Game Design
Game Design
Game Design
Outline
Based on Ch 7, On Game Design, by Chris Crawford and Ch 2.2, The Game Development Process
Wonder as you read (Why is the sky blue? Why do some coins have serrations on their edges?)
Tightens up Web of associations
Based on Ch 7, On Game Design, by Chris Crawford and Ch 2.2, The Game Development Process
Columbia Games, Avalon Hill, RPGs Example: LOTR Confrontation, Reiner Knizia Even computer games, broaden
Pick titles you would not otherwise play Like FPS games? Fine. But try different genres Become a student of games. Learn from them. Bargain bin, even, maybe not great games but maybe great ideas
Based on Ch 7, On Game Design, by Chris Crawford and Ch 2.2, The Game Development Process
Creator struggles, mightily, but fails Quiescent period, creator is distracted Finally, brainstorm itself and solution leaps
to forefront
It may even seem obvious at that time
Based on Ch 7, On Game Design, by Chris Crawford and Ch 2.2, The Game Development Process
With an idea, dont implement or tie down to technology Genius is 1% inspiration, 99% perspiration Edison
Enjoy the 1% because everything else is hard work
Most ideas shouldnt grow further Be aggressive at this point in your own mind
in ripping into your own idea
Just because it is a creative idea, does not mean it is a good one
publisher) through to a concept, make sure can protect, perhaps with partner politically skilled
The Creative Process Define the Product Consider target audience Gather feedback from colleagues Think about core objectives List the challenges
Will help determine genre
Determine how player will interface Define unique features, essential to gameplay
Has features been done before? If not, is there a reason why not?
Meet with team with one-pager Keep early meetings focused on design and not on technical Write all ideas down, may come in handy later Incorporate changes into 2-3 page document Move on to Concept Document
Outline
(next)
Core Design
Topics
What is a Game Gameplay Interactivity Game Balance Look and Feel
What is a Game? (1 of 3)
Movie? (ask: why not?)
no interaction, outcome fixed
Definitions (from Ch 2.2): Play - Interactions to elicit emotions Game - Object that provides rule-bound play Frame - The border of a games context
Inside the frame is in the game Outside the frame is real life
What is a Game (2 of 3)
A Computer Game is a Software Program
Not a board game or sports Consider: chess vs. soccer vs. Warcraft
Lose: 1) physical pieces, 2) social interaction Gain: 1) real-time, 2) more immersive, 3) more complexity
What is a Game (3 of 3)
Playing a Game is About Making Decisions
Ex: what weapon to use, what resource to build Can be frustrating if decision does not matter Want good gameplay (next major topic)
When a designer is asked how his game is going to make a difference, I hope he talks about gameplay, fun and creativity as opposed to an answer that simply focuses on how good it looks Sid Meier
(Civilizations, Railroad Tycoon, Pirates)
Based on Chapter 2, Game Architecture and Design, by Rollings and Morris
An intriguing story
Good story encourages immersion But will mean nothing without gameplay Example: Baldurs Gate, linear story. Going wrong way gets you killed. But not interactive. Interaction in world all leads to same end.
Examples:
SimCity - very compelling, but mostly no goals. More of toy than a game, but still fun. Grim Fandango - good visuals, story, etc. But need to do puzzles to proceed. Could have skipped to just watch story. Would still have been fun without the gameplay.
Core Design
Topics
What is a Game Gameplay Game Balance Look and Feel
Even to art, there are technical disciplines such as in music, film, poetry So, consider computer game designs as are an art form
Game design practices can be taught
Game Theory
Some designers approach Game Theory thinking it will help design games
Rather, it is a theory about games are played Game theory is Branch of economics Systems governed by rules Mathematically analyzed to determine payoffs of various end points.
Always try to maximize their potential utility Solve problems using pure logic Always fully aware of the state of the game
Gameplay
Gameplay
Collective strategies to reach end points of game theory Specific to game activities What the player does
Includes
Utility - A measure of desire associated with an outcome Payoffs - The utility value for a given outcome Preference - The bias of players towards utility
Gameplay Example (1 of 2)
Adventure game: knight, dwarf, priest, thief During combat, knight and dwarf in front, thief fires arrows Priest casts spells (assume all cost the same)
E-bolts (do damage equal to sword) Band-aids (heal equal to sword)
Not so interesting
Gameplay Example (2 of 2)
Now, suppose
Band-aids still affect single target but ebolts have an area affect E-bolts do less damage, but armor doesnt make a difference Answer isnt as easy. Interesting choices. Good gameplay.
