Designing Good Games: Game Maker Tutorial

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Game Maker Tutorial


Designing Good Games
Written by Mark Overmars

Copyright 2007 YoYo Games Ltd
Last changed: February 21, 2007
Uses: no specific version of Game Maker
Level: Beginner

When Atari produced its first game console in the seventies is was not very popular. This
changed drastically when the game Space Invader was created and bundled with the
console. Within a short period of time Atari sold a huge number of consoles. The same
thing happened when Pacman was produced. And for the Nintendo Game Boy Tetris
was the absolute winner. Why are these games so special that they mean the difference
between success and failure of the devices they were created for?



Figure 1. PacMan and all of its clones are still very popular games.

The same applies in PC games. Some games become extremely popular making their
creators instant millionaires, while other games, that look almost the same, become
miserable failures. And then there is also a large collection of games that you never see
because they were cancelled halfway the production and their creators went bankrupt.
What makes a game a winner and what leads to failure? This is a very difficult question
to answer. It involves many different aspects. In this tutorial we will delve into some of
these aspects in the hope it will help you to create better games. Many elements of this
tutorial were based on a paper by Creg Costikyan
1
.

1
Creg Costikyan, I have no words & I must design, Interactive Fantasy #2, 1994. See also
http://www.costik.com/nowords.html.
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What is a Game?
Before talking about good games we should decide what a game is in the first place.
There is a surprising amount of discussion about this issue and there are many different
definitions. It is easier to say what is not a game. This

A movie is not a game
This is rather obvious, but why? What elements of games are missing in movies? The
main difference is that there is no active participation of the viewer in a movie. The
viewer does not control the movie and cannot make decisions that influence the outcome
of the movie. The same is true for stories and plays in a theater. Also the final outcome of
the movie is fixed (even though the viewer might not know it). This is a crucial aspect of
movies and plays. People in general dont like plays in which the outcome is not
predetermined. In games the opposite is true. People do not like it when the outcome of a
game it fixed. They want influence on that outcome. They want to be in control.

A toy is not a game
You play with a toy but you do not play with a game. You play the game. With a toy
there are no predefined goals although during play you tend to set such goals yourself. A
number of computer games actually are close to being toys. For example, in SimCity or
The Sims there are no clearly defined goals. You can build your own city or family and
most likely set your own goals (like creating the biggest city) but there is not really a
notion of winning the game. One could add this (e.g. you could add that the game is won
when your city has reached a particular population) but this can be frustrating because it
is not a natural ending. This being said, there is nothing wrong with creating a nice
interactive computer toy.



Figure 2. Is SimCity a game?

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A drawing program is not a game
A drawing program is fun to play with and encourages creativity, but again it has no clear
set goals. The user defines the goals and it is the user who decides whether the goals are
reached.

A puzzle is not a game
This is a more difficult one. Clearly many games contain puzzle elements. But a puzzle is
static, while a game is dynamic and changes in the course of playing it. A satisfying game
can be played over and over again and there are different strategies that lead to success.

So what is a (computer) game then? Here is a possible definition:


Note that the definition does not talk about graphics, or sound effect, or in-game movies.
Such aspects obviously do play a role in making nice, appealing games, but they are not
the essential aspects of games. Let us look at the different ingredients of the definition in
some more detail.

A computer game is a software program
This makes it rather different from for example board games or sport games. It takes
away some of the fun of games. There are no pieces to move around and there is no
physical satisfaction (although some recent games, like Dance Dance Revolution or the
games for the new Nintendo Wii console involve physical exercise). Also the social
aspects are less prominent, although online multiplayer games add a new form of social
interaction. But we get quite a bit in return. A software program can much better react to
and adapt to the players. Most computer games have a real-time element that is not
present in board games. The game continues even when the players do nothing. This can
lead to enhanced excitement and a better feeling of presence in the game world. Also
computer games can adapt to the players making it satisfying for largely different players,
both beginners and advanced. The possibility of having computer-controlled opponents
adds many new challenges. Computer games can also be more complex because the game
itself can help the players understand the different aspects and teach the player how to
play. Finally, computer games can create a more immersive environment by adding
wonderful graphics, music and cut-scenes.

