Title: Video Game Design 101
1Video Game Design 101
- In which we attempt to demystify the video game,
and endeavour to impart one or more slices of
wisdom concerning matters of a game development
nature particularly with regards to video game
design.
2Who are you anyway?
- Alex Darby
- Game Designer and Programmer
- alex_at_kungfufist.com
3What are you going to talk about?
- what is a game?
- how video games work
- basic game design theory
- questions
4What is a game?
- This is a tricky question.
- Let's consider a few traditional games
- Battleships
- Noughts and Crosses
- Dominoes
- Roulette
- Snakes and Ladders
5Snakes and Ladders isn't a game?
- That's right - it's just a pastime.
- It's not a game because players don't make any
choices. - This means there's no way to be any better at it
than anyone else.
6Is it worth defining games?
- In Rules of Play Salen and Zimmerman define
game as follows
A game is a system in which players engage in an
artificial conflict, defined by rules, that
results in a quantifiable outcome.
It sounds very nice, and it's good to be able to
regurgitate a definition when asked, but what
does it actually get you?
7So, what is a game then?
- Let's look at the fundamental components of a
game - Player(s)
- Rules
- Game State (and Representation)
- Start State(s)
- End State(s win / lose etc.)
8So what is a game then?
- We'll stick with board-games for simplicity's
sake whilst we try to answer this. - The rules and game state are strongly
interrelated, and form a system which the player
interacts with an interactive system. - Once a game starts, it consists of a set of
recurring steps until it reaches an end state - Examine the board (i.e. game state) to work out
available options. - Decide on the best available option.
- The board is updated by following the rules
associated with the chosen option. - If the new game state is an end state, the game
is over, otherwise back to A. - Each iteration through these steps is known as a
game loop. The specifics of the game loop differ
vastly from game to game, but the general form of
a game loop is more or less the same in all games.
9Input Process Output
- A simple shorthand way to think of the game loop
(or indeed any interactive system) is as Input
Process Output - Input current game state and the player's choice
- Process apply the rules to the game state
- Output new game state
- Each output just feeds into the next
Input-Process-Output as the current game state
part of the Input.
10How all this relates to Video Games
- It had to be coming at some point, right?
- Believe it or not, video games are basically just
board games where the turns are so quick you
don't notice them happen. - The rules are the program running on the
computer. - The game state is stored inside the computer, and
represented via the screen. - The player interacts with it using input devices
of some kind.
11It sounds so simple...
- ...but that's what makes it hard.
- Computers are very very stupid.
- They need to be told what to do in tiny, tiny
steps. - The upshot of this is that the rules (i.e.
program code) for even a simple game like space
invaders are far more complicated than for any
(sensible) board game. - The good news is that, as long as you don't make
any mistakes describing the rules, the computer
will happily churn through vast amounts of rules
so fast it seems instantaneous.
12So, how do they work?
- Let's work through a very very simplified
example moving a blob around the screen as
someone presses the arrow keys. - The game loop for a video game is typically
- Input read input from joypad / keyboard etc.
- Process move objects around, check for
collisions, update scores etc. - Output draw the screen
- Over to the whiteboard for a real time demo!
13Basic Game Design Theory
- The odd thing about game design is that there is
surprisingly little formal study of it. - In my experience, ideas are the easy part. Even
good ideas are 10 a penny. - The hard part about game design is the little
things like making sure the menus are simple to
navigate, or that the ergonomics of the control
system don't require any extra thumbs. - Good design is almost invisible it is usually
immediately obvious if a game is badly designed,
but good design is often only noticed when you
stop and think about it.
14What makes a game fun?
- Million pound question!
- Make sure you have a very strong vision of how
the game will work before you try to make it, you
should almost be able to play it in your head. - Noted French Anthropologist Roger Caillois
conducted a study of play in the early 1960s, and
wrote book about it called Man, Play, and
Games. He identified 4 main categories of human
play behaviours - Agon (competition)
- Alea (chance)
- Mimicry (simulation)
- Ilinx (physical sensation)
- Considering your game idea with reference to
these aspects of the psychology of human play
behaviour can help to add structure to your
vision for a game.
15What makes a game not fun?
- Easier question to answer!
- Frustration is, in my experience, the most common
cause of people not finding a game fun. - It is typically caused by a player being unable
to progress in a game either because they are
unable to see what they are doing wrong and
correct it, or (worse) because they feel that
some inadequacy in the game system itself is
preventing them. - These kinds of problems are difficult to spot
when you spend all your time working on a game,
as you lose your objectivity, especially with
regards to getting used to control foibles. - The best way to tackle these types of problems is
to catch them early regularly testing the game
on people who have never played it before is an
ideal way. - Many potentially frustrating aspects of a game
can be avoided by careful design.
16Avoiding Frustration
- These three watchwords should be applied
throughout a game. - The idea is to ensure that each decision made has
had its game implications carefully considered
before it is made. - Consistency. The play experience should be
consistent, and it should especially be
self-consistent. If a game is not consistent, the
player can't rely on being able to generalise
from one situation to another (as in real life),
this is very noticeable to us as humans because
it jars with our everyday real world experience. - Transparency. The player should always understand
what the game is asking them to do, and the game
design should facilitate this whenever possible.
e.g. making use of iconic / colour conventions
used in real life etc. - Determinacy. The player should always feel that
it was their fault when they make a mistake in
the game as opposed to a glitch in the control
system, or a glitch in the camera system which is
entirely out of their control.
17Avoiding Frustration Again
- Considering the game as a series of Atomic
Input-Process-Output sequences is, once again, a
very useful design tool. - In order for the player to be able to make the
optimum, i.e. best informed, choice in any given
Input-Process-Output sequence during the game, we
need to ensure that the three watchwords
(consistency, transparency, determinacy) are
especially strongly applied to the following - representation of game state to the player
- representation of player's choices
- how the player makes a choice
- how the game gives the player feedback about the
effect of their choice
18Final Word
- The most important thing in game design is
knowing when to stop adding new ideas and just
get the game finished.
19Questions?
- In which questions are asked, and Alex tries to
minimise tangentialion.