A game is a series of interesting choices. - Sid Meier (pirates, civilization)
Based on Chapter 3, Game Architecture and Design, by Rollings and Morris
Implementing Gameplay (1 of 4)
Choice Outcome
A question asked of the player The end result of a given choice Represents the set of possible events A landscape of choice and outcome
Possibility space
Implementing Gameplay (2 of 4)
Choices must be non-trivial, with upside and downside
If only upside, AI should take care of it If only downside, no-one will ever use it
Gameplay value when upside and downside and payoff depends upon other factors
Ex: Rohan horsemen, but what if other player recruits pikemen? Ex: Bazooka, but what if other player gets out of tank? Based on Chapter 3, Game Architecture and Design, by Rollings and Morris
Implementing Gameplay (3 of 4)
Well-designed choice
Often desirable and undesirable effects Should relate to player goals
Implementing Gameplay (4 of 4)
Should be series of interesting choices
Ex:
Use of health potion now may depend upon whether have net for capturing more fairies Having net may depend upon whether needed space for more arrows for bow Needing arrows may depend upon whether killed all flying zombie bats yet
Hence, well designed game should require strategy Game must display complexity
But doesnt mean it must be complex!
Dont make too many rules. Less if more. Real world example: termites place one piece of mud.
Results in hive, with cooling vents, etc.
Ex: Priests convert, but not if already in combat (Me: see what game) Ask: examples from popular games?
Should never have an option that is so good, it is never worth doing anything else
Dominant strategy
Near Dominance
Worth looking for near dominance, too
Near-dominated useful only very narrow circumstance Near-dominant used most of the time
Ex: stun gun only useful against raptors, so only useful on raptor level (near dominated)
Do I want it used more often? How much effort on this feature? Should I put in lots of special effects?
Ask: what game does this look like? (rock-paperscissors) Intransitive, more interesting Ex: from LOTR Battle for Middle Earth
Horsemen fast, get to archers quickly with lances Pikemen spears hurt horsemen bad Pikemen slow, so archers wail on them from afar
Dont want to hardwire. Sometimes A way better than B, sometimes a bit better, sometimes worse
The answer should depend upon the game situation, weather, terrain, time also what opponent is doing
game over
Not quite Harold on hill (arrows less effective) and defensive mode
Archers tire game over
Not quite William also smart, cavalry approach, but retreat. Infantry break ranks since they are frustrated, charge
Arrows now shred Infantry Harold loses, game over
Point: ways to change balance between different troop types. A good commander isnt the one with the best
army; he is the one who knows how to use it best
First and Second most interesting Third valid, but really only chrome Fourth should be handled by AI Fifth should seriously consider removing
Strategic versus Tactical Supporting Investments Versatility Compensating Factors Impermanence Shadow Costs
Ex: StarCraft
Strategic choice: 1) upgrade range of marines, 2) upgrade damage, or 3) research faster fire Which to choose?
Supporting Investments
Often game has primary goal (ex: beat enemy) but secondary goals (ex: build farms for resources) Some expenditures directly impact primary goal (ex: hire soldier), while others indirect (ex: build farm) called supporting investments Primary goals are one-removed
Ex: improve weapons, build extra barracks
Versatility (1 of 2)
Rule of thumb is to ask what is best and worst about choices:
1) This move does most damage, but slowest 2) This move is fastest, but makes defenseless 3) This move best defense, but little damage 4) This neither best nor worst, but most versatile
Versatility (2 of 2)
Speed is common way for versatility If a versatile unit is also cheapest and
most powerful no interesting choice
(See Compensating Factors, next) Dont make fast units best
Compensating Factors
Consider strategy game where all units impeded by some terrain
Ships cant go on land, tanks cant cross water, camel riders only in dessert
Note, last choice common but uninteresting since doesnt change tactical use Choice should be clear to player. Dont make a gamble before they know.
