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(1)

Day 1 & 2

HISTORY OF GAME DESIGN

Day 1 & 2

(2)

QUESTION FOR YOU:

WHY DO YOU PLAY GAMES?

(3)

WHY DO PLAYERS PLAY?

SOME INTUITIVE ANSWERS:

Players want to HAVE FUN!

Players want a challenge – sense of accomplishment, or adrenaline rush

rush

Players want a dynamic solitaire experience – different from books or movies- interactive.

Players want to socialize – play with friends and strangers over the network; bragging rights

Players want bragging rights- high scores & score comparisons at the end of each multiplayer tournament

Players want an emotional experience – excitement in shooters; fear in horror

Players want an emotional experience – excitement in shooters; fear in horror

Players want to fantasize – do what is not normally possible; become someone else

(4)

WHAT DO PLAYERS EXPECT?

Expect to be Immersed – suspension of disbelief, ignoring their own surroundings.

Expect a consistent world – same rules should apply everywhere. Expect a consistent world – same rules should apply everywhere. Expect to understand the game-world’s bounds – What is possible and not possible in a game.

Expect reasonable solutions to work – ie solutions should not be arbitrary.

Expect Direction – truly free form games do not really exist (yet); players want some notion of a goal.

Expect to accomplish a task incrementally – ie sub-goals present themselves towards the final goal.

Expect to accomplish a task incrementally – ie sub-goals present themselves towards the final goal.

(5)

WHAT DO PLAYERS EXPECT?

Expect to Fail - save games are therefore important.

Expect a Fair Chance – multiple levels of difficulty – the game must be at least completable at the easiest level.

be at least completable at the easiest level.

Expect to Not Need to Repeat Themselves – repetitions should also include some differences (e.g. different levels of a platformer).

Expect to Not Get Hopelessly Stuck – provide multiple solutions to a problem so that if a user forgot to do something early on in the game, they are not prevented from finishing the game. RPGs are notorious for this.

Expect to Do, Not Watch – do not make cutscenes too long; provide a Expect to Do, Not Watch – do not make cutscenes too long; provide a way to skip through long scenes.

(6)

WHAT DO PLAYERS WANT

A LITTLE SURVEY

From this list choose and rank the top 3 features that are most important to you in order to attract you to plunk down $50 to buy a game.

Good weapons Good weapons Interactivity Unpredictability Lots of Action Excitement Interesting Story Realistic Graphics Good sound effects Good characters

Others- please specify

What type of game player are you:

Casual Player – play arbitrary games now and then

Hobbyist – have many genres of games but not an expert in any one

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SURVEY SEZ

47.5 3.3 18 4.6 2.2 3.7 5.7 0.3 0.7 5 10 15 20 25 30 35 40 45 50 % 9.7 12.2 11.7 8.9 13.1 10.5 1 0.7 2 4 6 8 10 12 14 %

1st most important thing…

2nd most important thing…

2.2 0.3 0.7 0 5 real istic gra phic s good sou nd e ffect s inte ract ivity lots of a ctio n good cha ract ers unpr edic tabi lity exci tem ent good wea pons inte rest ing stor y 0.7 0 2 good sou nd e ffect s inte ract ivity lots of a ctio n good cha ract ers unpr edic tabi lity exci tem ent good wea pons inte rest ing stor y 28.1 11.7 15 20 25 30 % Steve Jones 1162 respondants

Name 3 of the most 3rd most important thing…

2.2 2.3 2.6 6.5 4.2 0 5 10 inte ract ivity lots of a ctio n good cha ract ers unpr edic tabi lity exci tem ent good wea pons inte rest ing stor y

Name 3 of the most

important characteristics of a good game.

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SUMMING UP ALL THE FREQUENCIES FROM

THE 3 TABLES

552 514 500 600 377 270 217 158 152 113 65 0 100 200 300 400 500 real istic gra phic s exci tem ent inte ract ivity unpr edic tabi lity lots of a ctio n good cha ract ers inte rest ing stor y good sou nd e ffect s good wea pons F re q u e n c y real istic gra phic s exci tem ent inte ract ivity unpr edic tabi lity lots of a ctio n good cha ract ers inte rest ing stor y good sou nd e ffect s good wea pons

(9)

DESAIN GAME

Proses:

Imagining a game.

Imagining a game.

Defining the way it works.

Describing the elements that make up the

game (conceptual, functional, artistic, and

others).

Transmitting that information to the team

Transmitting that information to the team

that will build the game.

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SENI ATAU SAINS?

