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Game Rules, Game Play

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Title: Game Rules, Game Play


1
Game Rules, Game Play
  • Dr.Yodthong Rodkaew
  • Computer Animation, UTCC
  • GameDesign SA303, 1st Semester 2008

2
Game Rules, Game Play
  • Game Rule ????????????
  • Game Play ??????????????
  • ???????????????????????????????
    ??????????????????????????????????????????????????
    ?

REFbeginning Game Level Design, John Feil, Marc
Scattergood
3
I.Holistic Game Play
Holistic ???????
4.Extra-gameActivities
1.Game Instance
2.Game Session
3.Play Session
????????????????????????????????
Holistic ??????? Instance ???????? Session
?????????????????
4.2 Set-Down
4.1 Set-up
REF Staffan Bjork Game Design
4
I-1.Game Instance
  • Setting up the game
  • All the actions of all the players participating
    in the game
  • Ending the game and determination of the final
    outcome
  • Activities required to restore or clear the game
    state after playing the game
  • ??????/?????????????????????(Game Instance)
  • ????????????
  • ????????????????????????????????
  • ????? ????????????????
  • ????????????????????? ???? ??????
    ?????????????????????????????????????

5
I-1.Game Instance (Ex.)
  • ?????????????????????
  • ????????????
  • ????????????????????????????????
  • ????? ????????????????
  • ????????????????????? ???? ??????
    ?????????????????????????????????????
  • ???????
  • ???????????????
  • ???????????????????????????????
  • ?????? ???????? ???? ??? ??? ??? ?????? ?????
  • ?????????????????

6
I-2.Game Session
  • Complete activity of one player participating in
    a game instance
  • Player specific
  • Usually game instance and game session coincide
    in time
  • ????????????????? (game session)
  • ????????????????????????????????????
    ????????????????????????? ?????????????????
  • ???????????????????? (????????? 2 session)
  • ????????????? instance ??? session
    ??????????????????????

7
I-3.Play Session
  • The length of time one player is actively playing
    the game
  • One game session can consist of many play
    sessions
  • Play session consists of all the player actions
    during the session
  • ???????????????????? (play session)
  • ????????????????????????? ??????????????????
  • ????????????????? (game session)
    ????????????????? ???????????????????? (play
    session) ?????????????????
  • ????????????????????(play session)
    ???????????????????????????????????????

pick, move, attack, hint, save, load, undo, redo
8
Ex.1
  • Game Instance / Game Session / Play Session

Checkmate
9
Ex.2
  • Game Instance / Game Session / Play Session

Start, team Go go go
Start, Buy items
Terrorist win
Headshot
10
I-4.1 Set-up Session
  • ????????????
  • ?????????????????????(Game Instance)
  • ??????? ??????????
  • ??????????????
  • ????????
  • ????????????????? (game session)
  • ????????????????????????
  • ??????????????????????????
  • ???????????????????? (play session)
  • ?????????????/?????????????/????????????????????
  • Game Instance
  • Set-up the initial game state
  • Invite players
  • Allow the game to start
  • Game Session
  • The player or the facillitator configures the
    initial starting position in the game
  • The player registers to the game
  • Play Session
  • Prepare the play session/Login game/select profile

11
I-4.2 Set-down Session
  • ?????????
  • ?????????????????????(Game Instance)
  • ???????????????
  • ???????????
  • ??????????????????
  • ????????????????? (game session)
  • ???????????? ???? ?????
  • ????????????????????????
  • ???????????????????? (play session)
  • ???????/..?????????????????
  • Game Instance
  • Declare that the game has ended
  • Determine the final outcome
  • Return the initial game state if need be Usually
    the facillitator takes care of this
  • Game Session
  • The players initial state restored or removed
    altogether
  • Take care of possible meta-game effects
  • Play Session
  • Save the current state for further play session/
    .. End the game session

12
I-4. Extra-game activites
  • ?????????????????????????
  • ??????????????????????????????????????????????????
    ????????????
  • ????????? ???????
  • ?????????????? ???? skin, mod
  • ??????????????????????????? ????
    ?????????????????????
  • ?????????????????? ???? ????????????? ??????????
    ???? ????????????? ?????
  • Activites related to the game but do not have a
    direct effect on the game state
  • Planning activities -gt Creating strategies
  • Modifications to the game -gt Skins in Sims,Game
    Mods
  • Acquiring equipment or game elements -gtbuy
    expansion pack
  • Using the game for other purposes -gt Creating
    movies, stories, or stunt shows

