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CS 2501 Defining Formal Elements CS 2501 – Computer Game Design

Defining’Formal’Elements - University of Virginia · Defining’Formal’Elements CS’2501’– Computer’Game’Design. CS#2501 Ludic#Structure#of#Games • Players#– voluntary#participation

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CS  2501

Defining  Formal  Elements

CS  2501  – Computer  Game  Design

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Ludic  Structure  of  Games• Players  – voluntary  participation• Objectives  -­‐ goals• Procedures  – actions  of  play,  limited  by  rules• Rules  – define  game  parameters• Resources  – valuable  objects  defined  by  rules• Conflict  – hindrances  to  objective• Boundaries  – setting  apart  the  game  world• Outcome  – uncertainty  toward  ultimate  goal

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Narrative/Engagement  in  Games• Challenge  – tension  to  resolve  a  problem• Play  – “free  movement  within  a  structure”• Premise  – context• Character  – vessel  for  participation  and  interest

• Story  – narrative  within  a  context• Dramatic  Elements  – climax  of  game  element

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A  New  Challenger  Arrives!• Goals  – Objectives,  Resources,  Outcome• Rules  – Procedures,  Rules,  Conflict,  Boundaries• Feedback  – Communicating  items  above• Players  – Player  Modes  and  Interactions

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Players• Determine  what  is  your  player  interaction  pattern  (1  vs.  game,  pvp,  team  competition…)

• Determine  what  are  your  player  modes– A  player  mode is  a  way  in  which  the  player  interacts  with  the  game

– Example:  Final  Fantasy• Overworld,  Battle,  Status/Inventory• Each  behaves  differently  and  has  a  different  purpose

– Some  simpler  games  might  only  have  1  mode

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Objectives• Anything  the  player  is  striving  for• Could  be:

– Primary:  main  objective  of  game,  “dream”– Secondary:  achievements,  high  score,  etc.– Player-­‐driven:  your  own  self-­‐created  goal

• Name  some  objectives  in  games

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Objective  Categories• Capture:  take  or  destroy  something• Race:  well…  race  against  something• Alignment:  perfect  positioning• Rescue/Escape:  get  out  of  dungeon• Forbidden  Act:  get  someone  else  to  break  rules• Construction:  build  something• Exploration:  uncover  all  hidden  things• And  so  many  more!

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Procedures  and  Rules• Procedures  are  the  actions  that  players  can  take  to  achieve  their  objectives

• Rules  define  the  game  objects  and  set  limits  on  the  player  procedures

• A  lot  more  to  discuss  here  – we’ll  come  back  to  it

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Resources• Resources  are  the  elements  of  the  game  that  hold  some  value  and  also  by  definition  have  some  notion  of  scarcity

• Resources  can  be  just  about  anything:– Lives  /  Health– Time– Currency– Ammo

• Resources  define  the  “interesting  bits”

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Conflict• Conflict  is  not  only  defined  as  PvP• It  can  also  be  player  vs.  game  and  obstacles  put  up  to  keep  player  from  the  goal

• The  role  of  the  difficulty  in  the  notion  of  conflict  is  a  tough  balancing  act

• Hard  enough  to  promote  player  interest  and  play,  but  easy  enough  that  the  goal  is  eventually  reachable  (usually)

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Boundaries• Boundaries  can  be  defined  by  rules,  but  also  by  the  nature  in  which  the  game  is  being  played

• Consider  Johann  Sebastian  Joust• https://www.youtube.com/watch?v=rxy26nzhbK0

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Outcome• There  must  be  a  “finish”  of  some  kind

– (Yes,  some  games  don’t  finish,  but  consider  player-­‐created  outcomes)

• Some  games  are  zero-­‐sum,  some  are  not• We  will  discuss  this  a  lot  more  later  on

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Formal  Elements  Framework• These  elements  provide  a  framework  in  which  you  can  begin  to  formalize  your  game

