Day 1 & 2
HISTORY OF GAME DESIGN
Day 1 & 2
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
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.
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.
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
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 edict abili ty 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
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
hics en t
ivity ility tion ters tory ects ons
F re q u e n c y real istic gra phic s exci tem en inte ract ivit unpr edic tabi lity lots of a
ctio n good cha ract er inte rest ing stor y good sou
nd e ffect
good wea
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).
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.
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.
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
➲ 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
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.
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.
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
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).
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
AUDIENS
Core versus Casual
Core versus Casual
Tingkat usia
Anak-anak Balita Remaja
Tingkat pendidikan
Dewasa Dewasa
Kekerasan, berdarah Bahasa
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)
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
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?
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?
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?
FREEWARE GAME ENGINE/OPEN SOURCE
GAME ENGINE
• Blender
• Golden T Game Engine (GTGE)
• Golden T Game Engine (GTGE)
• DXFramework
• Ogre
COMMERCIAL ENGINES/GAME ENGINE
BERBAYAR (KOMERSIAL)
• Alamo
• A.L.I.V.E
• A.L.I.V.E
• BigWorld
• DXStudio
• Dunia Engine
• Euphoria
GAME DESIGNER
1. Lead Designers/Visionary 1. Lead Designers/Visionary 2. Game Mechanics
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
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
AUDIO