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gamedesigninitiative at cornell university the Design Elements Lecture 3

Lecture 3 - cs.cornell.edugamedesigninitiative at cornell university the Combining Actions Verbs can combine in interesting ways Run and jump in a platformer Strafing fire in a shooter

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Page 1: Lecture 3 - cs.cornell.edugamedesigninitiative at cornell university the Combining Actions Verbs can combine in interesting ways Run and jump in a platformer Strafing fire in a shooter

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Design Elements

Lecture 3

Page 2: Lecture 3 - cs.cornell.edugamedesigninitiative at cornell university the Combining Actions Verbs can combine in interesting ways Run and jump in a platformer Strafing fire in a shooter

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Reminder: Aspects of a Game

� Players: How do humans affect the game?

� Goals: What is the player trying to do?

� Rules: How can the player achieve the goal?

� Challenges: What obstacles block the goal?

Design Elements2

Page 3: Lecture 3 - cs.cornell.edugamedesigninitiative at cornell university the Combining Actions Verbs can combine in interesting ways Run and jump in a platformer Strafing fire in a shooter

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Formal Design Elements

� Players: Player Mode Sketches

� Goals: Objectives

� Rules: Actions and Interactions

� Challenges: Obstacles and Opponents

Design Elements3

Page 4: Lecture 3 - cs.cornell.edugamedesigninitiative at cornell university the Combining Actions Verbs can combine in interesting ways Run and jump in a platformer Strafing fire in a shooter

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Player Mode Sketches

� Game may have several player modes� Ways in which player interacts with a game

� Example: Inventory screen vs. combat screen

� You should storyboard all of your modes� Sketches of each of the major player modes

� May have action (like movie storyboard)

� Illustrate how player interacts with game

Design Elements4

Page 5: Lecture 3 - cs.cornell.edugamedesigninitiative at cornell university the Combining Actions Verbs can combine in interesting ways Run and jump in a platformer Strafing fire in a shooter

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Dragon Age: Standard Mode

Design Elements5

Page 6: Lecture 3 - cs.cornell.edugamedesigninitiative at cornell university the Combining Actions Verbs can combine in interesting ways Run and jump in a platformer Strafing fire in a shooter

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Dragon Age: Inventory Mode

Design Elements6

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Lifted: Player Mode Sketch

Design Elements7

Indicating Action

Page 8: Lecture 3 - cs.cornell.edugamedesigninitiative at cornell university the Combining Actions Verbs can combine in interesting ways Run and jump in a platformer Strafing fire in a shooter

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Lifted: Completed Game

Design Elements8

Page 9: Lecture 3 - cs.cornell.edugamedesigninitiative at cornell university the Combining Actions Verbs can combine in interesting ways Run and jump in a platformer Strafing fire in a shooter

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Diagramming Action

Design Elements9

Page 10: Lecture 3 - cs.cornell.edugamedesigninitiative at cornell university the Combining Actions Verbs can combine in interesting ways Run and jump in a platformer Strafing fire in a shooter

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Objectives

� Anything a player might strive for

� May be a primary game objective� Progressing the story� “Completing” the game

� May be an auxiliary game objective� Side missions/quests� Unusual achievements

� Sometimes player-directed� Reward structure in sandbox games

Design Elements10

Page 11: Lecture 3 - cs.cornell.edugamedesigninitiative at cornell university the Combining Actions Verbs can combine in interesting ways Run and jump in a platformer Strafing fire in a shooter

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Objectives

� Primary objectives reflect vision� Wish fulfillment: I want to _________� Help player realize the dream

� Auxiliary objectives address player style� Achievements for achievers� Easter eggs for explorers� Online resources for socializers

� Player-driven objectives require a different focus� Start with a toy, and layer dramatic elements on it

Design Elements11

Page 12: Lecture 3 - cs.cornell.edugamedesigninitiative at cornell university the Combining Actions Verbs can combine in interesting ways Run and jump in a platformer Strafing fire in a shooter

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Some Objective Categories

� Capture: take or destroy something of value� Includes “kill all enemies of type X”

� Race: reach a goal within time

� Chase: catch or elude an opponent� Race with a dynamic goal/destination

� Rescue/Escape: Get someone to safety

� Exploration: Locate something in game world

Design Elements12

Page 13: Lecture 3 - cs.cornell.edugamedesigninitiative at cornell university the Combining Actions Verbs can combine in interesting ways Run and jump in a platformer Strafing fire in a shooter

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Some Objective Categories

� Solution: solve a problem or puzzle

� Alignment: arrange in a specific configuration� Color matching games!

