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???????????? (Game Design)

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Title: ???????????? (Game Design)


1
????????????(Game Design)
  • ???????? SA303 ?????? ?????????? 2553
  • ??.????? ???????
  • ????????????????????????????? ??????????????
    ??????????????????????

2
Office Hours
  • ?.??.????? ???????
  • ????????????????????????????????????????? ????? 1
    ???? 2
  • ?????????? ?????????, ??????????? 13.00-15.00 ?.

3
Locations
  • http//sc-animation.mypage.utcc.ac.th/
  • http//rodkaewy.mypage.utcc.ac.th/
  • http//science.utcc.ac.th/lecturer/rodkaewy/

4
(No Transcript)
5
????????????? (Course Description)
  • ??????????????????????????? (????????????????)
  • ????????????????????????????????????????
    ???????????????? (?????????????????????????)
  • ????????????????????? (Interactive)
  • ?????????????????????? (User Interface)
  • ???????????????????????????????? (Story)

6
???????????? (Course Objective)
  • ??????????????????????????????????????????????

7
???????????????????????? (Behavioral Objectives)
  • ???????????????????????????????? ???
  • ???????????????????? ??????????????
    ?????????????????????????? (Game Design Document
    GDD)
  • ???????????????????????? ?????????????????????????
    ???????????

8
????????????????
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9
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    ????? ???????????????????? 8 ????? )
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    ???? 3.?????????????????????????????????????

10
??????? ???????????????
  • ????????? ??????????? ???????????? ??????????????
  • ????????????? (?????????????????????)
    ?????????????
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  • ??????????????? ??????????????????????????????
    ???????????? ??????????????????????????
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    ??????????????????????? ??????????
  • ????????? ???????????????????????????? ??????
    (??????????????????????????????)
    ??????????????????????????????????????????
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  • ?????????? ????????????????????????
    ?????????????????????????? ???????????????????????
    ?????

11
??????????????????????
  • ???????
  • John Feil and Marc Scattergood, Beginning Game
    Level Design, Thomson 2005, ISBN 1592004342
  • Andrew Rollings and Dave Morris, Game
    Architecture and Design A New Edition, New
    Riders Games 2004, ISBN 0735713634
  • Tracy Fullerton, Christopher Swain and Steven
    Hoffman, Game Design Workshop Designing,
    Prototyping and Playtesting Games, CMP Books
    2004. ISBN 1578202221
  • Richard Rouse, Game Design Theory and Practice
    (2nd Edition), Wordware 2001, ISBN 1556229127
  • Lee Sheldon, Character Development and
    Storytelling for Games, Thomson, ISBN
    1-59200-353-2

12
??????????????????????
  • Internet
  • Staffan Bjork, Game Design.
  • http//www.sloperama.com/
  • Gamasutra
  • wikipedia
  • google
  • Slide Sheets
  • Subtitle in English
  • ?????????

13
(No Transcript)
14
  • G A M E D E S I G N

15
GameDesign????????????
Game Mechanics ???????
Visual Arts ????????
Production Process ?????????????
Programming ???????????????
Narrative ?????????????
Audio ?????
http//en.wikipedia.org/wiki/Game_design
16
Game Mechanics ???????
Game Mechanics / Game Play ???????/??????????????
"Game Play" ???????????
Start ????????
Goal ????????
?????????? ?????????????? ??????? ?
???????? ??? ??????
?? ????? ??????? ??????
http//en.wikipedia.org/wiki/Game_mechanics
17
Game Design
  • Game design is the core of a game
  • Still under developed area
  • Make clear vision of a game for communicate with
    team (programmer/artist/project manager/funding)
  • bad design gt bad game (absolutely) !
  • good design gt good game ! (more factors)

18
Game Designer
  • A game designer is a person who designs games.
    The term can refer to a person who designs video
    games, or one who designs traditional games such
    as board games.

19
Game Making Process
funding
market research
requirements
Idea
Design Document
pitching
limitations
GameDesigner
fun
feel
packaging
Research Development
Release
Testing
quality
bug
customer support
20
The role of the Game Designer
  • The game designer envisions how a game will work
    during play. He/She creates the objectives,
    rules, and procedures, thinks up the dramatic
    premise and gives it life, and is responsible for
    planning everything necessary to create a
    compelling player experience.