Ex: pick troops (cold weather) then find in jungle
Impermanence (1 of 2)
Some permanent (ex: you get to treasure first), others not (ex: I got storage near mine, but you can grab it off me) Really, another kind of compensating factor
I.e. impermanence can compensate for something being really good
Impermanence (2 of 2)
(Examples mostly from Magic the Gathering Battlegrounds)
Can be destroyed (enchantments, ex: gratuitous violence makes units tough, but can be destroyed) Can be stolen or converted (ex: threaten steals or converts enemy for short time) Can be applied to something you dont always have (ex: goblin king gives bonus to goblins, but must have goblins) Certain number of uses (ex: three grenades, but grenade spamming) Last for some time (wears off, ex: Mario invulnerable star)
Shadow Costs (1 of 2)
Shadow Costs (2 of 2)
Ex: Age of Mythology has wood and food. Food is inexhaustible, wood is finite
Charioteer
Costs 60 wood, 40 food and 40 seconds to spawn Shadow costs vary over game
Early on, food and wood expensive, spawn doesnt matter Mid-game, much food and wood, spawn makes it harder to pump out new units End-game, no wood, spawn is priceless
Use variability to add subtlety to game. Vary environment and vary shadow costs (ex: more trees to vary cost of wood)
Challenge for level designer Expert players will appreciate
Synergies (1 of 2)
Synergies are interaction between different elements of players strategies (note, terms may be different than ch 2.2)
Positive Feedback Economies of Scale the more of one type, the better (ex: wizards draw strength from each other) Economies of Scope the more of a set, the better, or advantage of combined arms (ex: trident and net, infantry and tanks)
Negative Feedback Diseconomies of scale first is most useful, others have less benefit (ex: diminishing returns from more peasants entering a mine since get in each others way) Diseconomies of scope (ex: mixed troops go only as fast as slowest)
Synergies (2 of 2)
Ideally, all go together at once, but can emphasize
Ex: Chess is a game of positive feedback Small advantage early on, exploited to crushing advantage
Be aware of each
Kinds of Interactivity (1 of 2)
Can interact in many ways game designers sometimes restrict themselves to facts
Ex: if you hit w/BFG, do 50 points damage
Kinds of Interactivity (2 of 2)
(Ask: others?) In the above list, how many are done?
1 most everything, 2 for changing difficulty
Hey, lets build up a big army before we fight or Dont attack me since Im having fun building
Ex: D&D dungeon, series of rooms w/monsters. Much richer if why behind scenes. Why were dwarves there? Why did they die? How orcs break in?
Core Design
Game without balance often unsatisfying and wasted effort (parts not in balance not used, so wasted effort) Broadly, game balance includes:
Player-Player advantage only in skill (can be luck, but should be equal to both) Player-Gameplay learning curve matched by reward Gameplay-Gameplay Composite longbow does twice damage, should cost twice $
Mini-Outline
Player/Player Balance (1 of 2)
Ex: Virtua Fighter (ask: who has played?)
Say, Sarah Bryant beats Lion every time? Does that mean unbalanced?
Suppose friend said could beat everyone as Sarah Bryant all the time. Would say prove it
Would only be a problem if beginner as Sarah always beat expert as Lion And if could choose characters? Sarah versus Sarah?
Player/Player Balance (2 of 2)
Allow to arrange victory by skill and judgment Avoid results mostly as stroke of luck
Right from the start or magnified as game progresses (ex: start close to gold mine provides escalating advantage)
Symmetry - Example
Two heroes square off for duel, poised in kung fu stance Hours pass. Days pass. Breeze comes by, spec of dust in ones eye Blinks, frowns then bows Know result without fight tiny asymmetry enough to decide outcome If breeze or dust decided game, is that ok?
No youd want your money back!
Symmetry
chess, even basketball) In realistic games, would be problem (ex: U.S. versus Iraq, game symmetry would be bothersome since not realistic) While easy, kind of an insult
Ex: LOTR BfME Wargs same as horses but Wargs can bite in book/movie!
Knights and soldiers cant cross Later on, advanced units can cross Choice of unit depends upon barrier
Ex: Warcraft 2 humans have griffons and orcs have dragons; both flying toughies.
Ex: Warcraft 2 orc players runes explode, making use in mountain passes good
Mini-Outline
Attributes are 3-18 (ask: why?), can re-roll if dont like. So, re-roll until all 18s. Ugh. Test of endurance!
