Designing Power-Ups for Action Games - PowerPoint PPT Presentation

About This Presentation
Title:

Designing Power-Ups for Action Games

Description:

Title: PowerPoint Presentation Created Date: 1/1/1601 12:00:00 AM Document presentation format: On-screen Show Other titles: Times New Roman Lucida Sans Unicode ... – PowerPoint PPT presentation

Number of Views:208
Avg rating:3.0/5.0
Slides: 59
Provided by: roningamed
Category:

less

Transcript and Presenter's Notes

Title: Designing Power-Ups for Action Games


1
Designing Power-Upsfor Action Games
  • Randy Smith
  • rsmith_at_ionstorm.com

2
Takeaways
  • A structured design process which can help
  • Tailor your power-ups to your game and
    development environment
  • Improve communication and documentation
  • Design analysis that you can apply to improve
    your power-up designs

3
Scope of this Presentation
  • We are going to talk about
  • Generating ideas
  • Refining
  • Documenting
  • We are not going to talk about
  • Implementing
  • Tuning

4
Action Games Only
  • Action games, such as
  • First Person Shooters
  • Platform
  • Fighting
  • Racing
  • Etc.
  • But not
  • RPGs
  • Adventure games
  • Etc.

5
What do I mean by Designer?
  • Not (necessarily) a
  • Manager
  • Producer
  • Project Director
  • Level Builder
  • A game systems designer.
  • Or a group of game systems designers.

6
Collaboration
  • Other disciplines
  • Programmer
  • Artist
  • Producer
  • Audio
  • Director

7
Outline of this Presentation
  1. Deconstructing Power-ups
  2. Brainstorming
  3. Culling and Refining
  4. Goals and Constraints
  5. Documenting

8
DeconstructingPower-Ups
9
Questions About Power-Ups
  • What are the components of a power-up?
  • What categories of power-ups are there?
  • Why are power-ups in games?
  • Whats the definition?
  • lets look at some examples to think about these
    questions.

10
Armor
Ammo
11
Cross
Holy Water
Stop Watch
12
Energy Tank
Morph Ball
13
Vision Enhancement
Run Silent
14
Mushroom
15
Hammer
16
Components of Power-Ups
  • Acquisition Method
  • Storage
  • Activation Method
  • Delivery method
  • Payload / Utility
  • Deactivation method
  • Resource Cost

17
Doom Armor
  • Acquisition Collide with it
  • Storage N/A
  • Activation Upon pick-up
  • Delivery N/A
  • Payload Sets Armor100
  • Deactivation N/A
  • Resource cost N/A

18
Castlevania Holy Water
  • Acquisition Collide with it
  • Storage Special Item Slot
  • Activation Up and Attack
  • Delivery Short range arc
  • Payload Holy water puddle
  • Deactivation Time out
  • Resource cost Hearts, Slot

19
Deus Ex Vision Enhancement
  • Acquisition Augmentation Installment Process
  • Storage Eye Aug Slot
  • (De-)Activation F5 or Inventory Screen
  • Payload Vision mode
  • Resource cost Aug Power

20
Categories of Power-Ups
  • By Payload
  • Unlock Player Powers
  • Resource Change
  • Environment Manipulation
  • AI Manipulation
  • Character Manipulation
  • By Storage
  • Inventory
  • Hands
  • Special Item Slot

21
Why are Power-Ups in Games?
  • Player Agency
  • Player Reward
  • Player Motivation
  • Manage Challenge Level / Character Power Curve
  • Player Learning Curve
  • Unlock New Content
  • Reinvent Gameplay

22
Why are Power-Ups in Games?
  • Maintain Player Interest
  • Player Agency
  • Player Reward
  • Player Motivation
  • Manage Challenge Level / Character Power Curve
  • Player Learning Curve
  • Unlock New Content
  • Reinvent Gameplay

23
Definition of a Power-Up
  • A Power-Up An Acquired Character Benefit
  • Acquired Dont have it at the beginning of the
    game
  • Character The player character
  • Benefit Resource, Power, etc..

24
The development process2) Brainstorming
25
Goal of Brainstorming
  • Generate a big document full of ideas.
  • Collect lots of creative energy, dont let it get
    away.
  • Sometimes its OK to smoke crack.
  • Get early feedback and info from other
    disciplines.