� Construction: build, maintain, manage objects

� Forbidden Act: force opponent to do something

� Outwit: gain knowledge that gives an advantage

Design Elements13

multiplayer games

Page 14: Lecture 3 - cs.cornell.edugamedesigninitiative at cornell university the Combining Actions Verbs can combine in interesting ways Run and jump in a platformer Strafing fire in a shooter

gamedesigninitiativeat cornell university

the

Some Objective Categories

� Solution: solve a problem or puzzle

� Alignment: arrange in a specific configuration� Color matching games!

� Construction: build, maintain, manage objects

� Forbidden Act: force opponent to do something

� Outwit: gain knowledge that gives an advantage

Design Elements14

multiplayer games

Page 15: Lecture 3 - cs.cornell.edugamedesigninitiative at cornell university the Combining Actions Verbs can combine in interesting ways Run and jump in a platformer Strafing fire in a shooter

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Actions

� Verbs that describe what the player can do� Walk� Run� Jump � Shoot

� Does not need to be attached to an avatar� Build� Swap� Rotate

Design Elements15

Page 16: Lecture 3 - cs.cornell.edugamedesigninitiative at cornell university the Combining Actions Verbs can combine in interesting ways Run and jump in a platformer Strafing fire in a shooter

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the

Actions

� Verbs that describe what the player can do� Walk� Run� Jump � Shoot

� Does not need to be attached to an avatar� Build� Swap� Rotate

Design Elements16

(left or right)(walk, but faster!)(up; jump/run for left or right)(left or right)

Page 17: Lecture 3 - cs.cornell.edugamedesigninitiative at cornell university the Combining Actions Verbs can combine in interesting ways Run and jump in a platformer Strafing fire in a shooter

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the

Actions

� Verbs that describe what the player can do� Walk� Run� Jump � Shoot

� Does not need to be attached to an avatar� Build� Swap� Rotate

Design Elements17

ActionPlatformer

(left or right)(walk, but faster!)(up; jump/run for left or right)(left or right)

Page 18: Lecture 3 - cs.cornell.edugamedesigninitiative at cornell university the Combining Actions Verbs can combine in interesting ways Run and jump in a platformer Strafing fire in a shooter

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Actions

� Verbs that describe what the player can do� Walk� Run� Jump � Shoot

� Does not need to be attached to an avatar� Build� Swap� Rotate

Design Elements18

ActionPlatformer

(left or right)(walk, but faster!)(up; jump/run for left or right)(left or right)

(RTS or simulation)(Bejeweled clones)(Stacking games)

Page 19: Lecture 3 - cs.cornell.edugamedesigninitiative at cornell university the Combining Actions Verbs can combine in interesting ways Run and jump in a platformer Strafing fire in a shooter

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Designing Actions

� Starts with brainstorming the verbs� Define the types of verbs� Define the scope of the verbs

� Design Goals� Enough verbs to avoid being too simple� But not so much to be confusing (verb bloat)� Do the verbs directly achieve the goal?

� Each verb maps to a single input

Design Elements19

Page 20: Lecture 3 - cs.cornell.edugamedesigninitiative at cornell university the Combining Actions Verbs can combine in interesting ways Run and jump in a platformer Strafing fire in a shooter

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� How do verbs, goals relate?� Imagine there no challenges� What verbs must you have?

� Example: Platformers� Goal: reach exit location� Only need movement verbs� Killing enemies is optional� Other actions are secondary

� Design Goal: Primary focus� Secondary verbs lead to bloat� Add features with interactions

Primary Actions

Design Elements20

Page 21: Lecture 3 - cs.cornell.edugamedesigninitiative at cornell university the Combining Actions Verbs can combine in interesting ways Run and jump in a platformer Strafing fire in a shooter

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� Often in puzzle platformers� Platformer verbs + something� “Innovation on the cheap”

� Verb that alters “geography”� Access hard-to-reach areas� Directly overcome challenges� Sort of similar to movement

� But do this sparingly!� Indies have one new verb!� Other features are interactions

Secondary Actions are Acceptable

Design Elements21

Page 22: Lecture 3 - cs.cornell.edugamedesigninitiative at cornell university the Combining Actions Verbs can combine in interesting ways Run and jump in a platformer Strafing fire in a shooter

