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Focus on the Formal Elements

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(1)

Game Design

3

Game Prototyping

Interface Design for Games

(2)

Turning Ideas into a Game

• You have a great idea for a game

Written as a list of features

• Are you certain of the greatness of your idea?

(3)

Turning Ideas into a Game

• You can never know whether your idea is good if it is not tested (by someone else). Therefore, you need to:

Prototype Playtest

(4)

Focus on the Formal Elements

• The underlying mechanics and systems of your game

What is the conflict in my game?

What are the rules and procedures?

What actions do the players take and when?

Are there turns? How do they work?

How many players can play?

(5)

Focus on the Formal Elements

• The underlying mechanics and systems of your game

How long does a game take to resolve?

What is the working title?

Who is the target audience?

What platform will this game run on?

What restrictions or opportunities does that environment have?

(6)

Focus on the Formal Elements

• The more questions you ask, the better

• It’s OK if some questions don’t have an answer at this stage

They will be clear one the game begins to take shape

(7)

Focus on the Formal Elements

• For a prototype, consider the following

Define player goal

How does the player win?

Define core gameplay.

Describe how it works.

Outline rules and procedures.

Focus on key rules.

Leave all other rules until later.

Define player number.

Describe player interaction.

(8)

Prototyping

• Allow you to test core concepts

Playable

Little focus on artwork Sketches

• “All you need to worry about are the fundamental mechanics, and if these mechanics can sustain the interest of

playtesters, then you know that your design is solid”[2]

(9)

Prototyping

• Physical prototypes

Drawn on paper, made of cardboard, etc.

Allow designers to focus on gameplay and not technology

Allows non-programmers to contribute to the design

(10)

Digital Prototypes

• Physical prototypes are not enough for digital games

Help to test game mechanics

• Digital prototypes extend your design work into the intended format

• Rapid prototyping

(11)

Digital Prototypes

• Not finished games

Minimal art, sound, etc.

Often with incomplete gameplay

• Areas of interest

Mechanics Aesthetics Kinesthetics Technology

(12)

Prototyping Game Mechanics

• Focus on core gameplay loop

• Use information from the physical prototype

• Case study: RTS – StarCraft II

(13)

Prototyping Aesthetics

• Storyboards

visual sequences

• Concept art

• Animatic

Animation mock-up

• Interface Prototype

• Audio sketch

(14)

Prototyping Kinesthetics

• The feel of the game

Controls

Responsiveness Ergonomy

(15)

Prototyping Technology

• Models of the software needed to make the game run

Graphics capabilities AI

Physics systems

• Write prototypes in another programming language

(16)

Minimum Viable Product

• Smallest prototype you can make that can still give useful data

If you don’t have a prototype in a few weeks, you’re doing it wrong

(17)

Minimum Viable Product

• Cut as many features from the full intended game

When do we stop cutting?

Minimum set of features that don’t affect core development

Remove features that are not rules but are consequences of rules

(18)

Minimum Viable Product

• What can we cut?

Enemy types Levels

Multiple weapons

• Keep one of each for testing

(19)

Minimum Viable Product by Genre

• Racing game

• Top down shooter

• 2D platformer

• Matching game

• 2D puzzle platformer

• 3D platformer

• FPS

• JRPG

• Fighting game

• Action adventure

• Western RPG

• RTS

(20)

Interface Design for Games

• Players play games through interfaces

(21)

What IS an Interface?

• Controller

• Keyboard and Mouse

• Display device

• AR device

• Mobile device

• Etc.

(22)

Physical Interfaces

• What does the player touch?

• How do player movements affect the game world?

• Is the physical interface fun and intuitive?

(23)

Virtual Interfaces

• What information does the player need which is not shown in the game world?

How often does the player need it?

Are menus suited to the control interface?

(24)

Designing Interfaces

• Good interfaces should

Be transparent Provide feedback Be engaging

(25)

Transparent Interfaces

Useful

Allow the player to do what they want

Performance

How much time, how many steps?

Accuracy

How many mistakes did players make?

Recall

How much does the player remember?

Emotional response

How does the player feel while playing?

(26)

Transparent Interfaces

(27)

Feedback

• User actions have an observable effect on the game world

Difference between what the players need to know and want to know

Feedback should create the appropriate emotional response

Feedback should assist towards player goals

(28)

Engaging Interfaces

• Engaging interfaces are “juicy”

As opposed to “dry”

Provide continuous feedback

Reward players

• “Fun is pleasure with surprises” [3]

(29)

Interface Content

• What is the information the player needs to play?

Large amounts of information

Not all pieces of information are equally important

Importance of information changes with perspective

(30)

Virtual Interface Content

• List information to be displayed

• Prioritize pieces of information

• List information channels

• Map information to channels

(31)
(32)

Case Study: Red Dead Redemption 2

1. List information

Player health Player stamina Player dead eye Current weapon Current ammo

Immediate surroundings Distant surroundings

Inventory Money

Alignment Time of day Total ammo

Interaction menu Stat gains

Messages and conversations Prompts

Equipped weapons

(33)
(34)

Case Study: Red Dead Redemption 2

• Prioritize information

• Always needed

Immediate surroundings Distant surroundings

(35)
(36)

Case Study: Red Dead Redemption 2

• Often needed (at a glance)

Player health Player stamina Player dead eye Current weapon Current ammo

Equipped weapons Total ammo

Messages and conversations

(37)

Case Study: Red Dead Redemption 2

• Occasionally needed

Inventory Money

Alignment Time of day Stat gains Prompts

(38)
(39)

Case Study: Red Dead Redemption 2

• 3. Information channels

Bottom left of screen

Bottom center of screen Bottom right of screen Left of screen

Top right of screen Avatar

Sound effects Music

(40)
(41)

Case Study: Red Dead Redemption 2

• 4. Map information to channels

Bottom left of screen: Distant surroundings

(minimap), Player health, Player stamina, Player dead eye

Bottom center of screen: Alignment, Messages and conversations

Bottom right of screen: Interaction menu

(42)

Case Study: Red Dead Redemption 2

• 4. Map information to channels

Left of screen: Stat gains

Top left of screen: Prompts, Time of day

Top right of screen: Current ammo, Total ammo Avatar: Current weapon, Equipped weapons

(43)

Interface Modes

• Change the functionality of input devices and the output of the interface depending on the context

(44)

Bibliography

1. Elias, G. F., Garfield, R. and Gutschera, K. R.

Characteristics of Games, MIT Press, 2012 2. Fullerton, T., Game Design Workshop: A

Playcentric Approach to Creating Innovative Games, CRC Press, 2014

3. Schell, J. The art of game design: a book of lenses. Morgan Kaufmann Publishers Inc., San Francisco, CA, USA. 2008.

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