Based on Chapter 5, Game Architecture and Design, by Rollings and Morris
Ex: Diablo 2 does this But boring if that is all since will feel the same
Three rules
1) Reward the player 2) Let the machine do the work 3) Make a game that you play with, not against
In general, better to reward player for something right than punish for something wrong
Punishment makes players not want to play
Should be used only so players can go back to their Real Lives in between games
Or maybe to allow player to fully see folly of actions, for exploratory and dabbling
Mini-Outline
Gameplay/Gameplay Balance
Challenges when balancing aspects of gameplay?
Want variety of interesting choices, rather than single, dominant choice Best choices depend upon choices of other players (or on AI) Not easy to see how frequently different choices will be worth making, but need to know to balance game
Sounds like catch-22? Can use simple concepts to make first guess
Then lots of play testing to fine tune!
Component Balance
Two levels to balancing: component and attribute Component balance deals with relative values (ex: cost and strength) Attribute involves interaction of abilities (ex: speed versus hit points) Talk about component first, attribute later Establish the value of each game choice For game balance, each choice must be reducible to simple value and factors must even out Ex: Pirate game Dreadnoughts > Galleons > Brigantines All have identical functions If Dreadnoughts 2x powerful, then (for balance) Galleons should take time to spawn
Attribute Balance
Involves not the relative values, but the way the choices interact
Ex: How important is ship speed relative to combat strength?
Can then combine to get average set combining all factors Then, adjust component values (often, through play testing) so all units are useful
Ex: Hmm.
Attribute balance is harder (set of all problems) But if can get approximate picture of better strategies, can tweak component costs to get game balance
Payoff, match your choice with opponent Suppose I always picked rock. Then opponent would notice and pick paper. Then I would start to always pick scissors, then
spiral to center of triangle where all options equal only break even, like thermodynamics
Ex: I choose scissors, you choose rock. Ki diff is 2. Plus damage is 5, so 7 total.
Sum must be zero (zero sum game, whatever one player gains other loses. Both cannot have net gain.)
R+P+S=0
All costs must be equal else would favor (remember, triangle example)
R=P=S
(eq2) 0 = 4r 4(4r+4p)/11
0 = 44r 16r - 16p 0 = 28r - 16p p = (7/4)r
(eq3) 0 = -4(7/4)r + 7s
0 = 7r + 7s r=s
Ratio
r:p:s = 1 : 1.75 : 1
Rock and Scissors used 27%, Paper about 46% Probably not what expected. Often result if one option more expensive, others are most affected
Based on Chapter 5, Game Architecture and Design, by Rollings and Morris
Rock + Scissors + Scissors = Garden Shears Could be countered with Paper Weight Strategy becomes complicated
(Can also use to justify spending more artistic assets on paper!) Fine, all is balanced. Players must avoid predictability because clever opponent will exploit. But that is barely above where have only 1 choice! To balance so interesting, must have attribute factors that interact (remember, the Battle of Hastings)
Ex: In AoE, could teleport supplies by building base. Didnt need to hold territory. Infantry useless. Even making them cost less doesnt (expansion pack). Still great game, but didnt need.
Based on Chapter 5, Game Architecture and Design, by Rollings and Morris
Combinatorial Explosions
How many attributes should there be to make interesting?
Too few? Then becomes trivial (Ex: in Hastings, only way to change power base is to put infantry on hill) Too many? Then too hard to have skilled play
Rule of thumb: N factors that could modify core mechanics, and each boolean (hill or not, rain or not ) 2N possible combinations explodes rapidly
Err on the side of caution
In Populous (EA god-game), should have lots of characters or half-dozen? Noticed would be easier to understand game experience with few, versatile units rather than many specific ones.