21
Design Process
involve
idea/requirements/fun
Target Group/facts /fiction
analyse
implement"able" idea
require more data?
document prototype
evaluate
satisfy
Game Design Document
22
pre-history game designer
  • Early in the history of video games, game
    designers were often the lead programmer or the
    only programmer for a game (1970)
  • As games became more complex and computers and
    consoles became more powerful (allowing more
    features), the job of the game designer became a
    separate function. gt Lead Programmer Game
    Designer

23
be a game designer
  • The ideas are easy, the writing is the hard part.
  • The most challenging position
  • The most impact of a game
  • Many people want to be
  • Many people have come and failed
  • It is hard to success

24
to be a good game designer
  • Good writing skill/ good telling story/ good
    communication
  • Good ability to express dream to reality
  • Know limitation (hardware/ software /technic/
    people /funding /timing/ resources)
  • Know game target group/audience
  • Be leader
  • Have some own good idea
  • Know/play good games
  • Experience!

25
"Fun"damentals of game design
  • FUN games are about one thing entertaining
    people, games are supposed to be fun.
  • AUDIENCE Do for many people enjoy game, not just
    one or two.
  • GENRE Do what people expect from game genre.
  • KNOW YOUR SELF You need to know what you think
    is FUN about games.

26
Real Game Designer (who knows?)
27
  • blank page

28
Real Game Designer (who knows?)
slides from Staffan Bjork
29
Will Wright
  • Maxis, Inc.
  • Raid on Bungling Bay, 1984
  • SimCity, 1989
  • SimAnt, 1991
  • The Sims, 2000
  • The Sims Online, 2002
  • SimCity 4, 2003
  • The Sims 2, 2004

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30
Will Wright on Design
  • Making dynamic models
  • put the player in the design role
  • large solution space -gt much stronger feeling
    of empathy
  • Creates interactive toys

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31
Shigeru Miyamoto
  • Donkey Kong, 1981
  • Super Mario Bros., 1985
  • Super Mario 64, 1996
  • The Legend of Zelda Ocarina of Time, 1998
  • The Legend of Zelda Majora's Mask, 2000
  • Pikmin, 2001
  • Super Mario Sunshine, 2002

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32
Shigeru Miyamoto on Design
  • "A delayed game is eventually good, a bad game
    is bad forever
  • Inspiration from childhood memories
  • Exploring wilderness and caves (Zelda)
  • Attacked by dog on chain (Chain Chomp)

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33
Sid Meier
  • Solo Fight, 1984
  • Sid Meiers Pirates!, 1987
  • Railroad Tycoon, 1990
  • Civilization, 1991
  • Colonization, 1994
  • Sid Meiers Gettyburg!, 1997
  • Sid Meiers Alpha Centauri, 1999
  • Civilization IV, 2005

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34
Sid Meier on Design
  • be able to play the game and understand it as
    quickly as possible
  • If a player feels there is something they would
    like to do that the game is not letting them do
    then that is a failure of the game
  • a series of interesting choices
  • most acclaimed games were inspired
    by board games designed by
    Francis Tresham vf
  • 1829 (Railroad Tycoon)
  • Civilization (Civilization)
  • Spanish Main (Pirates!) maybe
  • one more turn

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35
Chris Crawford
  • Eastern Front (1941), 1981
  • Balance of Power, 1985
  • Balance of the Planet, 1990
  • Storytron (Erasmatron), 1992-2006?
  • Suggested Reading
  • Crawford, C. The Art of Computer Game Design,
    1992.
  • Crawford, C. The Art of Interactive Design, 2002.
  • Crawford, C. Chris Crawford on Game Design, 2003.