Seni yang membutuhkan kreatifitas super yang hanya dimiliki orang berbakat.

ATAU

Sains yang memerlukan matematika, bagaimana menetapkan aturan2,

keseimbangan peran, persamaan2, dan aliran serta pembagian sumber daya.

serta pembagian sumber daya.

Memandang hanya dari masing2 satu sisi ini saja ternyata tidak komplit.

(11)

MIX ANTARA SENI DAN SAINS

(MULTI DISIPLIN ILMU)

Desain game tidak sepenuhnya seni yg berupa konsep awal dan ide-ide kreatif.

Desain game tidak sepenuhnya seni yg berupa konsep awal dan ide-ide kreatif.

Define and refine, implement --> rekayasa perangkat lunak

Nor is game design purely a science; it doesn't posit hypotheses or seek truth. It's not bound by rigorous standards of logic or formal methods.

standards of logic or formal methods.

Designing a game requires both creativity and careful planning.

(12)

PENTINGNYA DESAIN

Ambil Mc Donald sebagai contoh. Warna kuning dan merah yang mencolok. Psikologi mengatakan warna kuning merangsang lapar, sedang merah

meningkatkan anxiety dan kebutuhan untuk meningkatkan anxiety dan kebutuhan untuk

bergegas. Konsep untuk fast-food, makan cepat, dan pergi. Tersedia pula fasilitas drive-thru, take-away (selain dine-in).

Games boleh jadi terlihat sangat menarik, tetapi bila tidak ada gameplay, maka itu bukan game; demo yg tidak ada gameplay, maka itu bukan game; demo yg menarik. Contoh: Quake versi asli dg teknologi yg

menakjubkan, kualitasnya buruk sebagai sebuah single-player gameplay.

(13)

➲ The rules that define the operation of the game world make up the core

mechanics of the game, or the foundations of gameplay.

➲ All games tell a story. The complexity and depth of that story depends on the ➲ All games tell a story. The complexity and depth of that story depends on the

game. In adventure games such as Grim Fandango, the game is the story. At the other extreme, it's the player who tells the story by the act of playing, for example Tetris.

➲ Interactivity is the way that the player sees, hears, and acts within the game's

world—in short, the way the player plays the game: graphics, sounds, user interface—everything that comes together to present the gaming experience.

(14)

ELEMENT GAME (1)

Nonton tivi, film bioskop dan membaca bersifat pasif. Passive entertainment disajikan dan Anda tidak perlu berpartisipasi.

A game is a form of participatory, or interactive A game is a form of participatory, or interactive

entertainment. When people play a game, they are being entertained by actively participating.

A game takes place in an artificial universe that is

governed by rules. The rules define the actions; boleh dan tidak boleh/bisa.

Kebanyakan dari aturan2 ini justru tidak eksplisit. Kebanyakan dari aturan2 ini justru tidak eksplisit.

Computer games generally allow you to try anything you want.

(15)

ELEMENT GAME (2)

The rules also define the obstacles, or challenges, that the players must overcome to win the game.

Victory conditions. Victory conditions.

Loss conditions

Eksplisit atau implisit

Some computer games have no victory condition.

Civilizations: sim-city tujuan akhir di-set sendiri oleh player. Tetris: tiap level makin sulit dan player akhirnya terpaksa Tetris: tiap level makin sulit dan player akhirnya terpaksa menyerah kalah. Memiliki scoreboard (top ten players).

(16)

ELEMENT GAME (3)

SETTING, MODEL INTERAKSI DAN PERSPECTIVE

Setting = World = Dunia Model Interaksi:

Jika seorang pemain di dunia mengendalikan satu karakter Jika seorang pemain di dunia mengendalikan satu karakter atau satu keping/unit yg mewakili dirinya, dan jika karakter itu ada di satu tempat saja dan hanya mempengaruhi local area di sekitarnya, character itu disebut avatar. Contoh:

mario bros

Jika player dapat melihat banyak tempat di dunia, bertindak (dan mempengaruhi komponen2 lain), disebut omnipresent. Contoh: catur

Perspektif: cara player melihat dunia. Perspektif: cara player melihat dunia.

Side-scrolling

Aerial, top-down, isometric Fps, 3d

(17)

ELEMENT GAME (4)

PERAN PLAYER

Di Monopoly, player sebagai juragan kos2an.

Di game side-scroller perang antariksa, semua

Di game side-scroller perang antariksa, semua

pesawat lain adalah pesawat lawan. Tembak

semua yg bergerak.

Di Madden NFL Football, player kadang2

sebagai pemain atau pelatih (manajer).