13
II.Boundary Components
Boundary Components
2.Modes of Play
3. Goal and Subgoals
1.Rules
??????????????????????? ????????????????????
????????????????????????????????????????
REF Staffan Bjork Game Design
14
II.Boundary Components
  • ?????????????????????
  • ??????????????????????? ????????????????????
    ????????????????????????????????????????
  • ?? ?????????????????????
  • ??????????? ??????????????????????????
  • ???????????? ??? ??????????? ????????????????????
    ????? ???????????????????
  • Limit the player activities by allowing certain
    action and making some activites more rewarding.
  • Rules dictate how everything works
  • Modes of Play different phases of the game
  • Goals and sub goals motivation for playing the
    game in certain ways

15
II-1.Rules
  • ??
  • ???????????????????????
  • ?????????????????????????????????????????
  • ???????? ???? ??????????????
  • ?????????????? ???? ?????????
  • ???????????????????????
  • ???????????????
  • Limit player actions
  • Describe and lay out the boundaries of the game
  • Static or Dynamic
  • Explicit or Implicit

16
II-2.Modes of Play
  • ?????????????
  • ???????????????????????????????
  • ????????
  • ????????
  • ??????
  • ???????
  • ??????????????????????????????????
  • ??????????????????????? ??????
  • Different phases or sections of the game where
  • Actions are different
  • Goals are different
  • Interface are different
  • Player are different
  • Changes between modes governed by rules
  • Modes can have sub-modes

17
II-2.Modes of Play (Ex.)
  • ????????
  • ?????????????????????????? ?????????????????????
    ? ???????????????????????
  • Inventory Mode ????????????????????? RPG
  • ??????????????????? PACMAN ????????????????
    ?????????????
  • ?????????????
  • ???????????????????????????????
  • ????????
  • ????????
  • ??????
  • ???????
  • ??????????????????????????????????
  • ??????????????????????? ??????

18
II-3.Goal and Subgoals
  • ??????????????????????????
  • ?????????????????????????????????????????????????
  • ????????????????????????? ??????????
  • ????????????????????????????
  • ???????????????????????????????????? SimCity and
    Sims
  • Define the game states the player tries to
    achieve
  • Motivation for playing the game Achievement
  • Almost always nested hierarchies or networks
    subgoals of subgoals of subgoals .. etc.
  • Can be player defined during the play SimCity
    and Sims

19
III.Temporal Components
Temporal Components
1.Actions
2.Events
3.Closures
??????????????????????????????????????????????????
???????????
4.End conditions
5. Evaluation functions
REF Staffan Bjork Game Design
20
III.Temporal Components
  • ??????????????????
  • ??????????????????????????????????????????????????
    ???????????
  • ???????? ?????????????????????????
  • ????????? ?????????????????????????????
  • ???? ?????????????????????????
  • ??????????????? ????????????????????????????????
    ?
  • ?????????? ???????????????????????????????????
  • Describe the flow of the game play and define the
    changes in the game state
  • Actions what the player can do
  • Events what are the game state changes
  • Closures meaningful game state changes
  • End conditions determine changes of mode of play
    and closures
  • Evaluation functions determine the outcome of an
    end condition

21
III-1.Actions
  • ????????
  • ???????????????????????????????????????????
  • ??????????? ???? ??????
  • ????????????????????????????
  • ???????????????????
  • What the player can do to change the game state
  • Explicit or Implicit
  • The way to change the game state
  • Ralated to the interface
  • ????????
  • Pacman ???? ?????? ???? ???
  • Space invader ??????????? ???

22
III-2.Events
  • ?????????
  • ??????????????????
  • ???????????????????????????
  • ?????????????? ???????
  • ??????????????????????
  • ????????????????
  • ????????????????
  • ??????????????????
  • ??????????????????????????
  • ????????? ????????? ???? ???????????????????????
  • Changes in the game state
  • Perceivable to the players
  • Change of mode of play, closures
  • Consequences of the actions
  • Own actions
  • Other player actions
  • Game system generated
  • Computer controlled opponents
  • Gravitation, inertia and other automatic events
  • ????????
  • Pacman ????????????????????????? ,
    ??????????????
  • Tetris ?????????, ????????????, ????????????????

