what are we doing here - PowerPoint PPT Presentation

1 / 31
About This Presentation
Title:

what are we doing here

Description:

... you are a tycoon, in Goldeneye you are James Bond, the player's role also helps ... Movies, Podcast? What is the user experience ... – PowerPoint PPT presentation

Number of Views:45
Avg rating:3.0/5.0
Slides: 32
Provided by: pc685
Category:
Tags: bond | doing | here | james | movies

less

Transcript and Presenter's Notes

Title: what are we doing here


1
what are we doing here?
  • To understand how to use emapps.com game engine
  • As teachers administrator /content creation and
    gameplay definition
  • As children user
  • As game designer
  • To play a game and see what is ok and what is
    missing

2
what result do we expect to achieve
  • You imagine a game
  • Defining the way it works
  • Describing the elements that make up the game (
    conceptual, functional, artistic and others)
  • Transmitting that information to the team that
    will build the game
  • You know all about emapps.com game engine

3
The Anatomy of the game design
  • No magic formula each game is different
  • So no set of instructions and process that you
    can follow
  • But we can give you some practical information
    about how to structure the game
  • And we give you the game engine that enables you
    2 things, play the game and create the game.

4
The ABC of a game
5
The Storytelling
  • All games tell a story
  • So we need an story but in our case the story
    need to fit the CV curricula because the purpose
    of your game is to make the children to learn
    whilst they play the game.
  • The complexity and depth of the story depends on
    the game.
  • No story? no interest from the player side

6
Narrative
  • Means that part of the story that is told by you
    to the player.
  • Narrative is the noninteractive, presentational
    part of the story
  • Playing games is an active process and listening
    to a narrative is a passive one.
  • There are some tensions between interactivity and
    narrative we will see it later.

7
Interactivity
  • Is the way that the player sees, hears and acts
    within the game world, in other words is the
    way the player plays the game
  • That covers lot of diverse topics, maps, pre-set
    scenarios, video, audio, photos, texts but also
    in our case the user interface and how this
    interface works with the content.

8
documenting always documenting the design
  • You as game designer will produce a series of
    documents to tell others about your game design.
  • Simply you cant design a game by lets try it an
    see approach.
  • Hercules Poirot Order and Method!!!! To organize
    your ideas.
  • Dont worry you are lucky today we have some
    documents for you, but you have to fill in.

9
Begin with this
  • The High Concept
  • Level 1 - Your draft, your imagination
  • Express the fundamental spirit of the game, is a
    resumé no more than two to four pages long
    including
  • The premise of the game CONTENT
  • The audience ( just define your children profile
    people involved if is ARG )
  • Its genre ( normally Adventure, Discover and some
    touches of strategy)
  • The overall story line
  • It must also describe the gameplay what the
    gamer supposed to do and the technology s/he uses
    and for what purposes.
  • Define your game team ( the visionary, the
    techie, the writer, the content creator and the
    supporters)

10
eMapps.com Game Desgin Worksheet
  • Level 2 and includes
  • 1.Team Creation and role distribution
  • 2.Primary Game play mode (playing field,
    interaction model, challenges, actions
  • 3.Mechanics of the game (game internal economy,
    victory and loss conditions
  • 4.Writers role ( CV curricula story players
    deliverables)
  • 5.Technical interface ( digital devices
    networks)

11
THE PITCH
  • We will use this document to sell the idea to
    somebody else for example
  • The Project Coordinator and Mr. Rob Davies
  • Hey!!!! Look at what nice game I have
    developed!!!!!!!!!

12
SOME GAME CONCEPTS I
  • Getting a game idea based in your School CV, in
    games the universe is artificial but in your game
    is not.
  • elements of the Game are Rules, they frame the
    challenges or obstacles players must overcome to
    win/content creation.
  • Challenges together with the actions the players
    can take to meet them, make up the game play.
  • Puzzles, enigmas normally worked by one person,
    it requires problem solving skills and the
    ability to think ahead.
  • Victory or not Victory, that is the question!!!!

13
SOME GAME CONCEPTS II
  • Perpectives is the way how the player sees the
    world, on emapps.com game engine this is
    different from video games.
  • Players role
  • In Monopoly you are a tycoon, in Goldeneye you
    are James Bond, the players role also helps the
    player to understand what he is trying to achieve
    and what rules hes playing by.

14
SOME GAME CONCEPTS III
  • Understanding your audience requires
  • Know about your children what they like some
    of them might be core gamers and other casual
    gamers and that make a diference in the way oyu
    develop your game and to whom you assign the
    roles.
  • . Your game is Adventure game based on puzzle
    solving and conceptual challenge.

15
SOME GAME CONCEPTS IV
  • what is the nature of the gameplay? That is, what
    challenges will the player face, what actions
    will the player take to overcome them?
  • what is the victory condition for the game if
    any? what is the player trying to achieve.
  • what is the players role? Is the player
    pretending to be someone or something, and if so,
    what?. How does the players role help to define
    the gameplay.
  • what is the games setting? Where does it take
    place( vector/orto/pre-set/territory) and that is
    related to the Physical dimension of the game.

16
SOME GAME CONCEPTS V
  • What is the players interaction model
    (Omnipresent, some combination?
  • What is the games primary perspective?
  • What is the general structure of the game, What
    is going on each level and what function does
    each mode fulfill?
  • Is the game competitive. Cooperatime, team based
    or single player?
  • Does the game have a narrative or story as it
    goes along? Summarize the plot in a setence or
    two.
  • Does the game fall into an existing genre, if so
    wich one?
  • Why would anyone want to play this game? What
    sort of people would be attracted to this game?

