GDPD - Unit 1
GDPD - Unit 1
GDPD - Unit 1
AND DEVELOPMENT
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UNIT – I
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THINKING LIKE A DESIGNER
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Welcome to Game Design
You Are a Game Designer!
Bartok: A Game Design Exercise
The Definition of Game
A game is the voluntary attempt to overcome
unnecessary obstacles
A game is a series of interesting decisions
A closed, formal system that engages players in a
structured conflict and resolves its uncertainty in an
unequal outcome
A game is a problem-solving activity, approached
with a playful attitude
A system of rules in which agents compete by
making ambiguous, endogenously meaningful
decisions
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Welcome to Game Design
Welcome to Introduction to Game Design,
Prototyping, and Development
– Game Design: The iterative process of crafting
interactive experiences for players
– Prototyping: The creation of various paper and digital
tests for your game design
– Development: The programming and implementation
of a digital game that has been refined through
prototyping
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Welcome to Game Design
Programming for game designers is like
sketching for cinematographers
– Game prototypes are the clearest way for a designer
to convey her game ideas to other members of the
team
– If you learn to program and prototype, it will make
your job as a game designer much simpler
– The ability to program will also allow you to create
prototypes and test ideas without needing help from
others
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You Are a Game Designer!
The techniques you learn, to design any kind of
interactive experience:
– Games
– Parties
– Events
– etc.
I am an experience designer.
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Bartok: A Game Design Exercise
Bartok is a classic card game that is similar to
the commercial game Uno
All you need to play are three to five players
and a standard deck of playing cards
– Break into groups of 3-5 players each
– Remove the Jokers from the deck
– Shuffle the cards
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Bartok: A Game Design Exercise
Objective
– Be the first person to run out of cards
Standard Rules:
– Deal 5 cards to each player
• The remaining cards become a draw pile
– Flip over the top card of the draw pile to start a
discard pile
– The person to the left of the dealer plays first, and
play proceeds clockwise
– Each player must play a card onto the discard pile
that matches the suit or number of the top card of
the discard pile.
– If she can’t, she must draw a card.
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Bartok: A Game Design Exercise
Example
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Bartok: Modifying the Rules
Each group should pick a number (1 – 3)
Based on the number, add the following rule to
the game:
– Rule 1: If a player plays a 2, the person to her left
must draw two cards instead of playing.
– Rule 2: If any player has a card that matches the
number and color (red or black) of the top card, she
may announce "Match card!" and play it out of turn.
Play then continues with the player to the left of the
one who just played the out-of-turn card. This can
lead to players having their turns skipped.
– Rule 3: A player must announce “Last card” when she
has only one card left. If someone else calls it first,
she must draw two cards (bringing her total number
of cards to three).
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Bartok: Asking the Right Questions
How did the single rule change the game?
Have the answers to your questions changed?
– Is the game of the appropriate difficulty?
– Is the outcome of the game based more on strategy
or chance?
– Does the game have meaningful, interesting
decisions?
– Is the game interesting when it's not your turn?
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Bernard Suits's Definition
"A game is the voluntary attempt to overcome
unnecessary obstacles" – Bernard Suits, The
Grasshopper (1978)
Attempt to create a definition that
encompassed all kinds of games
– Sports
– Board Games
– Make Believe
Specific terms:
– Ambiguous: predictable but uncertain
– Endogenously Meaningful: meaningful in the game
system
Intentionally limited
– Much more restricted definition than Suits or Schell
– Omits play activities like make believe and competitions
of skill (including sports)
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The Nebulous Nature of Definitions
However, Wittgenstein did have a very important
point:
– Definitions change!
– To each person, the word game can have different
meaning
– When you say you "want to play a game," do you mean:
•A console game?
•A board game?
•A word game?
•A casual game?
– Words also constantly evolve
• The meaning of game has changed drastically over the last
50 years
• Designers are constantly expanding what game means
• The IndieCade independent game festival will accept and
consider anything that the designers want to call a game
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Why Are Definitions Important?
Definitions help you understand what people expect
– Especially true if you're working in a specific genre or for a
specific audience.
– Understanding how your audience defines the term will
help you to craft better games for them.
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"An interactive experience is any experience created by
a designer, inscribed into rules, media, or technology
and decoded by people through play" – Jeremy Gibson
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GAME ANALYSIS FRAMEWORKS
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Common Frameworks for Ludology
– MDA: Mechanics, Dynamics, and Aesthetics
– Formal, Dramatic, and Dynamic Elements
– Elemental Tetrad
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MDA: Mechanics, Dynamics, &
Aesthetics
Three elements:
– Mechanics: The particular components of the game
at the level of data representation and algorithms
– Dynamics: The runtime behavior of the mechanics
acting on player inputs and each other's outputs over
time
– Aesthetics: The desirable emotional responses
evoked in the player when she interacts with the
game system
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MDA: Mechanics, Dynamics, &
Aesthetics
Designers and players view games from
different directions
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Formal, Dramatic, and Dynamic
Elements
From Game Design Workshop by Tracy
Fullerton
– Formal elements: The elements that make games
different from other forms of media or interaction and
provide the structure of a game. Formal elements
include things like rules, resources, and boundaries.
– Dramatic elements: The story and narrative of the
game, including the premise. Dramatic elements tie
the game together, help players understand the
rules, and encourage the player to become
emotionally invested in the outcome of the game.
– Dynamic elements: The game in motion. Once
players turn the rules into actual gameplay, the game
has moved into dynamic elements. Dynamic
elements include things like strategy, behavior, and
relationships between game entities.
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Formal, Dramatic, and Dynamic
Elements
A game ceases to be a game if the formal
elements are removed
Seven formal elements of games
– 1. Player interaction pattern: How do the players
interact?