Di Police Quest, player sebagai polisi yg patuh

Di Police Quest, player sebagai polisi yg patuh

pada aturan. (Contoh lain: Virtual Cop)

(18)

ELEMENT GAME (5)

Mode dan Struktur Realism

Seberapa riil? Seberapa riil?

Realistis versus Abstract

Microsoft Flight Simulator vs Digger, Pacman

Distorsi

Game sederhana

Friendly Fire vs Hostile Peluru yg tidak terbatas

Membawa beberapa lemari perangkat keras, tetapi tidak berdampak pada laju pesawat

Membawa beberapa lemari perangkat keras, tetapi tidak berdampak pada laju pesawat

Spatial (ruang) Waktu

Believable environment

(19)

AUDIENS

Core versus Casual

Core versus Casual

Tingkat usia

Anak-anak Balita Remaja Tingkat pendidikan Dewasa Dewasa Kekerasan, berdarah Bahasa

(20)

GENRE

Action

Arcade, kecepatan tangan, psiko-motorik, sedikit taktik

Strategi-Taktik

Strategi: Hancurkan benteng sisi timur

Taktik: Kerahkan ketapel dikawal oleh infantri

RPG RPG

Taktik, logistik dan eksplorasi Tantangan ekonomi

Puzzle

Real World Simulations

Olahraga dan Kendaraan

Fine-tune detail di area konsentrasi

Construction and Management Adventure

Eksplorasi dan Teka-teki

Puzzle (Teka teki)

(21)

TIPE MESIN GAME

Console

XBOX, Sony PS3, WII Karakteristik Keyboard (?) Lingkungan Pengembangan Lingkungan Pengembangan Emulator PC

OS: Microsoft, Linux Karakteristik Joystick (?), Mouse Pilihan Pengembangan Genggam Genggam Nintendo, PSP Karakteristik Lingkungan Pengembangan Emulator

(22)

GAME CONCEPT WORKSHEET (1)

What is the nature of the gameplay? That is, what challenges will the player face? What

actions will the player take to overcome them? actions will the player take to overcome them? What is the victory condition for the game, if any? What is the player trying to achieve?

What is the player's role? Is the player

pretending to be someone or something, and if so, what? How does the player's role help to

so, what? How does the player's role help to define the gameplay?

What is the game's setting? When and where does it take place?

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GAME CONCEPT WORKSHEET (2)

What is the player's interaction model?

Omnipresent? Through an avatar? Something else? Some combination?

else? Some combination?

What is the game's primary perspective? How will the player view the game's world on the screen? Will there be more than one

perspective?

What is the general structure of the game? What is going on in each mode, and what What is going on in each mode, and what function does each mode fulfill?

(24)

GAME CONCEPT WORKSHEET (3)

Is the game competitive, cooperative, team-based, or single-player? If multiple players are allowed, are they using the same machine with separate controls or

different machines over a network? different machines over a network?

Does the game have a narrative or story as it goes along? Summarize the plot in a sentence or two.

Does the game fall into an existing genre? If so, which one?

Why would anyone want to play this game? What sort of people would be attracted to this game?

Why would anyone want to play this game? What sort of people would be attracted to this game?

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FREEWARE GAME ENGINE/OPEN SOURCE

GAME ENGINE

• Blender

• Golden T Game Engine (GTGE)

• Golden T Game Engine (GTGE)

• DXFramework

• Ogre

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COMMERCIAL ENGINES/GAME ENGINE

BERBAYAR (KOMERSIAL)

• Alamo

• A.L.I.V.E

• A.L.I.V.E

• BigWorld

• DXStudio

• Dunia Engine

• Euphoria

• GameStudio

• GameStudio

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GAME DESIGNER

1. Lead Designers/Visionary 1. Lead Designers/Visionary 2. Game Mechanics

3. Level/Mission Designers 4. Story and Dialogue Writers

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GAME CODER

1. Lead Programmer 1. Lead Programmer

2. Game Mechanics Programmer 3. 3D graphics Programmer

4. Artificial Intelligence Programmer 5. User Interface Programmer

6. Audio Programmer 6. Audio Programmer 7. Tools Programmer

8. Mission /Level Editor Programmer 9. Network Programmer

(29)

GAME ARTIST

1. Art Director 1. Art Director 2. Concept Artist 3. 2D artist/Interface Designers 4. 3D modeler 5.Character modeler 6. Texture Artist 6. Texture Artist

(30)

AUDIO

1. Sound effect 1. Sound effect 2. Music

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