A computer game involves players
This is rather obvious. A game is not something to watch. You should be involved in a
game. Dont underestimate the importance of the player. Beginning game designers often
forget that you make the game not for yourself but for the people that are going to play it.
So you always have to think about who they are. A game for children should be rather
different than a game for adults. And a game for hard-core gamers should be rather
different from a game for less experienced players. You need to pick the correct
audience. Bad games are often written for the wrong audience. For example, a very
A computer game is a software program in which one or more players make decisions
through the control of game objects and resources, in pursuit of a goal.
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experience flight simulator freak wants to be able to control every aspect of the plane and
wants things to be as realistic as possible. For a player that just wants a bit of quick flying
fun this is frustrating and boring and such a player will most likely never get the plane to
take off, let alone to get it to land.

Playing a game is about making decisions
The player makes decisions that influence the rest of the game. In fast paced action
games such decision typically involve in which direction to move and which weapon to
choose for shooting. In complicated strategy games the decisions involve were to build
your settlements, which units to train, when and where to attack, etcetera. Of course
decisions should have an effect. Surprisingly, in many games the effect of decisions is
only marginal. For example, often it does not really matter which weapon to use. This
often leads to frustration. Carefully balancing decisions and their effects is crucial for
satisfying game play.

Playing a game is about control
The player should feel in control of the game. Not the other way round. Uninterruptible
sequences in which the control is taken out of the hands of the player still occur in many
games and often lead to frustration. The more freedom there is for the player, the better.
There is though a catch here. A game is also about surprises and dramatic effects. Such
effects can be created much better if the player is not in control. For example, in a movie,
when the main character approaches a door you can let the music rise. The viewer knows
that something is going to happen. Together with zooming in on the door, this can create
a great dramatic effect. But if the same happen in a game and at the last instance the
player decides not to open the door, most of the effect is gone and even becomes absurd.
Careful balance of freedom of control and dramatic effect is difficult. (There is another
less valid reason for not allowing too much control. More freedom and control for the
player makes it more work to create the game.) Whenever you need to constrain the user,
try to do this in a natural way. For example, in Riven the player moves between different
parts of the game world. By letting the user use some kind of train system it is natural
that this motion goes automatic and cannot be controlled by the player.

Game objects and resources
In a game you normally control certain game objects, like the main character, units, a car,
etc. In some games you can control just one object while in other games, for example
strategy games, you can control many different objects. Besides the game objects that the
player controls, there are normally many other objects that are controlled by the
computer. The game objects the player controls play a certain role in the game. This is an
important property. In other programs you also control certain objects, like buttons, but
these do not play a role in the program. They are only meant to give certain commands to
the program. Besides controlling game objects you must often also manage certain
resources. This is most evident in strategy games and simulation games in which you
must manage the amount of food, wood, stone, gold, etc. But also in many other games
there are resources to manage, like ammunition for your weapons, a shield that can be
used a limited amount of time, etc. Careful planning of resources and their use can add
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many nice aspects to the game play. The game designer must balance the availability of
resource with their need, to achieve interesting game play.

A game needs a goal
This is a crucial ingredient in a game. People want to win a game and, hence, there must
be a goal to reach. For long games there should also be sub-goals, like finishing a
particular level, defeating a certain monster, or acquiring a new spell. Reaching a goal or
sub-goal should result in a reward. Such a reward can consist of a score or some nice
movie, but it is better if the reward is actually part of the game play itself, for example a
new weapon, some additional useful information, etc. We will talk more about goals and
rewards in a moment.

So now we know what a computer game is. But is does not say much about when a game
is good. Think about the following computer game:


If you verify it, this game has all the ingredients described above. There is a player, there
is a decision to make, the player controls what is happening, there are game objects (the
prince, the cave monster, etc.) and there is a clear goal. But it is obviously a rather boring
game. There is no challenge. The game is too easy. So clearly we have to do a better job
to make an interesting game.
Reaching Goals
An important part of a game is that there is a goal and the game challenges the player to
try and achieve this goal. Actually, there are often many different sub-goals. Goals come
in all sorts and shapes. A goal can be to try and shoot an enemy plane, or to finish a level
by collecting all diamonds, or to reach the highest score or to finish the game. Clearly
some of these goals are short-term goals while others are long-term goals that can only be
reached by playing the game for weeks. A good game is filled with these goals and the
player should be rewarded when he reaches one of the goals. Rewards give an important
additional motivation to try and reach the goals.