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36
Chris Crawford on Design
  • Its easier to learn from turkeys than from
    masterworks
  • Accept full moral responsibility for the games
    you design
  • Always delete clever ideas that dont add to the
    design
  • The logic of the game dominates pick a topic to
    fit it
  • Lose the storyboards
  • Conceptualize your design in terms of its
    challenge, not its topic
  • Keep the player on the razor edge of failure,
    but dont let him fall
  • Those who would build the future must
    understand the past

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37
Peter Molyneux
  • Populous, 1989
  • Powermonger, 1990
  • Theme Park, 1994
  • Magic Carpet, 1994
  • Syndicate, 1993
  • Dungeon Keeper, 1997
  • Black White, 2001
  • Fable, 2004
  • The Movies, 2005
  • Black White 2, 2005

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38
Peter Molyneux on Design
  • interfaces are paramount
  • designing a game in not thinking up a storyline
    but about what the player does and sees while
    playing your idea.
  • Next time we will do it right
  • Theres no democracy in game design, just
    inspiration
  • Idea has to come from one person
  • Focus on elements that cannot be seen elsewhere
  • Make it like game X but better does not work
  • writing design documents is stupid
  • But Fable IIs design document weighs in
    at 1,000 pages

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39
Gary Gygax
  • Dungeons Dragons, 1974
  • Advanced Dungeons Dragons, 1977
  • Mythus, 1992
  • Lejandary Adventures, 1999
  • Suggested Reading
  • Dear, William C. The Dungeon Master The
    Disappearance of James Dallas Egbert III

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40
Gary Gygax on Design
  • On Games
  • interesting diversion from everyday life
  • chance to excel
  • and if you're playing in good company you
    don't even mind if you lose because you had the
    enjoyment of the company during the course of the
    game
  • On Dungeons Dragons
  • Variation on medieval small battles because
    the guys got tired playing the original
  • Even when you're playing miniatures,
    there's still some role-playing aspect

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41
Warren Robinett
  • Adventure, 1978
  • Part was spun-off as superman game
  • First Easter Egg

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42
Roberta Williams
  • Kings Quest I, 1984
  • Kings Quest II, 1985
  • Kings Quest Mask of Eternity, 1998

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43
Janet Jensen
  • Gabriel Knight Series
  • Sins of the Fathers, 1993
  • The Beast Within, 1999
  • Blood of the Sacred, Blood of the Damned, 1999

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44
Steve Jackson
  • Ogre, 1977
  • Car Wars, 1981
  • Illuminati, 1983
  • Toon, 1984
  • GURPS, 1986
  • Illuminati New World Order, 1997
  • Suggested Reading
  • Schuessler, N. Jackson, S. Game Design Volume
    1 Theory and Practice, 2005 (1981)

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45
Steve Jackson on Design
  • the more factors are explicit the less
    playable the game will become
  • Dont just proofread PLAY
  • There is no excuse for failure to playtest a
    design thoroughly before putting it on the
    market it indicates either gross ignorance,
    total egotism, or an absolute lack of interest in
    giving the gamer his moneys worth.
  • After playtesting, do blindtest, new playtesters
    are exposed to the game without the
    benefit of advice from the designer or
    other experienced players.
  • After blindtesting, do proof playtesting, an
    extra stage of blindtesting and
    another round of designer
    playtesting using only proof
    copies of the finished rules, maps, and charts.

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46
Richard Garriott
  • Ultima I The First Age of Darkness, 1981
  • Ultima II The Revenge of the Enchantress, 1982
  • Ultima IV Quest of the Avatar, 1985
  • Autoduel, 1985
  • Ogre, 1986
  • Ultima VIII Pagan, 1994
  • Ultima Online, 1997
  • City of Heroes, 2004
  • City of Villians, 2005
  • Tabula Rasa, 2007
  • Suggested Reading
  • King, B. Borland, J. Dungeons and Dreamers
    The Rise of Computer Game Culture from Geek to
    Chic

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47
Raph Koster
  • LegendMUD
  • Ultima Online, 1997
  • Star Wars Galaxies, 2003
  • EverQuest II, 2004
  • Suggested Reading
  • Koster, R. A Theory of Fun for Game
    Design, 2004.

