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Unit 3: Game Design Culture and Play Part IV of IV

Unit 3: Game Design Culture and Play Part IV of IV. Overview.

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Unit 3: Game Design Culture and Play Part IV of IV

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  1. Unit 3: Game Design Culture and PlayPart IV of IV

  2. Overview • The computer skills that you learn as a video game designer can apply to other electronic media as well. Acquiring the knowledge and basic skills behind game play and game culture will increase the technological competence, therefore making one uniquely prepared to perform at a high level in that area of the game design and development arena.

  3. Game designers use basic elements when designing games. There are nine elements to understand. Formal game elements

  4. Formal Element 1-5 Review • Players • Objectives • Procedures • Rules • Probability

  5. Review of player patterns • Single player versus game • Multiple individual players versus game. • Player versus player • Unilateral Competition • Multilateral competition • Cooperative Play • Team Competition

  6. Formal Elements 6: Resources • Game resources are the items such as game pieces, money, houses, territory and player health that are used in a game. • Resources often mimic the resources found in real life such as amount of money, oil, territory and lifespan.

  7. Formal Elements 6: Resources Resources may decide the outcome of a game. Games are designed around unequal distribution of resources because this will create conflict and tension.

  8. There are 8 types of Game Resources • Lives-Scarce resource in action games. Arcade games are built on management of this resource. Lose lives and player starts over. • Units-players represented in a game by more than one object at a time known as units, ie checkers or chess. Units may keep value throughout game or may change, upgrade or evolve.

  9. There are 8 types of Game Resources • Health-Can be a separate resource or an attribute of an individual life in a game. There is usually some way to increase health and a visible way to measure a player’s health in a game. • Currency-One of the most powerful resources in a game. Used to facilitate trade and creates and in-game economy.

  10. There are 8 types of Game Resources • Action-Moves or Turns may be considered resources. Actions that are powerful are usually manaaged or restricted. Such as having a limited number of moves per round. • Objects-Not all game objects function as resources. A game object must have scarcity and utility for it to be considered a resource.

  11. There are 8 types of Game Resources • Terrain-Resources of oil, gold or wood are limited to specific areas of a terrain in some games. Gaining a terrain means you control its resources. • Time-Limiting the amount of time a player has to complete an action.

  12. Formal Game Element 7: Conflict • Conflict in games emerge when the players try to accomplish the goals of the game within its rules or boundaries. • Conflict is designed into the game by creating rules and procedures that prevent players from accomplishing their goals easily and directly. • Conflict can be achieved in three ways: • Opponents • Obstacles • Dilemmas

  13. Formal Game Element 8: Game Boundaries • Boundaries are what separate the game from everything that is not the game. • Boundaries can be physical, such as the edge of an arena, playing field, or game board. • Boundaries can also be conceptual, such as the social agreement to play.

  14. Why are Boundaries Important? • Players could run anywhere they wanted without a clear defined boundary. • Imagine playing football without a sideline • Game boundaries must be enforced fairly.

  15. Closed Systems • Most games have a closed system that clearly defines that which is within the game versus that which is outside the game. • Closed games purposefully keep the in-game elements from interacting with outside forces. • It is up to the game designer to determine where and how the boundaries of the game are defined, and when, if ever, to breach them.

  16. Formal Element #9 : Outcome • Most games will have a measurable outcome and the results will be unequal. • There are winners and losers. • Some games such as the Massively Multiplayer Online worlds do not have a concept of a winner. • Games without winners usually reward players in other ways other than by winning. • Most games though, the production of a winner is the end goal. • Structure of final outcome will always be related to both the player interaction patterns and the objectives of the game.

  17. Summary: Formal Elements • Players • Objectives • Procedures • Rules • Probability • Resources • Conflict • Boundaries • Outcome

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