Goals should not be too easy to achieve. There must be a challenge. And when the game
progresses the goals should become harder to reach and the player has to become better at
the game to achieve them. This learning curve is very important. In the beginning the
player needs to understand the controls and the mechanisms in the game. This is best
done by letting him achieve some simple goals. Later on, the player understands the game
better and will be ready for bigger challenges.
You have to rescue the princess who is held in a fortress. On the screen you are shown
two roads, one leading to a fortress and the other leading to a cave. You have to decide
which road to take. You choose the road to the fortress? Congratulations. You rescued the
princess and won the game. You choose the other road? Bad luck. You are eaten by the
cave monster and die.
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Obviously, when goals are hard to achieve, there is a big chance of failure. You have to
be careful with failure though. It can easily put the player off, making him stop playing.
And that is definitely not what you want to happen. To avoid this it is crucial that, in the
case of failure, the player always has the feeling he made a mistake that he could have
avoided. It should not be the games fault that the player lost, but his own. It is one of the
aspects that distinguish games like PacMan and Tetris from other games. You always
have the feeling you did something stupid. You can be pretty angry with yourself when it
goes wrong and you are determined to avoid this mistake the next time. This feeling
keeps you playing the game. On the other hand, consider a maze game in which from
time to time at a random spot a flash of lighting occurs, killing you if you happen to be in
the neighborhood. In such a game you, as a player, did nothing wrong. You just had bad
luck to be at the wrong spot. This is very frustrating. You are not angry with yourself but
with the game. And you probably soon stop playing it. Don't think that commercial
games are perfect in this matter. Quite some games for example produce enemies at
random locations and random moments in time. If you have bad luck they appear at the
wrong moment right next to you and kill you.

You should learn from this that you have to be careful with "luck" in your games.
Whether the player can achieve a goal should not depend on good or bad luck. Bad luck
is of course very frustrating for a player but also good luck does not give the player
satisfaction. Imagine that you can be lucky and find a super bomb just before facing the
main enemy. Having the super bomb make the fight very simple while not having it
makes it a major challenge. With the super bomb the player will not have the feeling he
conquered the enemy himself. It would have been much better if the super bomb was
always there but the player had to make a difficult move to get it, for example, jumping
over a dangerous pit. Now the player has an interesting decision: performing the
dangerous jump to make the fight easy, or not risking the fall and fighting the enemy with
lesser weapons.
Decisions
As we saw in the last example, creating an interesting decision enhances the game play
considerably. In general, decisions are a crucial ingredient of games. The more
interesting the decisions, the more interesting the game is. There can be very simple low-
level decisions or very high-level strategic decisions.

Let us look at the well-known PacMan game. It is packed with decisions. The most
important decision that you constantly have to take is which direction to move in. Are
you trying to stay as far as possible away from the monsters or are you going after the
dots, even if the monsters stay close-by? And will you go to a corner, where you might be
caught or will you stay in the center where you can move in more directions but can also
be attacked from multiple sides? A second type of decisions lies with the pills you can eat
to chase the monsters. When are you going to use them? Do you leave them to the end
and only use them to get to the final dots or do you use them early on to clear most of the
maze? And if you eat them, are you going to hunt for the monsters to get extra points or
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are you going to use the safe time to eat more dots and try to finish the level? And finally
there is the bonus item that appears from time to time. You can try to get it for extra
points, but you will run the risk of being eaten by a monster.

When there are many decisions to make, like in PacMan, the player will make mistakes.
In PacMan these mistakes are not immediately fatal, but it will require you to work
harder to finish the level or to get the highest score. This is important because everybody
makes mistakes and you should not be punished too much for such mistakes. In the same
way as a reward should be related to the achievement you made, a punishment should be
related to the seriousness of your mistake. If the player looses the game, this should be
the result of a grave mistake or a series of smaller ones. In such a case the player will
definitely feel that he himself is to blame for the loss, and will continue playing to try to
do better.
Balance
In a good game different game aspects are balanced. For example, the player should have
the weapons with which he can fight the enemies. The weapons should not be too strong.
That would make the game too easy. And they should not be too weak because then the
player can only survive if he has a lot of luck, and remember what we said about luck
before. Balance is difficult to achieve. And players are very clever in finding out where
the game is unbalanced and exploit this unbalance, thereby often ruining the fun of the
game.