• Single-player
• One-on-one
• Team versus team
• Multilateral (multiple players versus each other)
• Unilateral (one player versus all the other players)
• Cooperative play
• Multiple individual players each working against the
same system
– 2. Objective: What are the players trying to achieve
in the game? When has someone won the game?
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Formal, Dramatic, and Dynamic
Elements
Seven formal elements of games
– 3. Rules: Limit the players' actions by telling them what
they may and may not do in the game.
• Many rules are explicit, but others are implicitly understood
– 4. Procedures: Actions taken by the players in the game
• A rule tells the player what to do
• The procedure dictated by that rule is the actual action of the
player
• Procedures are often defined by the interaction of a number of
rules
• Some procedures are also outside of the rules: Bluffing in
Poker
– 5. Resources: Elements that have value in the game
• Money
• Health
• Items
• Property
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Formal, Dramatic, and Dynamic
Elements
Seven formal elements of games
– 6. Boundaries: Where does the game end and reality
begin?
"A game is a temporary world where the rules of the
game apply rather than the rules of the ordinary world"
– Johan Huizinga, Homo Ludens (1955)
• This concept is now known as the Magic Circle
• In a sport like football or ice hockey, the magic circle is
defined by the boundaries of the playing field
• In an Alternative Reality Game like I Love Bees (the ARG
for Halo 2), the boundaries are more vague
– 7. Outcome: How did the game end?
• Both final and incremental outcomes
• In Chess, the final outcome is that one player will win,
and the other will lose
• In an RPG, there are several incremental outcomes
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Formal, Dramatic, and Dynamic
Elements
Dramatic elements of games
– Make the rules and resources more understandable
– Give players greater emotional investment in the
game
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Formal, Dramatic, and Dynamic
Elements
Three dramatic elements of games
– 2. Character: The individuals around whom the story
revolves
• Vary widely in depth
– The main character of Quake is nameless and largely undefined
– Nathan Drake, from the Uncharted games, is as deep and
multidimensional as the lead characters in most movies
• In movies, the goal of the director is to encourage the
audience to have empathy for the film's protagonist
• In games, the player actually is the protagonist character
• Designers must choose whether the protagonist will act as
– An avatar for the player
– A role that the player must take on
» Most common of the two
» Much simpler to implement.
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The Elemental Tetrad
A tetrad of elements
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The Elemental Tetrad
Mechanics
– Rules for interaction between the player and the
game
– Differentiate games from other non-interactive media
– Contain
• Rules
• Objectives
• Other Formal elements
– Different from mechanics in MDA
• Schell differentiates between mechanics and
technology
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The Elemental Tetrad
Aesthetics
– Describe how the game is perceived by the five
senses
• Vision
• Sound
• Smell
• Taste
• Touch
– Many different aspects of aesthetics
• Soundtrack
• 3D graphics and animation
• Packaging and cover art
– Different from aesthetics in MDA
• MDA aesthetics describes the emotional response to the
game
• Schell's aesthetics describe the five senses 40
The Elemental Tetrad
Technology
– The underlying technology that makes the game
work
– Digital technologies
• Computer and console hardware
• Software and programming
• Rendering software and pipelines
– Paper technologies
• Dice and other randomizers
• Statistics tables
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The Elemental Tetrad
Schell arranges the elements in a tetrad
– Four elements also represent four groups in a game
studio
– Arranged from most to least visible
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Each framework has a different perspective
– MDA demonstrates that gamers and designers
approach games from different directions
• Encourages designers to see games from the
perspective of players
– Formal, Dramatic, & Dynamic breaks games down
into specific components that can be isolated,
tweaked, and improved
– Elemental Tetrad views games from the perspective
of a development studio
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THE LAYERED TETRAD
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The Layered Tetrad
The Inscribed Layer
The Dynamic Layer
The Cultural Layer
The Responsibility of the Designer
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The Layered Tetrad
This Layered Tetrad is the framework of this
class
– Expands upon those that came before it
– Considers the cultural significance and impact of
games
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The Inscribed Layer
Mechanics
– Systems that define how the player and game will
interact
– Includes: Player interaction pattern, Objective, Rules,
Resources, Boundaries
Aesthetics
– How the game looks, sounds, smells, tastes, and
feels
Technology
– Paper and digital technology that enable gameplay
Narrative
– Authored premise, characters, and plot
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The Dynamic Layer
The game as it is being played
Players move the game into the dynamic layer
Pl
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The Dynamic Layer
Mechanics
– Players' interactions with inscribed mechanics
– Includes: Procedures, Strategies, Emergent game
behavior, Outcome
Aesthetics
– Aesthetics that are generated during play
– Play environment
Technology
– Execution of inscribed technology and code
Narrative
– Narrative created as a part or result of gameplay
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The Cultural Layer
The game beyond play
Intersection of game community and society
So
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Co
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un
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Pl
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The Cultural Layer
Mechanics
– Game mods created by players that alter the
Inscribed Layer
– Impact of emergent play on society
Aesthetics
– Fan art, remixes, cosplay
– Does not include authorized transmedia
Technology
– Game tech used for non-game purposes
– Effect of external cheating technology on game
Narrative
– Fan-made narratives
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The Cultural Layer
The divisions between the four elements are
less crisp in the Cultural Layer
– The four elements intermingle in several of the
examples from the last slide
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The Responsibility of the Designer
All designers understand their responsibility
for the Inscribed Layer
– Most understand their responsibility for the Dynamic
Layer
• Example of Team Fortress 2 hat behavior
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The three layers represent a transition of
agency from the developers to the players of a
game
– The Inscribed Layer is entirely controlled by
developers
– The Dynamic Layer is controlled by both developers
and players
– The Cultural Layer is influenced by developers but
ultimately controlled by players and society at large
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