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48
Raph Koster on Design
  • Fun is "the act of mastering a problem mentally
  • Games are teaching patterns
  • Create a flow experience
  • About UO
  • players don't care about what you wanted there,
    about what the dreams were - they only care about
    what they have in front of them, and then they
    proceed to do things you never imagined
  • About SWG
  • launched too early from a game design point of
    view
  • most systems in there were first-pass at best
  • A large chunk of the blame lies with me, for
    being over-ambitious with the design

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49
Greg Costikyan
  • Toon, 1984
  • Paranoia, 1984
  • Star Wars The roleplaying game, 1987
  • Paranoia XP, 2004
  • Suggested Reading
  • Costikyan, G. I have no words and I must Design,
    Interactive Fantasy magazine, 1994.

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Grey Costikyan on Design
  • Games GROW through innovation. Innovation
    creates new game styles but its over now.
  • Achieving a goal is meaningless if it comes
    without work, if there is no opposition
  • Whenever multiple players are involved, games
    are strengthened if they permit, and encourage,
    diplomacy
  • How can you tell a good game from a bad
    one? The test is still in the playing

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51
Ken Rolston
  • Paranoia, 1984
  • The Lost Island of Castanamir (DD), 1984
  • River of Cradles (Runequest), 1992
  • Paranoia, 5th ed., 1995
  • Something Rotten in Kislev (WFRP), 1999
  • Elder Scrolls III Tribunal, 2002
  • Elder Scrolls IV Oblivion, 2006
  • About retiring
  • and play stupid paper-and-pencil RPGs
  • joined Big Huge Games to do a new RPG

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52
John Carmack
  • Commander Keen, 1990
  • Wolfenstein 3D, 1992
  • Doom, 1993
  • Quake, 1996
  • Doom 3, 2005
  • Suggested Reading
  • Kushner, D. Masters of Doom How Two Guys
    Created an Empire and Transformed Pop Culture,
    Random House

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53
John Romero
  • Scout Search, 1984
  • Commander Keen, 1990
  • Wolfenstein 3D, 1992
  • Doom, 1993
  • Heretic, 1994
  • HeXen, 1995
  • Quake, 1996
  • Daikatana, 2000
  • Hyperspace Delivery Boy, 2001
  • Area 51, 2005
  • Gauntlet Seven Sorrows, 2005

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John Romero on Design
  • We developed our games in a pretty
    non-disciplined and non-organized way because so
    much of it was RD

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55
Warren Spector
  • Toon, 1984
  • Car Wars, Ogre, Illuminati
  • ADD, DMs guide, 2nd ed., 1989
  • GURPs, 3rd ed. 1992
  • Send in the Clones (Paranoia), 1985
  • Underword The Stygian Abuss, 1991
  • Ultima VII, Part 2, Serpent Isle, 1993
  • System Shock, 1994
  • Thief The Dark Project, 1999
  • Deus Ex, 2000

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Warren Spector on Design
  • Learn to program and get as broad-based an
    education as you can
  • Become an effective communicator
  • Make games
  • giving players power to make choices enhanced
    the gameplay experience
  • attaching consequences to those choices made the
    experience even more powerful
  • Gargoyle episode
  • Sequals Adaptations Get used to it!
  • Safe bets
  • Free marketing
  • Fan buy-in
  • cool sandboxes to play in

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Sandy Petersen
  • Call of Cthulhu, 1981
  • Runequest, 3rd ed., 1985
  • Ghostbusters A Frightfully Cheerful Roleplaying
    Game, 1986
  • DOOM, 1993
  • Quake, 1996
  • Age of Empires The Age of Kings, 1999
  • Call of Cthulhu, 2004
  • Worked on
  • Civilization
  • Sid Meiers Pirates!