There are three different aspects of balance: balance between players, balance between
the player and the game play, and balance between different features in the game. We
will discuss each of these below.

Balance between players
If you create a two-player game, you better make sure that the best player normally wins,
and not the most lucky one. Imagine a strategy game in which two players compete with
each other. As in most strategy games they have to build up a city and for this they need
wood. Now imagine there is just one forest in the world and one player starts very close
to this forest and the other is far away from it. This gives the first player an advantage
that will most likely win him the game. So the game is highly unbalanced.

A game of chess on the other hand is highly balanced. Each player has the same pieces
and can make the same move. The only problem is that one player can start and this is
actually an advantage in chess. But this is balanced out because in a match each player
can start the same number of times.

Chess is a symmetric game. Symmetric games are well balanced. But symmetry is also a
bit boring. Imagine that in the strategy game I mentioned the world looks completely
symmetrical and each player plays the same race with the same units. That would make
the game less appealing. Still it is used rather often. For example, the multiplayer maps in
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Red Alert II are very symmetrical. The real game design challenge is to make a non-
symmetrical game that is still rather balanced.

One way of achieving this is to use fake asymmetry. Let me demonstrate this with an
example. In our strategy game we let the first player start behind a mountain range while
the second player has his city behind a river. The first player we give the ability to create
boats while the second player has equipment to drill tunnels. This looks very asymmetric
but the tunnels can be used to pass the mountain range and in a similar way the boats can
pass the river. So balance is restored again. Many strategy games use some type of fake
asymmetry. Races might look rather different but in the end the possibilities are very
similar.

Balance between the player and the game play
The game play is there to help the player, not to fight the player. As was said before, the
player should loose because he made a mistake, not because he for example forgot the
key combination to fire the canon. Careful design of the interaction (the use of the
keyboard, mouse, joystick, etc.) is important to avoid this type of problems.

Also you need to strike a good balance between what the player must do and what the
game does for him. For example, in most games the player does not need to continuously
push buttons to make a game character walk. The game does this automatically for him.
But the player must press a button to make the character shoot. In many strategy games,
soldiers automatically start attacking enemies that come in close range rather than
requesting the player to constantly check on all the units. But the player must decide
when to start an invasion into foreign territory. But also well-known games make the
wrong decisions here. For example, they force the player to constantly bring food to the
troops or they force you to manually withdraw wounded soldiers from the battle. For
example, one of the things many people complained about in Black and White was that
when your people were praying you had to bring them food all the time.

Let us consider another example. In the early adventure games one of the major
challenges was to find out where you should click on the picture to get certain things
done. For example, to open a door you had to find the secret button to press. Only after
pressing on all the 100 stones in the wall you found the one that opened the door. This
adds no fun to the game. In modern adventure games the mouse cursor changes whenever
you move it over a place where you can click and often a message appears indicating
what there is to click on. Good visual cues are also given, for example by giving one of
the stone a slightly different color. This will improve the game play a lot. The player still
has to come up with the idea that there might be a secret button but once he has that idea
it is easy to find the place.

The bottom line is that the player should spend his time and energy on the important
aspects, and the game program should do the rest. The game should try to understand
what the player wants and take action accordingly, rather than the other way round.

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The balance between game features
A game contains many different features: different weapons, different enemies, different
units, different roads, all sorts of resources that can be use, and so on. These features
result in decisions for the player: which weapon to use for what enemy, which road to
take, how to use the resources, and so on. This makes the game interesting. But you better
make sure there are some real decisions here. For example, when your game features four
types of weapons, but one is superior to the others, the player will never use the other
three weapons once he finds the best one. So there is no decision left anymore. To keep
the decisions interesting you should balance the good aspects of the features with the bad
ones. For example, the powerful weapon can fire only one shot per second, or the
ammunition is more expensive, or it cannot be used in a cave, or one opponent is more
sensitive to a particular weapon than another. Use your creativity.