26
Documenting Brainstorms
27
Generating Ideas
  • Ideas can come from
  • Core Fantasy
  • Fiction
  • Other Games
  • Understanding of Goals and Constraints
  • Design Philosophy

28
The development process3) Culling and Refining
29
Goal of Culling and Refining
  • Eliminate ideas from the brainstorm list.
  • In the process, refine your sense of your
  • Design Goals
  • Development Constraints.
  • Grow your ability to make informed, deliberate
    design decisions

30
Cull an Idea from the Brainstorm List
  • Someone pick an idea they dont like
  • Someone else flesh it out, explain it
  • Cull the idea for any reason

31
Culling Deconstruction
  • Ok, now why did you cull that idea?
  • Categorize your reason
  • Development Constraints
  • Design Goals
  • Ratio of the two
  • Keep track of this data

32
Goals and Constraints
  • Development Constraints
  • Schedule / Budget
  • Technology
  • Controller Hardware
  • Target Player
  • Etc.
  • Design Goals
  • What gameplay are you trying to create?

33
Refining
  • Use what youve learned to improve the idea.
  • How can this idea better meet the Design Goals?
  • How can this idea fit within the Development
    Constraints?
  • If improved, send the idea back to the brainstorm
    list.
  • If not, just throw it out.

34
A Feedback-Intensive Process
35
When do you stop?
  • When youve considered every idea in the
    brainstorm list?
  • When enough of the ideas make the cut.
  • Whats the right number of power-ups for your
    game?
  • Answer Constraints and goals.

36
The development process4) Goals and
Constraintsexamples from Thief 3
37
Ideas from Thief Thief 2
Fire Arrow
  • Not stealthy enough
  • Something more utilitarian?

38
Mine
  • Also not stealthy, but
  • Its a trap for enemies

39
Flashbomb
  • Too useful for attack
  • Should be an escape tool blinding and stunning

40
New Ideas
Lead Arrow, Laughing Gas
  • Too redundant with existing tools

Dog Whistle
  • Not broadly applicable enough

41
Climbing Gloves
  • Expensive but worth it
  • There are vertical stone walls everywhere

42
Cloak of Flattening
  • Expensive and not worth it
  • Not enough systemic applicability

43
Thief 3 Power-Up Design Goals
  • Reinforce core stealth gameplay
  • Empower interesting ways for player to thwart
    enemies
  • Make getting caught more fun
  • Empower player expression via systemic
    interactions

44
Thief 3 Power-Up Constraints
  • Budget and Schedule
  • Reuse UI Infrastructure for Activation and
    Delivery Arrows and Bombs
  • Avoid implementation work with little reuse (new
    player movement modes)
  • Work with existing systems instead of inventing
    new ones

45
Thief 3 Power-Up Constraints
  • Simple Interface
  • Reuse UI Infrastructure for Activation and
    Delivery Arrows and Bombs
  • Keep overall number of power-ups small
  • Keep Payloads/Utilities orthogonal

46
Noise Suppressor
  • Interesting and cheap
  • Makes simple, systemic use of existing tech

47
The development process5) Documentation
48
Goals of Documentation
  • Formalize ideas, Write a spec
  • Think it through
  • Communicate with the other disciplines
  • What the plan is
  • What they need to do to implement your power-up
    ideas
  • How theyll know when the work is finished

49
Principles for good design documentation
  • Overall
  • Clarity
  • Efficiency
  • Use fewer words
  • Use more visuals
  • Target your audience(s) hint it isnt you.

50
Donts
  • Defend your ideas.
  • Emphasize fiction or design philosophy
    unnecessarily. Dont ramble.
  • Feel the need to have excruciating level of
    detail.
  • Leave stuff up to the other disciplines.
  • Theyre in the same building as you, right? They
    can come talk to you.

51
Example Documentation
  • ltsee documentgt
  • ltsee templategt

52
Why use a template?
  • For Document Writers
  • Enforce completeness
  • Provide direction
  • For Document Readers
  • Provide consistency

53
Conclusion
54
What This Process Can Get You
  • A well-documented set of power-up ideas tailored
    to your game
  • A better understanding of your Design Goals and
    Development Constraints

55
Broader Applicability
  • With some simple translation, this can also be
    applied to
  • Other genres
  • Other types of game elements (such as enemies)

56
What is game design about?
  • Making informed, deliberate decisions.
  • Working within Constraints to meet Goals.
    Maximizing the ratio.
  • Communicating with other disciplines.

57
What are power-ups about?
  • Empowering the player
  • Maintaining player interest
  • Opening up the games boundaries
  • Reinventing gameplay

58
Q A
Randy Smith rsmith_at_ionstorm.com
Write a Comment
User Comments (0)
About PowerShow.com