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Fundamentals of Game Design, 2 nd Edition

Fundamentals of Game Design, 2 nd Edition. by Ernest Adams. Chapter 4: Game Worlds. Objectives. Know the various dimensions of a game world and understand how they affect the player’s experience of the game

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Fundamentals of Game Design, 2 nd Edition

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  1. Fundamentals of Game Design, 2nd Edition by Ernest Adams Chapter 4: Game Worlds

  2. Objectives • Know the various dimensions of a game world and understand how they affect the player’s experience of the game • Define a physical model for your game world, including its dimensionality, scale, and what happens at the boundaries • Explain the relationship between game time and real time and decide how time will behave in your game Chapter 4 Game Worlds

  3. Objectives (Cont.) • Create the culture and environment of a game world, set the level of detail, and define a visual and auditory style • Know some of the techniques for influencing the player’s emotions Chapter 4 Game Worlds

  4. Objectives (Cont.) • Be aware of how the ethics of a game world can differ from the ethics of the real world and the implications for public acceptance of your game • Understand the multidimensional nature of realism as it applies to games and how it affects the player’s expectations about the experience the game will give her Chapter 4 Game Worlds

  5. What Is a Game World? • Imaginary place in which the events of the game occur • Presented by images and sounds • Not all games have a game world • A game world can have a culture, an aesthetic, a set of moral values, and other dimensions Chapter 4 Game Worlds

  6. The Purposes of a Game World • Entertain • Create and sustain interest • Sell the game Chapter 4 Game Worlds

  7. The Dimensions of a Game World • Physical • Temporal • Environmental • Emotional • Ethical Chapter 4 Game Worlds

  8. Physical Dimension • Simulated physical space • Characterized by dimensionality, scale, and boundaries Chapter 4 Game Worlds

  9. Physical Dimension (Cont.) • Spatial dimensionality • 2D, 2.5D, 3D, 4D • 3D is now standard on PC and console games • Scale • Absolute size of the space and relative size of objects and people • Affected by choice of camera model • Boundaries • How to establish a credible “edge of the world”? Chapter 4 Game Worlds

  10. Temporal Dimension • Defines the way that time is treated in the game world and how it differs from time in the real world • Variable time—game time usually runs faster than real time, and jumps or changes rate • Anomalous time—time can move at different speeds simultaneously in different parts of the game • In some games, the player can adjust the speed of time in the game Chapter 4 Game Worlds

  11. Environmental Dimension • Describes the world’s appearance and its atmosphere • Forms the basis for creating art and audio • Includes cultural context and physical surroundings Chapter 4 Game Worlds

  12. Environmental Dimension (Cont.) • Cultural context • Beliefs, attitudes, values, political and religious institutions, and social organization of people in the game world • Influences every manmade item in the world • User interface and backstory should harmonize with the culture Chapter 4 Game Worlds

  13. Environmental Dimension (Cont.) • Physical surroundings • Include every manmade object, natural object, and sound in the game world • Set the tone and mood • Try to make surroundings unique • Include as much detail as possible until it hurts gameplay • Style includes both: • Content of the world itself • How that content is presented to the player Chapter 4 Game Worlds

  14. Emotional Dimension • Emotions created in the player • Emotions can be caused in several ways • Facing challenges • Interacting with the characters • More sophisticated games move beyond “fun” to richer emotions • Avoid “paint-by-numbers” emotional content Chapter 4 Game Worlds

  15. Ethical Dimension • Defines right and wrong in the game world • Part of the culture and history in the game world • Build richer, more involving games by giving players tough moral choices to make • Avoid violence for its own sake; give it a purpose and context • If game world ethics are unrealistic, make visuals unrealistic also Chapter 4 Game Worlds

  16. Realism • All games, no matter how realistic, require some simplification • Degree of realism of any aspect of a game can be found on a continuum from highly representational to highly abstract • Level of realism differs in individual game components • Can have realistic physics but cartoon graphics, or vice versa Chapter 4 Game Worlds

  17. Summary • You should now understand • Defining the purpose of a game world • Creating the physical dimension • Defining the passage of time • Establishing the environment • Creating emotions in the player • Determining ethics in the game world • Establishing levels of realism Chapter 4 Game Worlds

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