Title: Introduction to game genres
1Introduction to game genres game design
- Game critique.
- What is a game really?
- What is game design?
- Game genres.
- The system - a look at what we can do.
- Brainstorm.
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5Six game characteristics
- Pre-defined rules (a dynamic system)
- Goals
- Variable outcome associated with the player(s)
- Optional real-world consequences. (You can place
a bet on the outcome of a game, but you can also
choose not to.) - Non-gambling The player influences the outcome.
- In a game with a theme, a game is a
representation of a fictive world.
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7Two gods (acc. to Chris Crawford)
- The storyteller Fly bird, fly. Blow wind, blow.
- The designer of laws of nature Birds can fly
under certain cirumstances, wind can blow.
Gravity. All these combine. (Designing gameplay.)
8Interesting choices
- Sid Meier A game is a series of interesting
choices. - An interesting choice
- No single choice should be the best.
- The choices should not be equally good.
- The player must be able to make an informed
choice.
9Monopoly
- Should I build hotels at the first possible time
even if I use all my money?
10Gameplay is emergent
- The rules of a game do not describe every
possible game session. - From the rules interesting patterns and
strategies emerge on a higher level. - The strategies in a strategy game or in chess are
not described in the rules but are appear as a
consequence of the rules.
11The open world
- Even in rule-based systems, some events can still
be determined or are at least very likely to
happen. - The player is likely to accept the goal put
forward. - Players will tend to do certain things.
- Players will search for a good strategy. If the
good strategy leads to interesting interaction,
it is a good game.
12Game design is iterative
- You cannot predict all that is going to happen in
the game. - People may not share your tastes.
- Make prototype test it fix it test it.
13FUN!
- All the glitz and glitter poured into games these
days, such as expensive art, animation, real
actors, or the best musicians, cannot cover up
for poor gameplay. (Marc Saltzman) - Not everything is a story!
- Are the choices facing the player interesting
choices? Are they still interesting the second
time? - What are the genre conventions? What does the
user expect? - If thinking in terms of storytelling What ties
this particular story/world to an interactive
medium? - The designer has to let go. Game design is to set
up a system that the players can use as their own.
14What do players want?
- Players want a challenge, to socialize, a
dynamic solitaire experience, bragging rights,
emotional experience, fantasize - Players expect A consistent world, to understand
the game-worlds bounds, reasonable solutions to
work, direction, to accomplish a task
incrementally, to be immersed, to fail, a fair
chance, to not need to repeat themselves, to not
get hopelessly stuck, to do - not to watch. - Holder det?
15Genre
- Like different personalities, different genres
are distringuished from another by which
characteristics predominate ... (Dubrow) - Do genres exist?
- No We can never come up with complete perfect
distinctions between genres. - Yes The idea of genre plays an important part in
both the production and consumption of games (and
other things).
16Action-adventure (adventures exploration real
time)
- Real-tids adventure.
- Fx Jet Set Willy
- Kort
17Genres in the 1980s
Platform
Adventure
Action
Driving
Action-adventure Gauntlet, Jet Set Willy.
Various Pac-man (maze), Pengo, Qix, Frogger,
Star Wars
18Sim City(Simulation, but no goal)
19Doom - First person shooter(action some
exploration from adventure first person
perspective)
20Sims (Sim city in a social context)
21Real time strategy(board game real-time)
22Genres ca. 2002(That noone agrees about)
Gamespot.com
23Different genres - different pleasures
- action
- RPG
- adventure
- strategy
- simulations
- Sports
- Fighting games
- casual
- puzzle games
24Bruce Shelley on games
- Differentiate and Innovate, Don't Imitate
- Interesting decisions fun.
- Design by Playing.
- Provide a Great First 15 Minutes of Easily
Accessible Play - The Player Should Have the Fun, Not the Designer,
Programmer, or Computer - Provide Multiple Gaming Experiences within the
Box. - Gameplay more important than realism.
25Next time
- Susana Tosca Role-playing in multiplayer
environments. Vampire The Masquerade.
Redemption in CGDT Proceedings. København IT
University. p. 10-18. (Kompendium) - Simon Egenfeld-Nielsen Computerspillene "I sig
selv". (Kompendium) - Richard Rouse chapter 17 The Design Document
- Astinus A History of Role-Playinghttp//ptgptb.o
rg/0001/history1.html
26Try the system
- diac.it-c.dk/visichat
- Create a user, log in, walk around by clicking,
right-click on yourself and others. - This is A tech demo of functionality.
- This is not a complete game.
- This is not representative of what your final
game is going to look like.
27Conflicts
- Minority report (tech misused). Punished for a
crime. - Peasant vs. Emperor
- Three brothers.
- Armageddon world threatened by asteroid.
- Revenge (24 hours)
- Childrens vs. Parents
- Lord of the rings (group of heroes vs.
overwelming foe complete task) - Bin Laden vs. US
- Middle east
- Demonstrators vs. police (WTO)
- Rich vs. poor
- Capitalism vs the alternative
- Sports
- Groups fighting for the same thing (such as
water) - Jekyll hyde (fight yourself)
- Memory problem (Memento)
28Brainstorm