You have to balance the powers of the player with the power of the computer-controlled
opponents. When new opponents appear during the game, you should give the player new
powers to fight them. But be careful that you don't fall in a well-known trap in which you
simply increase the firepower of the player while the opponents get equally stronger. This
does not lead to more interesting game play. There is not much difference in driving with
a slow car against slow opponents or with a fast car against fast opponents (unless, of
course, steering the fast car is more difficult). A key issue here is that the player should
improve during the game, not the character he plays (or the car he drives). This is not too
say that the character of car should not improve. But the improved character should
reflect the improvements in the player.

Don't forget that a player must learn to play the game. That is, the game should start easy
with easy decisions for the player to make. When the game progresses and the player
becomes better at it, he should get more and more complicated decisions to make. This
can be achieved by introducing new features gradually during the game. The features
should match the players' abilities. Make sure that there are still new features appearing
far into the game. Too many games show all the features in the first few levels after
which the game becomes just more of the same. Good games come up with surprises, all
the way till the end.
Rewards
You need to reward a player when he achieves a goal. A reward can take the form of a
particular score, some nice graphical or musical feature, or items that can be used in the
game, like better weapons, power-ups, spells, or knowledge about the game world. The
last type of reward is definitely the most rewarding to the player and whenever possible
you should try to create this type of rewards. The effect can be permanent or temporary.
Temporary rewards are typically given when a player achieves minor goals. It makes the
playing easier for a while. Examples of this type of reward are some extra ammunition, or
temporary invisibility to opponents. Permanent rewards are given when bigger goals are
achieved. For example, you get a new weapon or spell or car. This will change the game
play from that moment on, hopefully extending the range of decisions the player can
make.
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Giving the player the right type of rewards is actually an issue that is harder than you
might think. People are picky about their rewards. If the rewards are too small they will
not work hard to achieve them. If they are too large they get greedy and want even bigger
rewards. It is a well-known psychological phenomenon that players start expecting
rewards and if you somewhere during the game you decide that a particular reward is no
longer available they get angry. Let us consider an example of this. If in the first level of
the game you give the player a bit of extra health for each opponent he kills, the player
starts expecting this. If you decide in the second level that the player should now be more
experienced and you stop giving this reward the player tends to be upset and might stop
playing the game. It would be better to gradually increase the maximal player health and
the damage opponents do, such that the increase in health is not significant anymore. The
player still gets his reward but it has less influence on the game play.

You also need to decide whether rewards are predictable or more random. For example,
in your game you might give a bonus item for each 50 collected coins. Alternatively, with
every coin you collect you have a 1/50
th
chance of getting the bonus. Even though
mathematically equal, the effect of these two choices on the player is completely
different. In the first situation, in the beginning the player is not very interested in
collecting coins. It will take way too long before it will result in a bonus. This will make
the game play less intense so there should be other aspects that keep the player interested,
like exploring the environment. But when the number of collected coins approaches the
50 the game plays starts becoming very intense and the player will work very hard in
collecting opponents, even those at difficult spots. So there is a high variation in
intensity, which is appealing to certain types of players. When the award is randomly
there is always an interest in trying to collect coins because it might lead to a reward. So
the average intensity of the game will be higher. But there will be no peaks in intensity,
which can lead to a more dull game.

Make sure the player notices the rewards he gets and starts understanding why he gets
them. If the player does not know the relation between his actions and the rewards he gets
this will be frustrating and will lead to less focused game play. So clearly indicate when
points are scored or power-ups are obtained. For example, use some sound effect or some
graphical effect.
Flow
A game gives challenges to the player and the player develops abilities to conquer these
challenges. Challenges can take the form of monsters to beat, obstacles to avoid, puzzles
to solve, bases to attack, and systems to master, for example a plane. The abilities a
player must develop depend on the game and can for example be reaction speed, strategic
thinking, or knowledge. A game is only fun to play when the challenges are in balance
with the abilities of the player. While the game progresses the abilities of the player
improve and, hence, the challenges should become more difficult. It is the task of the
game designer to keep challenges and abilities in balance. This situation is called the
Flow. When challenges are two hard the player gets frustrated, when they are too easy the
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player gets bored. There actually is a band in which the game is still fun to play. If you
get to the top of the flow you reach a state that is sometimes referred to as pleasurable
frustration. It is good to let your game from time to time get to this top and then give
some easier challenges again. This helps the player to improve his abilities. So the
difficultly should zigzag through the flow.



