAME ENGINE
ARCHITECTURE
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Player 1
Player 2
can be played
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Player 1
Player 2
can be played
PLAYER-COMPUTER INTERACTION
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Player 1
Player 2
can be played
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Player 1
Player 2
Player 1 is closer to winning
Player 2 has to draw two cards
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A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome.
Salen/Zimmerman (Rules of Play)
A rule-based formal system, with variable and quantifiable outcomes, where different outcomes are assigned different values, where the player exerts effort to influence the outcome,the player feels emotionally attached to the outcome, and the real-world consequences are optional and negotiable.
Tracy Fullerton
Half-real by Jesper Juul (2008)
PLAYER-COMPUTER INTERACTION
UNIT 3: GAME DESIGN
Source: ©Minecraft, Mojang Studios/Xbox Games Studios (no CC-License)
PLAYER-COMPUTER INTERACTION
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Source: ©Cities: Skylines, Paradox Interactive (no CC-License)
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Play
Game
Game
Play
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Story - no interaction
Toy - no goal
Puzzle - goal
Game - winning
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A game is a series of interesting choices. - Sid meier
Source: ©Sid Meier's Civilization VI, 2K Games (no CC-License)
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As long as it feels like a game, it is a game
McGuire/Jenkins
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Technology
Aesthetics
Story
Mechanics
Less visible
More visible
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Mechanics
Dynamics
Aesthetics
Developer
Player
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Core Mechanics
Player
Camera Model Interaction Model
Challenges Actions
Outputs
Inputs
User Interface
Gameplay
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A pattern is the interaction flow between:
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Take / destroy something of the opponent's (terrain, units, both)
Puzzle-like
Competition to avoid breaking the rules
laugh, talk, letting go, wrong move...
Catch/Elude opponent
Single player vs game
Player vs player
Unilateral competition
Exploring areas
Build, maintain, manage objects
Reach goal before other players
Rescue someone
can be race-like
Find an answer/solution
Or find a better solution than the competitor
Gain knowledge
Use knowledge to defeat players
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Who does what, where, when and how?
Connect Four
Super Mario Bros
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Source: ©Rome: Total War, Creative Assembly (no CC-License)
Source: ©Diablo 3, Blizzard Entertainment (no CC-License)
Source: ©Starcraft 2, Blizzard Entertainment (no CC-License)
Source: ©Ori and the Blind Forest, Moon Studios (no CC-License)
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Obstacles
Opponents
Dilemmas
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The contents of this Open Educational Resource are licensed under the Creative-Commons Attribution 4.0 International license (CC BY 4.0)
Attribution: Eike Langbehn, Anh Sang Tran, Peter Wood