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Sandy Petersen on Design
  • Be familiar with all types of games, not just
    computer games

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Frederick Raynal
  • Alone in the Dark, 1992
  • Infogrames took over creative control
  • Added Cthulhu mythos
  • Little Big Adventure, 1995
  • Little Big Adventure 2, 1997

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60
Gabe Newell Mike Harrington
  • Half-Life, 1998
  • Half-Life 2, 2004
  • Suggested Reading
  • Valve. Half-Life2 Raising the Bar

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61
Mihn Le Jess Cliffe
  • Counter-Strike, 1999
  • Counter-Strike source, 2004

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62
Bill Roper
  • Warcraft Orcs and Humans
  • Warcraft II Tides of Darkness
  • Warcraft III Reign of Chaos
  • Starcraft
  • Diablo
  • Diablo II
  • HellGate London

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Bill Roper on Design
  • You cant get good at making games unless you
    make games
  • tear apart boardgames to prototype your ideas
  • most importantly, never stop playing

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Richard Garfield
  • RoboRally, 1994
  • Magic The Gathering, 1994
  • The Great Dalmuti, 1995

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Marc LeBlanc
  • Ultima Underworld II, 1993
  • System Shock, 1994
  • Thief, 1998
  • Suggested Reading
  • Online articles on Mechanics,
    Dynamics, Aesthetics

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Marc LeBlanc on Design
  • Have a critical eye for games
  • Learn to program
  • Play lots of games
  • Design the game for millions of people, not
    for you

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Dr. Ray Muzyka
  • Baldurs Gate, 1998
  • MDK2, 2000
  • Baldurs Gate II, 2000
  • Neverwinter Nights, 2002
  • Star Wars Knights of the Old Republic, 2003
  • Based upon the roleplaying game (d20 version)
  • Jade Empire, 2005
  • Neverwinter Nights, 2006

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Dr. Ray Muzyka on Design
  • Be passionate, but self-critical
  • never compromise on quality, but do realize that
    there is a point of diminishing returns

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Bruce C. Shelley
  • Railroad Tycoon
  • Civilization
  • Age of Empires

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Bruce C. Shelley on Design
  • Play a lot of games and analyze them
  • Think in terms of entertaining a large audience,
    not a small one
  • it is okay, even encouraged, to borrow from
    great games, but be different at the vision level
    and innovative at the gameplay level

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Starr Long
  • Ultima Online
  • Bioforge
  • Wing Commander Privateer
  • Ultima Underworld 2
  • Tabula Rasa

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Starr Long on Design
  • play every game you possibly can
  • then analyze them carefully
  • finding inspiration from outside of games is
    extremely important
  • if you are not having fun making your game, then
    your customers will not have fun playing it

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Lorne Lanning
  • Oddworld Abes Oddysee
  • Oddworld Abes Exodus
  • Oddworld Munchs Oddysee

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Lorne Lanning on Design
  • The best ideas will not come from areas that
    have nothing to do with games

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Scott Miller on Design
  • Founder 3DREALMS
  • Learn from other games and designers, but do not
    copy them.
  • must invent something unique and compelling (one
    without the other in not enough)

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Josh Holmes
  • Def Jam Vendetta
  • NBA Street
  • NBA Live 98, 99, 2000

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Josh Holmes on Design
  • Think of the consumer
  • Fun first
  • whenever you have a choice between realism and
    fun, go with fun
  • Always strive for balance
  • Think Big
  • Remember Pacing
  • Play Bad Games
  • Look outside of games

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Ron Gilbert
  • Maniac Mansion, 1987
  • The Secret of Monkey Island, 1990

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Chris Taylor
  • Founded Gas Powered Games
  • Dungeon Siege
  • Total Annihilation

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Swedish Game Designers
  • Dan Glimne
  • Drakborgen
  • Martin Walfisz
  • Ground Control
  • Andreas Roman
  • Midtown Madness 3
  • (Battlefield Modern Combat)
  • Mikael Emtinger
  • GTR
  • Tom Söderlund
  • Botfighters

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Leftovers
  • James Ernest (see book page 76-77)
  • Don Daglow (see book page 104-105)
  • Rob Daviau (see book page 232-233)
  • Graeme Bayless (see book page 243-246)
  • Brian Hersch (see book page 276-277)
  • David Perry (see book page 304-305)
  • Richard Hilleman (see book page 324-325)
  • Matt Firor (see book page 332-333)
  • Troy Dunniway (see book page 350-351)
  • Stan Chow (see book page 354-355)
  • Thai?

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