Figure 3. Keeping the Flow.

Keeping a game in the flow is difficult because it depends on the player. The easiest way
is to give the player the opportunity to choose a level but this is not very effective, unless
there is a big reward in playing on a more difficult level and it is easy to change level
during the game. A second option is to let the player skip certain challenges and do
alternative ones, better suited to his abilities. But most players tend to take the easier
route, even if it leads to boredom. So the best way is to adapt the challenges to the player.
Monitor the players behavior (for example how much damage he takes) and adapt the
number or (better) quality of the opponents to this. Make sure that the player always
progresses but let the reward depend on his qualities.
Presence and Immersion
You might have wondered why we did not talk about graphics yet, or about sound and
music. Many people consider them crucial ingredients of a game. New commercial
games try to achieve great new graphical effects and hire famous musicians to create the
music. So isn't this important? Well, yes and no. If you look at the games available on
devices like the Nintendo Game Boy or mobile phones, they have rather poor graphics
and the sound is also limited. Still they are great fun to play and many people are
addicted to them. On the other hand, some of the best three-dimensional games create a
special atmosphere using the right type of music and stunning graphics effects like
dripping water, smoke, and flickering torch lights.

FLOW
Challenge
Abilities
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The key issue here is immersion. Game play is largely enhanced if the player feels
immersed in the game; if he feels that he is present in the game world and that his
decisions and actions really matter; and if he becomes emotionally attached to the main
characters in the game and really wants to help them. Important ingredients to achieve
this immersion are the story in and behind the game, the surroundings in which the game
takes place, the way the main characters in the game look and behave, the music, and the
special effects.

The story
There is a lot of discussion about whether a game needs a story. Popular games, like
PacMan or Tetris do not have a real story (although the designers still gave them some
sort of story). And in many first person shooting games, the story is almost always the
same: rescue the world from some kind of evil. Most people never read the story and it
seems not to influence the way they experience the game. (You are not trying to save the
world; you are simply killing the monsters that attack you.) On the other hand, for
adventure games the story is crucial. It forms the basis for the puzzles you need to solve,
and the story actually helps you solve the puzzles; they often only make sense when
being part of the story. Also other games can benefit from a good story; again because
they give a meaning to the actions you are performing and deepen the satisfaction when
reaching your goals. It leads to Meaningful Play. This can be achieved by making sure
that the different tasks or levels in the game form a logical sequence and by putting cut-
scenes or movies in between them to enhance this storyline. Designing a good storyline
with movies, etc. is probably beyond the skills of most beginning game designers, but it
is good practice to at least put some logic in the game you are creating and such logic
normally comes from a story.

The game world
A game takes place in some world. This world can be presented in exact three-
dimensional realistic detail but also in a more abstract or cartoon-like two-dimensional
way. Some games just use text and some static images to represent their game world.
Designing an interesting game world is an important part of game design. And picking
the right type of representation is important too. For a first-person shooter a well-detailed
three-dimensional game world with lights, shadows, and special features like mist and
water is crucial to give the player the feeling of presence. He has to see what a real
fighter would see, otherwise the game becomes artificial. For a flight simulator the world
should also look as realistic as possible. For an adventure game a realistic three-
dimensional world is not so important. Here it is the story that creates the feeling of
presence and this can also be accompanied by simple two-dimensional images. In puzzle
games and many arcade games the game world is rather abstract and often two-
dimensional. For example, in a scrolling shooter planes don't fly in natural ways nor do
the bullets behave natural. And power-ups might float in the air. This is all perfectly
acceptable for the player when the game world is rather abstract but would be out of
place when the game world would look realistic. So it is really important to adapt the
game world to the type of game you are creating.

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Figure 4. A flight simulator should be realistic, while a
scrolling shooter can be more abstract.

A realistic three-dimensional world can also hamper game play. For example, many
strategy games use a form of overhead view of the game world in which you view it
under a 45 degree angle (a isometric view). This makes it easy to track your units and to
quickly see what is happening. You can easily scroll over the world to steer your units in
doing the right things. Trying to do the same in a full three-dimensional world is a lot
harder. You quickly loose your orientation, and have difficulty in keeping track of what is
happening in the world. Moving around is more difficult. Again you must adapt the
representation of the game world to the game play that is required.