23
III-3.Closures
  • Quantifiable and meaningful player experiences
    normally associated with game state chagnes
  • Associated with goals
  • Reaching a goal (winning condition)
  • Failing to reach a goal or losing the game (loss
    condition)
  • Closures happen when playing the game, goals are
    part of the game
  • Not necessarily defined as particular game states
  • Borderline between first and second order game
    design concepts, may be player defined
  • Normally deeply nested
  • Subclosures of subclosures of subclosures
  • ??????? ??????????
  • ????????????????????????????????????
    (?????????????????????????????????????????????????
    ??????)
  • ???????????????????????
  • ???
  • ???
  • ?????????????????????????? ???????????????????????
    ????
  • ??????????????????????????????????????
  • ?????????????????????????????
  • ?????????????????? ?????????????????

24
III-3.Closures (Ex.)
  • ??????? ??????????
  • ????????????????????????????????????
    (?????????????????????????????????????????????????
    ??????)
  • ???????????????????????
  • ???
  • ???
  • ?????????????????????????? ???????????????????????
    ????
  • ??????????????????????????????????????
  • ?????????????????????????????
  • ?????????????????? ?????????????????
  • ????????
  • PACMAN
  • ?????????????
  • ???????????
  • ?????
  • ?????
  • ??? hi-score
  • Civilization
  • ?????????????
  • ????????????????????
  • ???????????
  • ??????
  • ???????????

25
III-4.End Conditions and III-5.Evaluations
Function
  • End condition is a game state requirement for
  • Switching the mode of play
  • Completion of a closure
  • End of a game instance, game or play session
  • Always associated with an evaluation function
  • Together define win and loss conditions
  • Evaluation function defines what is the outcome
    of the end condition
  • ???????????? ??? ???????????????????????
  • ????????????????????
  • ??????????????????????
  • ???????? ???? ????????????????? /???????????????
  • ???????????????????????????????
  • ??????????????????????????????
  • ?????????? ???????????????????????????????????
  • ????????
  • Pacman ???????????????????????
  • Chess Check mate

26
IV.Structural Components
Structural Components
2.Game Elements
1.Interface
3.Players
4.Game Facillitator
?????????????????????????????????????????????????
????
REF Staffan Bjork Game Design
27
IV.Structural Components
  • ???????????????????
  • ???????????????????????? ?????????????????????????
    ????
  • ?????? ??????????????????????????????????????????
    ???????????????????????????????
  • ????????????? ????????????????????????????????
  • ??????? ???????????????????????????????????????
  • ?????????? ???????????????????????????
  • Define the parts of the game which are
    manipulated by the players and the game system
  • Interface provides players information about the
    game state and possible actions
  • Game Elements components that contain the game
    state
  • Players Entities that try to achieve their own
    goals within the game
  • Game Facilitator Synchronizes the game state

28
IV-1.Interface
  • ??????
  • ?????????????????????????
  • ???????????
  • ???????????????????????
  • ??????????????????????????????
  • ?????????????????????????????????
  • Provides the player information
  • The game state
  • What actions are available
  • Provides the player access to the actions
  • What the player has to physically do to perform
    the action
  • Can help to express the theme of the game
  • Audio-visual style

29
IV-1.Interface (Ex.)
  • ??????
  • ?????????????????????????
  • ???????????
  • ???????????????????????
  • ??????????????????????????????
  • ?????????????????????????????????
  • ????????
  • Chess
  • ?????????? 8x8
  • ?????????????????????????????????????????
  • ??????????????????????????????????????
  • Pac-Man
  • Joystick ?????????????????????????
  • ??????????????? (level)
  • ?????

30
IV-2.Game Elements
  • ????????????????
  • ?????????????????????????????????????????????????
    ?????????
  • ???????????????????????????????????????????????
  • ????????????????????????????????????????
  • ??????
  • ?????????
  • ????????????
  • Physical and logical components that contain the
    game state
  • Can be manipulated by player actions and game
    events
  • Usually have attribute values that define their
    abilities
  • Type
  • Who controls
  • What dose it look like
  • Etc.