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� Not a direct action of player� Outcome of the game state� Can happen w/o controller

� Example: collisions� Accidental or player forced� May be bad (take damage)� May be good (gain power-up)

� Other Examples:� Spatial proximity� Line-of-sight

� Resource acquisition

Interactions

Design Elements22

Page 23: Lecture 3 - cs.cornell.edugamedesigninitiative at cornell university the Combining Actions Verbs can combine in interesting ways Run and jump in a platformer Strafing fire in a shooter

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Game Mechanics

� Game mechanic� Relationship between verbs and interactions� Often call this relationship the “rules”� Gameplay is manifestation of these rules

� Example: Joust� Verbs: Flap; go left or right� Interaction: Collision with opponent� Rule: If hit opponent, lower player dies

Design Elements23

Page 24: Lecture 3 - cs.cornell.edugamedesigninitiative at cornell university the Combining Actions Verbs can combine in interesting ways Run and jump in a platformer Strafing fire in a shooter

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Gameplay Example: Joust

Design Elements24

Page 25: Lecture 3 - cs.cornell.edugamedesigninitiative at cornell university the Combining Actions Verbs can combine in interesting ways Run and jump in a platformer Strafing fire in a shooter

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� Keep verbs at a minimum� Mechanics are all interactions

� Common in mobile, tablet

� Due to lack of input modes

� Example: Sneak Beat Bandit� Has only one verb: move

� Rhythm game; move to beat

� All movement on rails

� If obstacle in way, turn

� Line-of-sight mechanics

Verb Minimalism

Design Elements25

Page 26: Lecture 3 - cs.cornell.edugamedesigninitiative at cornell university the Combining Actions Verbs can combine in interesting ways Run and jump in a platformer Strafing fire in a shooter

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Beat Sneak Bandit

Design Elements26

Page 27: Lecture 3 - cs.cornell.edugamedesigninitiative at cornell university the Combining Actions Verbs can combine in interesting ways Run and jump in a platformer Strafing fire in a shooter

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Avoid Verb Proxies

� Proxy: verb that activates another verb� “Use an item” (what does the item do?)

� “Shoot” (what does the weapon do?)

� Make your verbs outcome oriented� Fire standard projectile (like shoot, but says what it shoots)

� Fire freezing beam (what is does and how it is applied)

� Important questions to ask� Does it help me reach a goal?

� Does it overcome a challenge?

Design Elements27

Page 28: Lecture 3 - cs.cornell.edugamedesigninitiative at cornell university the Combining Actions Verbs can combine in interesting ways Run and jump in a platformer Strafing fire in a shooter

gamedesigninitiativeat cornell university

the

Avoid Verb Proxies

� Proxy: verb that activates another verb� “Use an item” (what does the item do?)

� “Shoot” (what does the weapon do?)

� Make your verbs outcome oriented� Fire standard projectile (like shoot, but says what it shoots)

� Fire freezing beam (what is does and how it is applied)

� Important questions to ask� Does it help me reach a goal?

� Does it overcome a challenge?

Behavior is defined by interaction of projectile with the environment

Design Elements28

Page 29: Lecture 3 - cs.cornell.edugamedesigninitiative at cornell university the Combining Actions Verbs can combine in interesting ways Run and jump in a platformer Strafing fire in a shooter

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Combining Actions

� Verbs can combine in interesting ways� Run and jump in a platformer� Strafing fire in a shooter

� Typically result of the interactions� Each verb interacts with environment in different way� Combination of two give extra feature for “free”� This is an example of emergent behavior

� Not all combinations are emergent� Example: Double jump is not a feature of interactions� This type of verb combination is a distinct action

Design Elements29

Page 30: Lecture 3 - cs.cornell.edugamedesigninitiative at cornell university the Combining Actions Verbs can combine in interesting ways Run and jump in a platformer Strafing fire in a shooter

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Running Jump

� Can move while in midair� Just horizontal movement� Not realistic; it is a game� Many platformer challenges

assume this type of control

� Different than a long jump� Less height than reg. jump� No control once in the air� Would be a distinct action

Combining Actions

Strafing Fire

� Based on “real life” property� Bullets travel in straight line� Movement changes origin� Walking side-side makes a

spray (used in covering fire)

� But some features are gamy� Bullets slower than life� Character faster than life� Creates interesting effects

