Developing Broken Toasters Game Experience
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Learn game design theory, essential experiences, creating an environment for players, and separating design and development. Explore Christopher Alexander's concept of form and context in game design.
Developing Broken Toasters Game Experience
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Presentation Transcript
Game Design TheoryThe Essential Experience Paul Taylor 2010
Today’s Working Example • Today we are focusing on a game about broken toasters http://1.bp.blogspot.com/_VyRC4c-_u4A/R-FPY0P6D0I/AAAAAAAADFg/pCQXLDET2co/s400/10491.jpg http://media.techeblog.com/elephant//ul/5172-450x-toasty_8.jpg
Why are we designing games? http://bokardo.com/images/comics/content-or-design.gif
The Essential Experience We are trying to create an experience A game is simply our tool An environment to allow players an experience
Creating the Experience http://darmano.typepad.com/logic_emotion/2007/06/experience_map.html
How does one create an experience? http://ih2.redbubble.net/work.2261257.3.flat,550x550,075,f.blue-storm-newport-the-hdr-experience.jpg http://www.mediabistro.com/fishbowlLA/original/experience22.jpg
Separating Design and Development http://www.gogaminggiant.com/wp-content/uploads/2009/11/manhunt-2-axe.jpg
What is Design? The Oxford Dictionary: “a plan or drawing produced to show the look and function or workings of a building, garment, or other object before it is made”
Prototyping The Oxford Dictionary: “a first or preliminary version of a device or vehicle from which other forms are developed“ “the first, original, or typical form of something; an archetype”
Development • The process of creating the actual artefacts • In our world, it’s mostly art and programming
Breaking down the Game http://vogons.zetafleet.com/files/crash_game.jpg
Creating an Experience • This is the overall semester goal • You understand how difficult games and play are to define? • Now we need some approaches to considering game design piecewise
Dissecting a Game • What do you do when multiple designers are to work on a game? • So how do we divide and conquer? • According to Schell....
The four basic elements of a game Mechanics Aesthetics Story (when used) Technology *Stolen from TAOGD
What do we need for an realistic first person shooter game? Mechanics Aesthetics Story (when used) Technology *Stolen from TAOGD
Doom • The original ‘mass murder simulator’ by Dave Grossman, the leader of the KillologyResearch Group (http://www.killology.com/) • See http://www.defunctgames.com/shows.php?id=bonuslevels-81for a good laugh http://upload.wikimedia.org/wikipedia/en/c/c8/Doom_gibs.png
Context and Form Paul Taylor 2010
Christopher Alexander • Architect • Wrote ‘Notes on the Synthesis of Form’ 1964 • A building architecture book which has been influential computer scientists since • His approach to architecture design involved two simple components, context and form...
Context • This is the framework in which one is attempting to design
Form • This is the mouldable content which interfaces with the context • The Form is the only editable part of the whole
Context and Form • Solutions should always be a form which fits within a context • Alexander insists that a designer must consider many different forms and contexts to arrive at the best solution
Applying Form and Context to Design • Broken Toasters..... ??
Form and Context? Mechanics Aesthetics Story (when used) Technology *Stolen from TAOGD
So how do we decide upon Form and Context? • C# is an Object Oriented Language