The main characters
Many games have one or more main characters that the player controls or meets. Like in
a movie it is important that the player becomes emotionally attached to these characters.
He can hate them and try to kill them or like them and try to help them. So characters and
their behavior need to be designed carefully. How again depends on the type of game.
For example, in a first-person shooter the player himself is the character. He should fully
identify himself with the character. In such a case it is advisable not to give the character
a strong personality. This makes it more difficult to identify yourself with him. Or at least
give the player the possibility to choose between different characters to pick one that suits
him. For third-person games and adventures a strong personality is often important. If
done right, the character can get some kind of hero status, like Lara Croft from Tomb
Raider.

Music
Music and background sounds can play a very important role in immerging the player in
the game. Even very soft background sounds can have a dramatic effect in games. For
example, dripping water in a cave gives a creepy sound. Rolling thunder can raise the
players fear, etc. Background sounds can also provide clues to the player about what is
going on. For example you can hear footsteps in the distance or a door that is slammed
shut. Modern games use positional sound such that the player also knows where things
are happening. Picking the right kind of music for your games is as important as picking
the right kind of graphics. A cartoon style game should have cartoon style music. Creepy
games should have creepy music, and funny games should have funny music. Better have
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no music than the wrong kind of music. Modern games nowadays use adaptive music that
changes with the action that is happening. This can further increase the dramatic effect
but is definitely beyond the possibilities for beginning game designers.

Special effects
Like in movies, special effects can have an important effect on the player. Some great
explosions or sound effects can temporarily highly enhance the game experience. But be
careful. The effect soon wears off. After 10 of such explosions you won't even notice
them anymore. And they might even become annoying if they hamper the game play, e.g.
by slowing down the refresh rate, or distracting the player. For example, some puzzle
games have beautiful color changing or animated background. Soon these become very
annoying and you really want to switch them off. So don't spend too much time and effort
on special effects. Better concentrate on good game play.
Game Genres
Games come in many different types. Over the years a number of different genres have
been created. If you are very creative you can try to make a game that is completely new,
but if you want to be on the safe side you better pick a particular genre and make a game
that fits in this genre. The following are some of the most important game genres:

Arcade games, where reaction speed is the most important aspect of the game.
Typical examples are scrolling shooters, maze games like Pacman, breakout type
of games, various platform games, etc. These games are relatively easy to make
and normally 2-dimensional graphics is good enough for them. These are
definitely the type of games you should first start creating. A particular type of
arcade games is the pinball game. These are a bit harder to create because you
need natural ball movement.
Puzzle games, where clever thinking is the most important aspect. Many maze
games are actually more based on puzzle solving rather than on reaction speed.
Other examples include board games and sliding puzzles. These games are also
normally 2-dimensional and are relatively easy to create, unless the game has to
be played against a computer opponent in which case it might be difficult to
program the way the computer plays the game. (Think about trying to program the
computer to play chess.)
Role playing games (RPG), where you steer a character through a dangerous
world. Typical examples are Diablo and Baldur's Gate. The most important part
of such a game is the development of the character you control. The character
must learn new skills, become more powerful, and find additional and better
weapons. At the same moment the opponents become more powerful as well.
Sometimes there is also a strong story line and the player must discover what is
going on in the world. RPG games are often isometric or fully 3D, but this is not
crucial. You can also create 2-dimensional RPG games. RPG games are harder to
make because you must create the mechanism of character development. Also the
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games normally need to be large because otherwise they are soon finished. Good
level design is crucial.
Strategy games, either real-time (RTS) or turn-based. Here the player normally
only indirectly controls the character in the game but he does set out the strategies
that the characters need to follow. Examples include Age of Empires, Caesar,
Command and Conquer, etc. Strategy games often use an isometric view. They
take a lot of time to create because they require many different game objects, like
characters and buildings, that all need their own animated images and specific
behavior.
Management games, in which you must build up an empire. In these games the
player manages for example a city, factory, railroad company, park, etc. Examples
are SimCity, Theme Park, Railroad Tycoon and in some sense also games like The
Sims. Views are often isometric for a good overview. Managing resources is a
crucial ingredient. These games are difficult to make because there must be an
underlying system that simulates the world, for example the behavior of the
visitors of your theme park. Many GOD games can be considered as a
combination of management and strategy games.
Adventure games, where the story line is rather crucial. Most adventure games
are largely 2-dimensional and use the well-known point-and-click interface. The
difficulty in creating an adventure game does not lie in the actions but in creating
an interesting, funny, and surprising story line and in creating the corresponding
artwork. You really need to be an artist for this.
First-person shooters, which can be seen as the 3-dimensional version of the old
arcade games. Here the emphasis is on fast-paced action and reaction speed, not
on cleverness and puzzle solving. Famous examples are obviously the Doom and
Quake series but huge numbers have been created. First person shooters need a 3-
dimensional world to create the feeling of presence.
Third-person shooters, where the player directly controls a game character
through a hostile world. A clear example is Tomb Raider. The main difference
with role playing games is that there is not much emphasis on character
development. It is more a matter of fast action and discovering the game world.
Many third-person shooters also have a storyline and borrow aspects from
adventure games. Third-person shooters do not need to be 3-dimensional (think
for example of the early GTA games) and can be created with relative ease.
Sport games, in which an existing sport, like soccer or baseball is simulated.
Many such games exist and they are very popular. Creating a convincing and fun-
to-play sport game is though a big challenge. It might work better if you give it a
cartoon flavor because then the action does not need to be realistic.
Racing games are in some sense a special type of sport game. Because there are
so many of them they deserve a category of their own. Some racing games, like
for example many Formula-1 games, try to model the driving of a car as realistic
as possible. Other games are more arcade style and make racing very easy. Racing
games can be both 2-dimensional and 3-dimensional. One of the major challenges
when making a racing game is to create convincing racing behavior of the
computer controlled opponents.
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Simulators, like flight simulators. Such games try to realistically simulate some
mechanism, like a plane. They are popular because people like to understand how
such systems work and like to be able to control them. Creating simulators is
rather difficult because you must implement the internal working of the system
you are simulating, e.g. the flying of a plane.

Clearly we did not cover all types of games in this list but it at least gives you some
indication of the various genres.

You can of course produce a game that has aspects of different genres, but you should be
careful with this. The player picks a game from a particular genre because he likes that
genre. For example, assume that you, as a designer, decided to create an adventure game
with some added action. Somewhere in the game the main character has to move to a
different city and for this he has to steel a car. Chased by the police the player has to race
to the next city, avoiding being caught. This may sound like fun, but be careful. A player
that chooses an adventure game likes the story aspect, the fact that he has to solve
complicated puzzles, and the fact that he can take his time and is not hurried. The racing
part suddenly requires him to play a completely different type of game in which reaction
speed counts much more than clever thinking. Probably this is not his type of game and
he might be unable to finish the race and will stop playing the game. Similar problems
occur for example when combining strategy games with first person shooting action. So
best pick your genre and stick to it for the whole game.
Learn from Other People
This tutorial should have given you a rough idea of the things that matter when trying to
create a good computer game. But in the end the best way to learn is to do it yourself and
to critically look at your results.

Another piece of advice is to learn from other people's mistakes. Whenever you plan to
make a particular type of game, look at similar games. Play them and see what they did
right and what they did wrong. It is amazing to see how often people repeat mistakes
made by others before them.

There is a lot of information on game design available on the web and is this tutorial a lot
of information was taken from these sources. You are strongly encourages to read some
of the articles experienced game designers have written. See for example the websites of
Gamasutra (http://www.gamasutra.com/) or the Game Developers Network
(http://www.gamedev.net/). Also many books have been written about game design
although unfortunately many are rather poor.

An of course you are recommended to regularly visit our YoYo Games website:

http://www.yoyogames.com/

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Here you can get help and information about how to create games, you can discuss game
design issues in the forum, and you can publish your games to have them played and
reviewed by others.
Further Reading
For further reading on designing games and how to create them using Game Maker you
are recommended to buy our book:

Jacob Habgood and Mark Overmars, The Game Makers Apprentice: Game
Development for Beginners, Apress, 2006, ISBN 1-59059-615-3.

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