17
Immersiveness and Suspension of Disbelief
  • Suspension of the Disbelief is a mental state in
    which you choose, for a period of time, to
    believe that this pack of lies, this fiction, is
    reality. When you go inside the game world and
    temporarily make it your reality, you suspend
    your disbelief.
  • But we also integrate pervasive technologies that
    contributes.
  • And ARG game concept blurring reality and game.

18
Dimensions of the game world
  • Physical dimension, limits of your territory and
    connection between maps/orto/pre-set scenarios.
  • Temporal dimension
  • But in the sense how we control the time for the
    game, teachers can give a specific period of time
    for playing the game and that need to be pre
    defined.
  • Human dimension
  • Are you going to involve external people in your
    game?
  • Ethical dimension
  • Define what is right and what is wrong, fix your
    standards.

19
THE SAVE CONTENT ISSUE
  • Allowing the player to leave the game and return
    to it later.
  • Letting the player recover from disastrous
    mistakes.
  • Encouraging the player to explore alternate
    strategies.
  • You save the content not the game be aware of
    that if you want some how to stop the gameplay
    time then that is different concept.

20
Storytelling and Narrative
  • Remember we use the story and narrative to drive
    knowledge based on CV content.
  • No Storyincreasing importance of the story
    Story-Based Gameplay
  • Arcade strategy games First person shooting
    Aventure games
  • Increasing game complexity
  • LETS SEE A WAY TO STRUCTURE THE STORY

21
Possible way
  • 1.The ordinary World is used to set up the story
    using a prologue to give to the player an
    explanations of the event but make them to work a
    bit to put the pieces together. The player will
    enter in this world so is important how you tell
    the facts.
  • 2.Call for adventure
  • Is the catalyst or the trigger that initiates the
    storyline it can takes many forms and it becomes
    the task of the player to prioritize these calls.
    Any idea how to start? SMS, MMS, emails, voice
    call, etc.

22
Possible way
  • The Refuse of the call
  • You as designer can give multiple options that
    the player can refuse without penalties. The
    players actions determine which call he has
    refused.
  • Meeting the Mentor (Teacher)
  • Provides further tips and helpful suggestions
    until the player is more familiar with the game,
    all set of rules applied here see emapps.com
    engine how deals with this.

23
Possible way
  • Crossing the first Threshold
  • Often the player express misgivings, concerns and
    fears but makes the crossing anyway. It is
    important to prepare them properly, so clear
    goals!!!
  • The Approach ot the Innermost Cave
  • This is the core of the story where the player
    finds the reward he seeks mostly toward the end
    of the game, if that is the case then there is
    not much attention paid to the journey back, BUT

24
Possible way
  • But if the reward is in the middle of the game
    then pays special attention ot the journey back.
  • That is our case!!!! On the journey the player
    creates content and get rewards but only at the
    end of the journey when the whole content is
    created s/he is able to deliver a final result
    and get the final a real reward. See the
    mechanics of the game engine on emapps.com.
  • The final Reward giving by the teachers approving
    game levels.

25
Balancing gameplay and narrative
  • 1.too much narrative and too little gameplay, no
    good.
  • 2.too much narrative the game looks very linear.
  • We cannot choose the times in which we live. All
    what we can decide is what to do with the time
    that is given to us
  • Players cannot decide the world in which he
    plays that is for you, the designer but he must
    be allow to decide what to do within that world.

26
And now the questions
  • 1.Can the story begin at the beginning of the
    game, or would the game benefit from a backstory
    as well.
  • 2.Will the story have a three act structure.
  • 3.How the plot will be placed? Graph out of the
    major points of crisis, climax or along the game.
  • 4.Will the game include narrative is the
    narrative essential for the player to understand
    and play the game.
  • 5.Will the narrative material be integrated
    seamlessly into the gameplay or it will be a
    separate interface element.
  • What form will the narrative material take? Pages
    in the manual, Introductory text in the program?,
    Movies, Podcast?

27
What is the user experience
  • The interface very different from games,
    pervassive is the point
  • The visual element for playing the game The
    Desk concept, lets explaining it!!
  • The Media element, audio, video, photo
  • But the teacher Experience is?

28
The GAMEPLAY
  • One or more casally linked series of challenges
    (tasks, activities) in a simulated or real
    environment.
  • What kind of challenges?
  • 1.Logic and inference test the ability of the
    player to assimilate information and use that
    information to decide upon the best course of
    action.
  • 2.Lateral Thinking Challenges
  • The player to draw on her previous exprience and
    knowledge and combine them in a new and
    unexpected way. For example to solve a math
    puzzle to move ahead in the game.
  • 3.Memory challenges tax players memory of recent
    game events some exmaples of this done in
    chimer.org
  • 4.Intelligent Based Challenges rely pure on the
    intelligence quotient of the player.
  • 5.Knowledge Based Challenges rely on the
    knowledge of the player for example Trivial
    pursuit.
  • 6. Pattern Recognition based in the human brain

29
THE GAMEPLAY
  • 7.Coordination Challenges, the ability to
    perform many simultaneous actions.
  • Applied challenges such as Puzzle when solved
    opens another part of the game.
  • Exploration, in adventure games is a key element
    players enjoy moving into new areas and seeing
    new things. Doors, Maze and trap are examples of
    this.
  • Conflict , how to defeat the others, and Strategy
    is a mental planning

30
SOME QUESTIONS
  • What types of challenges do you want to include
    in your game? Do you want to challenge the
    players physical abilities, his mental abilities
    or both?
  • Does the game include implicit challenges?
  • Given that not all players enjoy the same kinds
    of challenges, how does the games target
    audience influence the challenges it includes?
  • Will the player be required to face more than one
    challenge at the time? Which one?

31
A now!!!!!!!!
  • A BREAK for questions
Write a Comment
User Comments (0)
About PowerShow.com