Design Elements30

Page 31: Lecture 3 - cs.cornell.edugamedesigninitiative at cornell university the Combining Actions Verbs can combine in interesting ways Run and jump in a platformer Strafing fire in a shooter

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the

Running Jump

� Can move while in midair� Just horizontal movement� Not realistic; it is a game� Many platformer challenges

assume this type of control

� Different than a long jump� Less height than reg. jump� No control once in the air� Would be a distinct action

Combining Actions

Strafing Fire

� Based on “real life” property� Bullets travel in straight line� Movement changes origin� Walking side-side makes a

spray (used in covering fire)

� But some features are gamy� Bullets slower than life� Character faster than life� Creates interesting effects

Interaction

Interaction(?)

Design Elements31

Page 32: Lecture 3 - cs.cornell.edugamedesigninitiative at cornell university the Combining Actions Verbs can combine in interesting ways Run and jump in a platformer Strafing fire in a shooter

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Combining Actions

Design Elements32

Is this an example?Why or why not?

Page 33: Lecture 3 - cs.cornell.edugamedesigninitiative at cornell university the Combining Actions Verbs can combine in interesting ways Run and jump in a platformer Strafing fire in a shooter

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� Obstacles� Prevent progress towards goal� Have to be “overcome”

� Opponents� Players or bots with their own goals� May or may not need to be overcome

� Dilemmas� Can only perform one of several actions� “Correct” choice not immediately clear

Challenges

Design Elements33

Page 34: Lecture 3 - cs.cornell.edugamedesigninitiative at cornell university the Combining Actions Verbs can combine in interesting ways Run and jump in a platformer Strafing fire in a shooter

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� Obstacles� Prevent progress towards goal� Have to be “overcome”

� Opponents� Players or bots with their own goals� May or may not need to be overcome

� Dilemmas� Can only perform one of several actions� “Correct” choice not immediately clear

Challenges

Design Elements34

Page 35: Lecture 3 - cs.cornell.edugamedesigninitiative at cornell university the Combining Actions Verbs can combine in interesting ways Run and jump in a platformer Strafing fire in a shooter

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Challenges: Limitations

� You cannot always perform an action� Shooting may require ammo� Cannot (always) jump in mid air

� Limitation: requirement to perform action� Boolean test (like an if-then)� Checked at time of user input

� Only one limitation per verb� If more than one, split into more verbs� Reason double-jump is distinct

Design Elements35

Page 36: Lecture 3 - cs.cornell.edugamedesigninitiative at cornell university the Combining Actions Verbs can combine in interesting ways Run and jump in a platformer Strafing fire in a shooter

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the

Challenges: Limitations

� You cannot always perform an action� Shooting may require ammo� Cannot (always) jump in mid air

� Limitation: requirement to perform action� Boolean test (like an if-then)� Checked at time of user input

� Only one limitation per verb� If more than one, split into more verbs� Reason double-jump is distinct

Design Elements36

Resource

Page 37: Lecture 3 - cs.cornell.edugamedesigninitiative at cornell university the Combining Actions Verbs can combine in interesting ways Run and jump in a platformer Strafing fire in a shooter

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Challenges: Resources

� Game State: numeric and symbolic values that represent the game world at a specific moment

� Numeric quantities are often called resources� Examples (player): ammunition, health points� Examples (external): monster spawns

� Symbolic values are “yes-or-no” quantities� Used for “lock-and-key” challenges� Typically create shallower gameplay

Design Elements37

Page 38: Lecture 3 - cs.cornell.edugamedesigninitiative at cornell university the Combining Actions Verbs can combine in interesting ways Run and jump in a platformer Strafing fire in a shooter

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the

Challenges: Resources

� Game State: numeric and symbolic values that represent the game world at a specific moment

� Numeric quantities are often called resources� Examples (player): ammunition, health points� Examples (external): monster spawns

� Symbolic values are “yes-or-no” quantities� Used for “lock-and-key” challenges� Typically create shallower gameplay

Design Elements38

Page 39: Lecture 3 - cs.cornell.edugamedesigninitiative at cornell university the Combining Actions Verbs can combine in interesting ways Run and jump in a platformer Strafing fire in a shooter

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Putting It All Together

Design Elements39

� Start with your vision� I want to _________� This creates setting and player goals

� Create a (partial) list of the following:� Objectives� Actions� Interactions� Challenges

Sketch playermodes to show them in action