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Video Game Design 101

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Video Game Design 101. In which we attempt to demystify the ... Alex Darby. Game Designer and Programmer. alex_at_kungfufist.com. What are you going to talk about? ... – PowerPoint PPT presentation

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Title: Video Game Design 101


1
Video 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.

2
Who are you anyway?
  • Alex Darby
  • Game Designer and Programmer
  • alex_at_kungfufist.com

3
What are you going to talk about?
  • what is a game?
  • how video games work
  • basic game design theory
  • questions

4
What is a game?
  • This is a tricky question.
  • Let's consider a few traditional games
  • Battleships
  • Noughts and Crosses
  • Dominoes
  • Roulette
  • Snakes and Ladders

5
Snakes 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.

6
Is 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?
7
So, 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.)

8
So 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.

9
Input 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.

10
How 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.

11
It 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.

12
So, 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!

13
Basic 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.

14
What 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.

15
What 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.

16
Avoiding 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.

17
Avoiding 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

18
Final Word
  • The most important thing in game design is
    knowing when to stop adding new ideas and just
    get the game finished.

19
Questions?
  • In which questions are asked, and Alex tries to
    minimise tangentialion.
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