• They  are  not  an  end-­‐all,  be-­‐all  list,  but  certainly  should  make  you  consider  things  that  are  important  to  the  game

• We  would  expect  to  be  able  to  pull  these  out  of  your  design  documents  in  some  fashion

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So…  how  do  we  put  these  together?• Players  is  somewhat  straightforward• So  should  (theoretically)  your  primary  objectives– Secondary  objectives  can  be  added  later  (such  as  achievements  or  side  quests)

• Outcomes  are  mostly  easy  to  see  early  on• For  the  most  part,  so  are  boundaries

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Procedures,  Rules,  and  Resources• Here’s  where  the  meat  of  your  design  comes  in• What  actions  are  allowed  in  your  world?• How  with  the  game  world  respond  to  those  actions?

• How  will  you  limit/enhance/modify  player  actions  in  the  game?

• What  will  your  player  interact  with?• What  “things”  in  the  world  are  important?• Note  that  not  all  of  these  are  avatar  based!

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Procedures• At  their  most  basic,  procedures  map  to  the  input  device  you  are  using

• You  will  fall  into  one  of  a  few  categories– Gamepad:  a  controller  input  device  with  a  specified  set  of  directional  and  interactive  command  buttons

– Mouse:  a  pointer  interface  that  can  interact  with  click,  hover,  drag,  and  drop

– Keyboard:  like  a  gamepad,  but  with  far  more  discrete  command  button  options

– Combination:  such  as  Mouse/Keyboard

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Input  Devices• There  are,  of  course,  many  others!

– Kinect– Touch  screen– Accelerometer/Gyroscope– Head  tracking– Foot  pad  /  pedals– Many,  many  failed  3rd party  accessories,  like  the  U-­‐Force

• We  will  (most  likely)  be  in  the  other  categories

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Procedures,  Rules,  and  Resources• For  your  game  in  this  class:

– Try  to  limit  the  procedure,  rules,  and  resources  at  first

– Once  you  get  the  feel  for  how  your  basic  procedures,  rules,  and  resources  interact,  adjust  one  of  these  in  a  later  level  (“riff  on  a  mechanic”)

– Introduce  the  player  to  the  world;  draw  them  into  the  “magic  circle,”  don’t  overwhelm  them

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Is  this  real?

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Is  this  real?

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Is  this  real?

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Actions  vs.  Interactions• In  a  game  context,  an  action is  a  procedure  that  is  mapped  to  a  control  input.– Examples:  Jump,  Move,  Run,  Shoot,  Slide,  etc.

• An  interaction is  an  outcome  of  the  game  state  and  may  not  be  the  result  of  any  direct  action  from  the  player  and  can  happen  without  any  input.– Examples:  Collisions,  Line-­‐of-­‐sight,  Resource  change

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Game  Mechanic• A  game  mechanic is  the  relationship  and  combination  of  any  number  of  actions  and  interactions.

• Each  relationship/combination  could  be  considered  a  separate  rule  in  the  game  world.

• Example:  Super  Mario  Bros.– Actions:  Run  left  and  right;  jump– Interaction:  Collision  with  opponent– Rule:  If  collision  is  on  top  of  enemy,   enemy  changes  state  according  to  its  rule  set;  otherwise  take  damage  according  to  rule  set

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Let’s  Create  Some  Actions!• Verbs  that  describe  what  the  player  can  do• Does  not  have  to  be  attached  to  an  avatar!• Let’s  play!

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Designing  Actions• Start  by  brainstorming  verbs  that  make  sense  in  the  world  you  are  building– Define  the  types  of  verbs– Define  the  scope  of  the  verbs

• Do  the  verbs  directly help  the  player  achieve  the  goal?

• How  many  verbs  do  I  need?– Well,  enough  to  avoid  being  too  simple– And…

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OMG  So  Many  VERBS!

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Primary  vs.  Secondary  Verbs• Imagine  you  had  no  obstacles  or  challenges  in  a  game…  what  verbs  would  you  actually  need?