Richard Leinfellner, Exec in charge of Bullfrog
Based on Chapter 5, Game Architecture and Design, by Rollings and Morris
Design Scalability
Intransitive designs are inflexible
If have 5 way relationship and remove one, will have dominated strategy Ex: RPS and remove R always choose S
If project lead says behind schedule, so dont include 5th orc type
Elegant design falls like a house of cards
Increasingly important as multiplayer increases. Symmetry works for this, but asymmetry may be needed or more appealing (try just broken). Make sure any asymmetry doesnt magnify imbalance as game progresses. Golden rule: a player should never be put in an unwinnable situation through no fault of their own
becomes frustrated. Continually brings player back for more. Interface should not present obstacles. Small rewards are needed to guide player (fancy animation or new powers). Best rewards widen options. Golden rule: The game should be fun to learn as well as to play, and it should be more fun the more you master it
(Me: consider skipping this whole section) Create a sense of alternate reality
Immersion
Ambience
Everything that contributes to innate look and feel of game
Not just spiffy graphics - GLFOPS and trilinear filtering Rather, how graphics are used
Two fighters on bare stage. Fine. How about dirty street, realistic crowd hooting and hollering. Dark skies
Ex: Fiery hell when battling boss in Battlegrounds
Ambience is about providing background for story Broadly Sound, Vision, Touch
Sound
Wistful guitar in Diablo Ethnic rhythms in AoE Stirring call to arms in Warcraft Whimsical in QBicles Best does ambience plus gameplay
Ex: Thief
Come out taffer, looking for you Just a rat, you are safe Stirring music when level nearly over (but can still die!)
Ex: LOTR
Vision
The "look" of the game Concept art Broad strokes, not pixel
Vision Example
Concept Art
Movie
Touch
Not really touch, but physicality of games look and feel handling of game
Ex: early animation characters did not move right Disney pioneered with physical attributes that felt right, moved with weight
Contrast
Ex: comic-book acrobatics in Smash Bros Ex: bouncing vehicles in Mario Kart Ex: realistic crashes in Mid-town Madness Ex: super-players in Lego Soccer Ex: realism in Madden (actually, guys 1.5 times faster)
Interface
Ideal is transparent
Ex: LOTR BfME novel way when click expands with choices Ex: Status can be in formation or appearance (not health hit-points, say) Ex: racing game expects dash Ex: flight sim interface can look like cockpit Ex: less is more (small square more annoying than framing with interface)
Storytelling
No need of story? After all, supposed to be interactive.
If you want to tell a story, write a book. Bah. Consider choose your own adventure
Stronger want to suspend disbelief of user but need to make them want to suspend
Ex: Starwars merely some sword fights and vehicle chases. Need to know who Luke is, why hes in the spaceship. Why the battle
Best
facts Details revealed to audience let them figure it out Get emotional involvement from audience Storytellers knew tricks for creating good stories long before Shakespeare Game Designers should employ
Obstacles, Plot Points, Foreshadowing (More next)
Obstacles
Says Vampire
Avoids hero. Purchases crucifix from another. Mumbles you better have one if you are in these parts.
Not great, but better. Has obstacle
Viewer must find out himself/herself Tricked into level of acceptance not
obtained if just told, too artificial
Based on Chapter 6, Game Architecture and Design, by Rollings and Morris
Foreshadowing
Ex: AoE settlement grows to large city Ex: Total Recall construction worker spy
Ex: AoE small bandits come, fought off Ex: Total Recall dream of spy
Personalization
Novice author Ex: save the world, because big
But not compelling, so only you can save it Still weak
Resistance
Back of mind saying it isnt true Ex: Bruce Willis, drinking at dingy strip
Need to pull them along
club. Two suits say you must save president from terrorist. Does he jump up and get to work? No. Snarls Im retired. Takes another drink.
We want him to change his mind. Rooting for him before main character does.
Plot Points (1 of 2)
Importance of confounding expectations
Ex: Gandalf on quest to Mount Doom. Boring if that is exactly what happens
Adventure games benefit most, but can do for other games, too Aristotle reversal, discovery, calamity
Ex: trying to save kid, causing her death (reversal) Ex: finding Swiss account number on victim (discovery) Ex: bomb going off, killing hero (calamity)
Plot Points (2 of 2)
Games, too.
Ex: strategy game find cliff so army built up wont work (reversal) Ex: tunnel for small commando force (discovery)
Early plot points deepen mystery, later clear it up (not always completely) Overarching structure, hierarchical in plot points
Suspense
Bodies, rotting, see NPC get eaten. Hear sounds. Can see gorgon survive rock crash.
Dialog
One picture worth a thousand words
Dont have needless dialog when visual will do
Surprise
Resolution
Should be:
Hard won no reward is satisfying if too easy (most computer games not this) Not obvious dont want ending one been seeing for 10 hours (yet should still make sense looking back) Satisfying usually morally (hero wins) but could be aesthetically (tragedy) Consistent with character, style development Achieve closure resolve story
Change
Whats Next?