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PPT Brainstorming

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(1)

Things that you should consider for Gameplay

Game Design

Vishnu Kotrajaras, Ph.D.

Later parts are from Jesse

Schell’s slides

(2)

Non-linearity

Different path from A to B

– Mario 3 onwards

Story arc

– Phantasy Star 3

– Choices, choose 1 way and you can pass a level – Player may come back to play the unplayed

choice later

(3)

Super Mario Bros. 3

Rockman

(4)

Non-linearity(2)

Different order of challenges

– Rock man

– When getting stuck, players can go to other challenges, at least for a whileใ

– But it must be designed to encourage players to explore all

Multiple solutions to a problem

– A good football game falls into this category

because the experience from each game is hardly the same.

(5)

Non-linearity(3)

Multiple endings

Sadly, many games do not have non-

linearity due to budget

(6)

Effect of non-linearity

Choices in the story affect future missions (ending too)

(7)

Purpose of non-linearity

Players have authority

– If not, player may feel trapped

Each player has unique experience

Players want to replay (not as important as the feel of authority)

Thinking that “players won’t finish the

game anyway, so why bother do extra

stuff” is short-sighted

(8)

Game with free order of missions

Completing one should provide some way to make other missions easier

– (regardless of the order taken)

– This allow better chance of progressing

(9)

Reality

Don’t make a game too much like real life

– Food, sleep in RPG is a bad thing

Reality has its strength

– Player is familiar with it: civilization, Sim city

But it also has weakness

– Players notice things that don’t work like real life quite easily

– Such as you can’t crouch in Doom, can’t peek over corner either

(10)

Sim City

Civilization

(11)

Rome: Total War

The Sims

(12)

Teaching players how to play

First few minutes of the game is very important

Do not force players to read manual

You should know that every player wants to start playing right away

Therefore, use the gameplay

(13)

Using the gameplay to teach how to play

Very easy at start, just move, then jump, …

Then increasingly harder

While introducing moves, players must be in a safe environment

– Prince of Persia, you don’t die when you first encounter a collapsing floor

Reward the players for learning

(14)

Prince of Persia

(15)

Another, teaching method, having tutorial levels

Interactive learning

– But the first real level must still be easy, because some players may skip the tutorial

Some game goes a bit too far as to have an NPC tells a character which button to press.

– This will remind the player that she is “playing” the game

– Some immersion into the game may be lost

(16)

Input/output

Controls must be easy to pick up. Good examples include:

– Allowing a player to control everything with mouse – Use an already well known interface

Playtesting is important

– If the playtester does not like the controls, you must believe him

Do not do too much

– Do not use many keys on keyboard (X-Wing) – Only expert player will like it

(17)

X-Wing VS Tie Fighter

(18)

Input/output(2)

The good way is to design controls based on control pad

– This will help refine the control method

It is good to have multiple ways of getting the same effect

– 2 ways to click mouse and get the same result – Hot key and normal controls together

– 2 buttons doing the same thing

• Crash Bandicoot

(19)

Crash Bandicoot

(20)

Input/output(3)

Beware

– You may test the controls so many times that you think it is easy

– Find first-time players to test the controls

• Fix the controls if these first-time players have problems

• Do not expect them to get used to the controls

(21)

What’s on screen

Player must see the action, or threat, for example:

– Getting a warning that units being attacked off-screen, so the player can zoom to the units

– Bad: NPC is dying, but there is no sign until he nearly dies

– Players need positive feedback when he

shoots at the right location

(22)

Darius

(23)

What’s on screen(2)

If you cannot show it obviously to player, show it as part of GUI

– Life bar (try using bars instead of numbers) – Where GUI exists, make it as obvious as

possible

But GUI should be minimized as much as possible to allow players to feel

immerse into the game world

Do not forget sound

(24)

US patent 5688126, 6062561

Referensi

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