31
IV-2.Game Elements (Ex.)
  • ????????????????
  • ?????????????????????????????????????????????????
    ?????????
  • ???????????????????????????????????????????????
  • ????????????????????????????????????????
  • ??????
  • ?????????
  • ????????????
  • ????????
  • ??????????????????????
  • ?????????????
  • ?????????????????????
  • ??????????????? RPG
  • ???????????????????????
  • Pac-Man
  • ????????????? Asteroids
  • ????????????? (Avatar) ????? RPG
  • ????????????????????????????????
  • Units ???????????
  • ??????? ????????????

32
IV-3.Players
  • ???????
  • ??????????????????????????????????????????
  • ??????????????????????????????????
  • ???????????????????????????????????????
  • ????????????????????????????
  • ????????????????????????????
  • ??????????????????????
  • ??????? pacman ??????????????????
  • tetris ??????? 2 ???
  • Representation of entities that are trying to
    achieve the goals in the game
  • Change the game state through actions
  • Can be human players or computer controlled
  • Can compete against each other
  • Can cooperate with other players
  • Different ways of analysis
  • Ghosts in Pac-Man as other players
  • Tetris as a two player game?

33
IV-3.Players (Ex.)
  • ???????
  • ??????????????????????????????????????????
  • ??????????????????????????????????
  • ???????????????????????????????????????
  • ????????????????????????????
  • ????????????????????????????
  • ??????????????????????
  • ??????? pacman ??????????????????
  • tetris ??????? 2 ???
  • ????????
  • Chess
  • ??????????? ???/?? ?????????????????????????
  • Pac-Man
  • ???????????????????????? ???????????
  • ??????????????????? ??????????? pacman
  • MMORPGs
  • ????????????????

34
IV-4.Facilitator
  • ??????????/?????????
  • ???? ???????????
  • ???????????????????????????
  • ???????????????????????
  • ????????????????????????????????????? ??? ???????
  • Takes care of setting up the game
  • Synchronizes the game state
  • Can be players themselves
  • Children games
  • Ultimate arbitrator of disputes between the
    players and the game system

35
IV-4.Facilitator (Ex.)
  • ??????????/?????????
  • ???? ???????????
  • ???????????????????????????
  • ???????????????????????
  • ????????????????????????????????????? ??? ???????
  • ????????
  • Pac-Man
  • ???????????????????????pacman
  • MMORPGs
  • Game masters / ???????????

36
--Break--
37
Implementing Gameplay
We ended up with a game that I didnt know how
to win. I didnt know which were the best
strategies or tactics, even though I designed all
the games systems. That is what makes a good
strategy game.
-- Julian Gollop, talking about his game X-Com
UFO Defense
REF CH7 Wordware Game Design Theory.
REF CH3 Game Architecture and Design, Rollings
and Morris.
38
Implementing Gameplay
A game is a series of interesting choices.
-- Sid Meier Pirates, Civilization
REF CH3 Game Architecture and Design, Rollings
and Morris.
39
Implementing Gameplay
  • Well designed game should require strategy
    series of interresting choices
  • Ex.
  • Use of health potion ? Have net for capturing
    more fairies
  • Having net ? Needed space for more arrows for bow
  • Needing arrow ? killed all flying zombie bats

REF CH3 Game Architecture and Design, Rollings
and Morris.
40
Flaws in Game Design
  • Dominant Strategy Problem
  • Should never have an option that is so good, eg.
    Ultimate Weapon or 10 killer tactics
  • Near Dominance Problem
  • Neardominated Useful only very narrow
    circumstance
  • Neardominant use most of the time
  • Eg. Stungun useful against raptors only raptor
    level

REF CH3 Game Architecture and Design, Rollings
and Morris.
41
Flaws in Game Design
  • Avoid Trivial Choices
  • Bad Horsemen -gt Archers -gt Pikemen -gt nothing
  • Transitive not so interesting
  • Good Horsemen -gt Archers -gt Pikemen -gt Horsemen
  • Horsemen fast, get to Archers quickly with lances
  • Pikemen slow, so Archers wait on them from afar
  • Pikemen spears hurt horsemen bad
  • A beats B, B beats C, C beats A, ..

