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Game Genres

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A puzzle is something to be solved by a single player ... Examples: Zork, Loom, Grim Fandango, Myst, Riven, and hundreds of others ... – PowerPoint PPT presentation

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Title: Game Genres


1
Game Genres

2
Games, puzzles, and toys
  • A game is usually thought to be a competition
    between two or more players
  • A puzzle is something to be solved by a single
    player
  • A toy is something to be manipulated and played
    with, having no real goal
  • In this course, the goal is to design and
    implement something that's fun to use, regardless
    of what you want to call it

3
Classification of games
  • There is no "standard" classification of games
  • It isn't worth arguing about how to classify a
    particular game
  • But classification does help us to
  • talk about games
  • determine the requirements of a game

4
One way of classifying games
  • Action -- emphasis is on hand-eye coordination
  • Strategy -- logical thinking and planning
  • Adventure -- exploration and puzzle solving
  • Role-playing games -- character growth, combat
  • Sports -- modeled after "real life" sports
  • Simulations -- mimic something in "real life"
  • Puzzles -- problem solving
  • Classic -- computer versions of older games

5
Action games
  • Also called "twitch" games
  • Many are First-Person Shooters (FPS)
  • Rely more on hand-eye coordination and good
    reflexes than on story or strategy
  • Examples Quake, Unreal, Tekken, Mortal Kombat,
    Oddworld, Tomb Raider
  • Depend heavily on animation, graphics, AI
  • People generally prefer to play against other
    humans over a network

6
Strategy games
  • Emphasize logical thinking and planning
  • Often emphasize resource management
  • Many "war" games are in this category
  • Examples Empire, Civilization, Heros of Might
    and Magic, StarCraft, Age of Empires
  • Strategy games may be Real-Time Strategy (RTS) or
    turn-based
  • Graphics are pretty important, as is an AI

7
Adventure games
  • Adventure games "involve the player in a journey
    of exploration and puzzle-solving"
  • Often there is a linear ("scripted") storyline
  • Nonlinear storylines add replay value but can be
    a lot more work
  • Examples Zork, Loom, Grim Fandango, Myst, Riven,
    and hundreds of others
  • Attractive graphics are important
  • Most important a good story!

8
Role-playing games
  • Similar to adventure games
  • Characters typically have statistics (health,
    strength, agility, wisdom, etc.)
  • Emphasis on character development, conversation,
    and combat
  • Huge fantasy worlds and epic quests are common
  • Examples Diablo, Final Fantasy VII, Everquest
  • Graphics and network play are important

9
Sport games
  • Emphasize realism, fast action, and strategy
  • May be instructional in nature
  • Examples the NHL series, WWF Warzone, PGA
    Championship Golf, NFL Blitz
  • Realistic graphics and realistic physics are
    important
  • AI is sometimes important

10
Simulations
  • Emphasis is on logical (not graphical) realism
  • Usually an emphasis on optimization and resource
    management
  • Many have no predefined goals (and are "toys")
  • Examples Hammurabi, WWII Fighters, Wolf, Armored
    Fist, SimCity, SimAnt, SimFarm, SimEarth,
    Populous The Beginning, various flight
    simulators, The Incredible Machine
  • Most important aspect is the underlying logic

11
Puzzles
  • Emphasize logic and lateral thinking
  • Usually single-player, with no opponent
  • Examples Solitaire, Minesweeper, Tetris, OIC,
    Simon, Parappa the Rapper, Fool's Errand, Bubble
    Trouble
  • Programming requirements are usually light
  • Originality is very important

12
Classic games
  • These include card games, tile games, word games,
    board games, some arcade games
  • Games in the "classic style" are fine
  • Already-taken examples Lines of Action,
    Connections
  • AI is very important, since you are typically
    playing against a computer opponent

13
"Educational" games
  • Any game can have educational value
  • This shouldn't be a classification in itself, for
    example, Gravitation Ltd.
  • Unfortunately, most "educational" games are of
    the form, "The troll demands to know what 25 is
    before you can cross the bridge"
  • It's very difficult to combine "fun" with
    "education"--but if you can do it, that's great!
  • Why is this a separate category?
  • Boredom!

14
"Games for girls"
  • Some games are marketed as "for girls"
  • So--are all the rest of the games "for boys"?
  • Yes, violence appeals to more boys than girls...
  • ...but some women I know really like Doom
  • A fun game can be fun for everybody
  • Some programs do address women's concerns, such
    as Virtual Makeover, but not games
  • Don't "talk down" to anybody

15
What kind of game should you do?
  • What will be fun?
  • You should implement a game that you think will
    be fun, both for yourself and for other people
  • What do you want to learn more about?
  • If there are certain things you want to learn
    more about (animation, networking, artificial
    intelligence, etc.), that might influence the
    kind of game you do
  • How much work do you want to do?
  • You don't want to get in over your head--it's
    better to do one thing well than many things badly

16
What will be fun?
  • Different games appeal to different people
  • Your instructor will try to be genre-neutral...
  • ...with one caveat your game must be original
  • don't do checkers or chess
  • but "classic-like" games are OK
  • You want other people to like your game
  • You can't please everybody, but try to please
    somebody!

17
What do you want to learn about?
  • You may want to learn more about networking
  • You may want to learn more about animation
  • You may want to learn more about non-Java topics
    art, graphic design, music, creativity, etc.
  • The instructor will try to give you a basic
    introduction to all these topics and more, but
  • ...this is not primarily a lecture course
  • You are expected to learn what you need, as you
    need it

18
How much work do you want to do?
  • Some kinds of games are more difficult to
    implement than other kinds of games
  • Within reason, it's OK to tackle a simpler game
  • It's better to do one thing well than to do
    everything badly
  • Other students will be evaluating your work, so
    you want to do a game that's comparable to what
    other people are doing
  • Just don't get in over your head!

19
Reality check
  • We are going to work in teams
  • You don't have full control over the kind of game
    your team does
  • I will hand out a survey and attempt to form the
    best possible teams, based on your interests and
    skills
  • but don't expect me to satisfy everybody
  • Be prepared to make some compromises
  • If you don't compromise, you aren't a team player

20
The End
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