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Primary  vs.  Secondary  Actions• Imagine  you  had  no  obstacles  or  challenges  in  a  game…  what  verbs  would  you  actually  need?

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Platformers:-­‐ Goal:  Reach  exit-­‐ Movement   is  only  need  

verbs!-­‐ Killing  enemies   is  

secondaryConcentrate   on  primary  verbs;  too  many  secondary  leads  to  bloat!

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Verb  Analysis• Pick  a  game;  find  the  verbs

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Finding  Good  Verbs• Keep  number  of  verbs  to  minimum;  utilize  interesting  interactions

• Avoid  verb  proxies– “use  an  item”  -­‐>  What  is  the  item  doing?– “shoot”  -­‐>  What  does  the  weapon  do?

• Outcome  oriented  verbs• Ask  if  the  goal  helps  the  player  reach  the  goal?• Does  it  overcome  a  challenge  or  obstacle?

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Combining  Actions• Verbs  can  combine  in  interesting  ways

– What  verbs  can  you  combine  in  Super  Mario  Bros?– How  can  a  verb  change  based  on  the  environment  (interactions)?

• This  is  called  emergent  behavior• NOTE:  Not  all  combos  are  emergent  – not  all  have  to  do  with  interactions  with  environement

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Interactions• Specifically  NOT  the  direct  action  of  a  player

– Outcome  of  the  game  state– Can  happen  without  player  input

• Example:  Collisions– Can  happen  by  player  movement  OR  can  happen  by  game  state  changing

• What  are  some  other  interactions?

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Interaction  Example• Beat  Sneak  Bandit

– Verb:  Move– Rhythm  game  where  youmove  to  the  beat

– All  movement  is  on  rails– Turns  at  obstacles

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Procedures  vs.  Rules• Rules  are  formal  schemas• In  general,  we  have  three  types  of  rules

– Operational  -­‐ the  “English”  rules  of  a  game  as  the  player  understands  them

– Constitutive  -­‐ the  underlying  math  and  logic  behind  the  operational  rules

– Implicit  -­‐ extra  rules  understood  by  the  players  to  make  the  game  move  forward

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Operational  Rules• The  rules  of  the  game  as  if  you  were  explaining  them  to  a  friend

• “In  Mario,  you  can  run  and  jump  and  land  on  top  of  goombas and  they  die!”

• Consider  this  the  instruction  book  approach  to  rules  – highest  level  of  abstraction

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Constitutive  Rules• The  operational  rules  as  understood  by  the  game  system  itself

• A  goomba dies  iff the  bottom  of  Mario’s  sprite  collides  with  the  top  of  the  goomba’s sprite

• This  is  how  the  game  is  actually  programmed

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Implicit  Rules• Agreed  upon  rules  of  a  game  that  are  not  part  of  the  formal  rule  set,  but  are  important  to  make  the  game  work

• For  instance,  a  time  limit  on  a  move  on  a  board  game  – not  an  actual  time  limit,  but  you  know  when  someone  is  taking  too  long

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Designing  Good  Rules• Should  lead  players  to  interesting  choices

– Player  MUST  be  able  to  make  some  decisions!– System  MUST  respond  and  give  feedback!

• Bad  rules– Pure  luck  based– Lack  of  interaction– Doesn’t  relate  to  goal

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Mechanics  vs.  Rules• Mechanics  are  created  by  game  designers  in  the  framework  of  rules

• Dynamics  are  created  by  players  as  interpretations  of  mechanics  within  the  rules

• Rules  are  the  formal  implementation  of  the  game  world

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Formalizing  Everything• The  game  state is  the  current  positioning/value  of  all  entities  in  the  game  world

• Actions  a  player  takes  is  input  into  the  current  game  state

• An  interaction  is  a  function  between  game  states  as  determined  by  the  actions  (of  both  player  and  world)  in  generating  a  new  game  state

• The  Game  Loop

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