42
Flaws in Game Design
  • Which is better?
  • A 1 of Horsemen -gt All of Archers
  • B 1 of Horsemen -gt 1.1 Archers

Tick question! Both are bad
Dont hardwire Sometimes A way better than
B, sometimes a bit better, sometime
worse. Should depend upon the game situation
weather, terrain, time, ..
43
Rock-Paper-Scissors RPS
  • Payoff, match your choice with opponent

Rock Paper Scissors
Rock 0 -1 1
Paper 1 0 -1
Scissors -1 1 0
Opponent
You
44
Rock-Paper-Scissors RPS
  • Suppose scissors cost most, Rock costs least-
    May use rock more often, scissors less
  • Suppose scissors costs 3ki, paper costs 2 ki,
    rock costs 1ki and hit dose 5ki damage

Rock Paper Scissors
Rock 0 -4 7
Paper 4 0 -4
Scissors -7 4 0
Opponent
You
Y-Rock O-Scissors, ki diff -2 plus
damage -5 total -7
45
Rock-Paper-Scissors RPS
  • Payoff is R,P,S and frequency r,p,s
  • Want to know how often use (r,p,s)
  • Net Payoff R is (0xr) (-4xp) (7xs)
  • 1) R-4p7s
  • 2) P4r-4s
  • 3) S-7r4P
  • ZeroSum Game
  • RPS0
  • All cost must be equal
  • R P S 0

Rock Paper Scissors
Rock 0 -4 7
Paper 4 0 -4
Scissors -7 4 0
46
Rock-Paper-Scissors RPS
  • 1) R-4p7s
  • 2) P4r-4s
  • 3) S-7r4P
  • Solve (3eq3Unknow)
  • (eq1)-4p7s4r-4s(eq2)
  • 11s4r4p
  • S(4r4p)/11
  • (eq2)04r-4(4r4p)/11
  • 044r-16r-16p
  • 028r-16p
  • p(7/4)r
  • (eq1)0-4(7/4)r7s
  • 07r7s
  • rs

Ratio rps 11.751 27 46 27
???????????????????????????????? p ?????
??????????
Rock Paper Scissors
Rock 0 -4 7
Paper 4 0 -4
Scissors -7 4 0
47
Game Balance
  • Game without balance often unsatisfynig and
    wasted effort (parts not in balance not used, so
    wasted effort)
  • Player-Player
  • Player-Gameplay
  • Gameplay-Gameplay
  • ?????????????? ??????????????????????????? ???
    ?????????????????? (??????????????????????????)
  • ????????? ??????????? 3 ??????
  • ???????- ???????
  • ???????- ??????
  • ?????? - ??????

48
Game Balance
  • Player-Player Balance
  • Ex. Street Fighter II Blanka vs. Ryu
  • Symmetry is fine in abstractgames (ex.chess,
    basketball)
  • Avoid obvious symmetry
  • Warcraft2 humans have griffons and orcs have
    dragons both flying toughies
  • Making choices for players different, yet
    balanced is tougher ex. Starcraft. Protoss,
    Zergs, Terrans all very different
  • Image the hours of play testing
  • Recommend only for deep pockets

49
Game Balance
  • Player-Gameplay
  • Think about players relationship to the game
  • Player-Gameplay balance entails balancing
    challenges against players improvement curve
  • RPGs have monsters get tougher with level
  • Ex. Diablo I no monsters to kill to get exp.
  • Ex. Baldurs Gate Attributes 3-18 can re-roll if
    dont like
  • Ex. Titan quest Remove skill (cost player)

50
Game Balance
  • Gameplay-Gameplay
  • Two levels to balancing component and attribute
  • Component (??????????) choices about artifacts
  • Ex. Should I use the ion cannor or laser?
  • Ex. Should I use staff or sword?
  • Attribute (?????????) choices are more abstract
  • Ex. I should sneak past troll or take extra
    health?
  • Ex. How important is ship speed relative to
    combat strength?
  • Ex. Should I use staff poison 2/30sec or fire
    damage 5/12sec?
  • Attribute balance harder

51
Save Points
  • ??????
  • ??????????????
  • ????????????????????????????????????????
  • ?????????????????????
  • ???????? ???????
  • ??????????????????????????
  • ?????????????????????????
  • ?????????????????
  • ?????????????????????????????????????????????????
  • ???? ????????????????? 5 ??? ???????????
    ?????????????????? 5 ??? (trial and error)
    ?????????????? ?????????
  • ??????????????????????????
  • ????????????????????????????
  • ????????????????????????

52
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