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What Is a Game?

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Game Design

1

Anatomy of a Game

(2)

Anatomy of a game

• What is a game?

• What makes a game?

• What kinds of games are there?

• What is a game made of?

• How do you make a game?

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What Is a Game?

• There can be no precise definition of a game

Games form a family, and have various similarities, such as the members of the same family have

Some of these feature sets overlap, but it is possible that some games have nothing in common

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What Is a Game?

• Even good definitions are not complete

A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome [1]

By this definition, D&D is NOT a game

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Why Do You Play Games?

The role of the game designer is, first and

foremost, to be an advocate for the player. The game designer must look at the world of

games through the player’s eyes. [2]

Solid gameplay is what makes a game great

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How Do You Make Games?

• Game mechanics must be developed with the player experience at the center of the process

• Determine what you want the player to experience and iterate toward that goal

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Player Experience

• Examples

Players should work together in order to win (raids or dungeons in WoW)

Players can do whatever they choose, in any order they choose (sandboxes such as Minecraft)

Players should feel relaxed and happy rather than be in a

competition (Sims, Farmville)

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Building a Game

• Once the desired player experience is set, iterate towards the complete game

Prototype gameplay systems Build gameplay systems

Test gameplay

If results are negative, redefine gameplay systems

If results show improvement, keep iterating on building gameplay

Repeat until gameplay seems to satisfy player experience goals.

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What Are Games Made Of?

Formal Elements – define the structure of a game

Players, Objectives, Procedures, Rules, Resources, Conflict, Boundaries, Outcome

Dramatic Elements

Challenge, Play, Premise, Character, Story, World Building, The Dramatic Arc

System Dynamics

Games as Systems, System Dynamics, Interacting with Systems, Tuning Game Systems

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Formal Elements: Players

• The interactive bit of our work

Start of play

Number of players Roles

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Formal Elements: Players

• Types of player interaction

Single player PvE – player versus environment (Witcher, Desperados, Solitaire)

Multiplayer individual PvE (solo questing in WoW) Cooperative PvE (raiding in WoW, Portal 2)

Individual PvP (Fortnite, Starcraft) Cooperative PvP (Dota, CS:GO)

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Formal Elements: Objectives

• Define what the players are trying to achieve within the framework and the ruleset of the game

• All objectives MUST be achievable but not all need to be as difficult

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Formal Elements: Types of Objectives

Capture – take or destroy something of the opponent’s without being captured or

destroyed (chess, RTS games)

Chase – catch or evade an opponent (GTA)

Race – reach a goal before other players (NFS)

Alignment – arrange pieces in a certain

pattern (Bejeweled, Candy Crush, Connect 4)

Rescue or Escape – get a defined unit or piece to safety (XCOM, Prince of Persia)

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Formal Elements: Types of Objectives

Forbidden act – get the opponent to break the rules (Twister)

Building – build, create or maintain structures (Zeus, Cities: Skylines)

Exploration – explore the game area; it is usually paired with other objectives (Red Dead

Redemption)

Solution – solve a puzzle or problem (Secret of Monkey Island)

Outwit – gain and use knowledge to defeat opponents (Diplomacy)

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Formal Elements: Procedures

• The methods of play and the types of actions that can be performed by players

Performed via controls

• Defining procedures:

Types of IO devices Position with

regards to the screen

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Formal Elements: Rules

• Define the framework of play

• Define what actions are permitted to the player

• Define objects, concepts, effects

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Formal Elements: Resources

• Assets such as chips in poker, minerals in SC2, etc.

• Resources need to be

Useful Scarce

(18)

Formal Elements: Types of Resources

Lives (Space Invaders, Super Mario Bros.)

Units (SC2)

Health (XCOM)

Currency (FarCry)

Actions, moves, turns (D&D, XCOM)

Power-Ups (Super Mario Bros., FarCry)

Inventory slots (Witcher3)

Special Terrain (SC2)

Time (chess)

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Formal Elements: Conflict

• Occurs when the players attempt to achieve goals within the game rules and boundaries

Player need to employ certain skills in order to comply to the game framework

Conflict needs to be enjoyable so that the players will have the sense of achievement

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Formal Elements: Sources of Conflict

Opponents

NPCs in FarCry5 PCs in PUBG

Dillemas

Raise or fold in Poker

Choose an NPC in a quest

Obstacles

Physical , such as platforms in a platformer

Mental, such as puzzles

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Boundaries

• The border that separates the area of play from everything which is not the game

Borders of a football field, terrain hexes in Catan, etc

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Formal Elements: Outcome

• Desired end state for a game

In many cases, determining a winner or winners Not all games must produce a winner (WoW) Not all games must have a clearly defined end

state (D&D)

Emergent behavior: players defined their own desired end state

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Further Reading

• Chapter 3: Working with Formal Elements

from Fullerton, T., Game Design Workshop: A Playcentric Approach to Creating Innovative Games, CRC Press, 2014

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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

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