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Genre
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General Genre
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Action
- Speed and reflex oriented
- Hand-eye Coordination
- e.g. : Spiderman, Mario Bros, Assassin Creed, Avatar
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Adventure
- Interactive story about a character controlled by player
- Doesn't manage process nor oponent to be defeated
- e.g.:Legend of Zelda
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RPG
- Tactical, exploration, logistical, economical, puzzle, conceptual challenge
- Focus on character development and role playing
- More fantasy and strong storylines with NPC (Non Player Characters)
- e.g. :Final Fantasy, Persona, Tales of Graces
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Sport
- Imitating real sport games
- e.g. :Pro Evolution Soccer
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Vehicle Simulations
- Real life and imaginary vehicles
- Create the feeling of driving or flying real vehicles
- e.g. :Gran Turismo, Flight Simulator, Need for Speed
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Strategy
- Logic and resource planning oriented
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Forms
- Classical turn-based
- Real-time strategy
- e.g. :Warcraft, Age of Empires, Civilization
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Puzzle
- Problem solving skills
- e.g. :Bejeweled
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Construction & Management
- Build something within context of ongoing process
- Need good observation, planning, and contemplation
- e.g. :Sim City, Sim Theme Park, Football Manager
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Artificial Life
- Simulates life cycle or living things using AI
- e.g. :The Sims
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Point of View/Perspective
- Top Down
- Third Person
- First Person
- Flat/2D Sidescroll
- Isometric
- Text Based
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Design
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Basic Elements
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Aesthetics
- How the game feels, smells, tastes
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Mechanics
- Most important elements that makes game a game
- Rules, goals, procedures in game
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Technology
- Interactions and materials that makes your game possible
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Story
- Sequence of events in the game (linear or branching)
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Qualities
- Have goals
- Have rules
- Have conflict
- Have internal value
- Entered willfully
- Can be won or lost
- Challenging
- Engaging
- Interactive
- Closed, formal system
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Game Design Documents Purpose
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Memory
- Record thousands of game design decisions
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Communication
- Communicating decisions with team
- More minds to fix bugs
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Game Design team roles
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Design
- Game design overview
- Detailed design document
- Story overview
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Engineering
- Technical design document
- Pipeline overview
- System limitations
- Art bible
- Concept art overview
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Management
- Game budget
- Project Schedule
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Writing
- Story bible
- Script
- Game tutorial and manual
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Players
- Game walkthrough
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Concept
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Choosing the genre
- Market driven
- Designer driven
- Art driven
- Technology driven
- License exploitation
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Type of game machine
- Handheld
- PC
- Console
- Mobile
- Others
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Target audience
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Core gamers
- Play a lot of games
- Don't like easy games
- Like challengin games
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Casual gamers
- Just for enjoyment
- Must be entertaining
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Creative and expressive play
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Self-defining
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Avatar
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Personality expression
- Choose avatar: choosing from pre-defined selection
- Customizing avatar: selecting interchangeable features
- Creating/constructing avatar: give freedom
- Represents player and alter ego
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Creative play
- Design
- Save
- Share
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Creative play categories
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Constrained
- Imposed by rules within artificial constraint
- Limited by an economy
- Creating to physical and aesthetics standards
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Freeform
- Sandbox
- Few or no limit of what to do
- No time and resources limit
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Storytelling
- Allow players to create own story and share
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Game modification
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Good business
- Players don't get bored of your game
- More mods = more people to buy
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Level editors
- Create or edit levels
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Bots
- Programmable AI opponents
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Game World
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Purpose
- Create and sustain player's interest
- Immersive and suspension of disbelief
- Importance of harmony
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Dimensions
- Physical
- Temporal
- Enviromental
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Categories
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Realistic
- Model the real world
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Abstract
- Little resemblance to real world; have arbitrary rules
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Realism
- How the game imitates reality: depending on the game context
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Character Development
- Goal: memorable
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Nature
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Mental → Phsyical
- Almost entirely physical because player do the decision
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Reality → Fantasy
- Entirely fantasy
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Complex → Simple
- Complexity of plot gradually diminishes from novel to games
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Visual appearances
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Art driven character design
- Physical
- Visual
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Story driven character design
- Intrigue and get player to like
- Changing and developing
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Audio design
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SFX and Music
- Themes
- Physcological expectations
- Sign of events
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Voice and language
- Vocabulary
- Grammar
- Accents
- indicate age, level of education, origin, social class