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					                                     Think Game Play!

    http://blog.codedread.com/archives/2006/02/12/gdc-
                            2006-advanced-prototyping/
http://www.gamasutra.com/gdc2007/index.php?id=13
                                                   016
Production Cycle
 Concept design
 Prototyping (Pre-production)
 Production
    Art concept
    Storyboarding
    Writing
    Level design
    Modeling and animation
    Programming, behavior and tools
    Playtesting
    Revisions
 Post production
       Outside Source: Chapter 5 (Working with System
                                               Dynamics)
External Resources: Chapter 7 and 8 (Rollings and Adams)
is an assemblage of entities/objects, real or abstract,
            comprising a whole with each and every
component/element interacting or related to another
                                                  one.
Games are Systems
 Objects
 Properties
 Behaviors
   Actions that an object can take
 Relationships:
    Using Rules, e.g. Damage, Hit Points, Armor
    Using Behaviors, e.g. Sims: character relationship with
     objects are based on their needs
Transitive Relationships
 In game terms: you need B to get to C.
 Example: you cannot fight the last boss in the game
 without accumulating strength through fighting
 smaller bosses or enemies
Elements of Transitive Relationships
 Timing is important, controlled through your design:
  e.g. in FPS: you can control timing and pacing through
  XP, weapon strength, HP in the level
 Challenge vs. Frustration
 Setup the objects, properties, behaviors, and
relationships to create a balanced GamePlay
Ways to establish balance
 Manipulating numbers
 Introducing chance
 Manipulating rules
 Use trade-off matrix
 Encoding the game as another balanced game, e.g.
 Rock, Paper, Scissors
Avoid Dominant Strategies
 Are strategies that gives you a win no
  matter what.
 E.g.
                   Wife Birthday    Not Wife’s
                                    Birthday
   Buy Flowers     10               20
   Don’t Buy       -100             0
   Flowers

 Any game Examples?
                Outside Source: Chapter 6 (Prototyping)
(most of this part of the lecture is taken from DIGRA Game
      Design Workshop primarily done by Tracy Fullerton)
Physical
Prototyping
Physical Prototyping
Modeling the Premise & System
   Benefits of Physical Prototyping
• Allows process to focus on game play, not
  technology.
• Allows more design time, more iterations.
• Allows real-time response to feedback.
• Allows non-technical team members to
  participate at a high level in design process.
• Allows broader and deeper experimentation.
Physical Prototypes
Formal Playtesting & Usability
Where to Begin?
          Dynamic System


            Dramatic Elements
                                Rules,
                 Formal         Procedures,
                Elements        Mechanics,
                                etc.
Formal Elements
  Players
  Objectives
  Rules
  Procedures
  Resources
  Boundaries
  Outcome
 How is the
 interaction
between the
   players
organized?
 What goals
structure the
    play?
  What rules
guide or limit
 the players’
   actions?
How does the
play proceed?
    What
resources are
 available to
  players to
 accomplish
 their goals?
How will it
  end?
Dramatic Elements
 Premise
 Character
 Story
 Challenge
 Play
Additional Materials
 Chris Hecker
  http://chrishecker.com/Homepage (lectures, notes)
 Chaim Gingold
  http://www.slackworks.com/~cog/ (lectures, ideas)
 Johnathan Blow
  http://number-none.com/blow/index.html (demos of
  prototypes, papers, lectures, ideas)
To Do for Oct 10/16
 Paper Prototype or other kinds of prototypes
 Playtesting Report (3 sessions at least), schedule with Ai
 Presentation for each group showing:
    Paper prototype
    Notes from playtesting
    Please plan for 7 minute presentation – I will cut you off if you
     go longer
    Presentations are on 10/16 and 10/23, I decide when u go
    Send presentations by email Monday 10/15 11:59 or before
    Outcome of presentation: feedback and blog reports
    Each student will blog on the presentations they saw, please
     use formal and dramatic elements or MDA framework for your
     analysis. This is graded (see syllabus)

				
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posted:10/22/2011
language:English
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