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PRELIM REVIEWER - Game Concepts.pdf

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GAME CONCEPTS PRELIMINARY LECTURE NOTES HISTORY OF GAME DESIGN ROUGELIKE – turn-based core tenets (permadeath,...

GAME CONCEPTS PRELIMINARY LECTURE NOTES HISTORY OF GAME DESIGN ROUGELIKE – turn-based core tenets (permadeath, procedural) BRIEF HISTORY ON GAME DESIGN SANDBOX RPG – minimal character limitations 1978 to 1984 - Arcade Era (ex. Pac-Man, Jump Man) - full access start to finish - introduced by Space Invaders (1978) - allows to roam/select task - codifying videogame design ideas - famous game: Pong ADVENTURE GAMES 1985 – Super Mario Bros. started Composite Era - storytelling, exploration, puzzle/problem solving - interaction with environment/characters - platformer techniques (controlled hopping) to address game difficulties (defeating enemies) NOTE: Rarely have action aspects, except - Composite Era: employ mechanics to overcome occasional minigames. difficulties (one genre to another) ex. MYST – player travels via special book to Myst - favored worldwide by designers - Text Adventures - Interactive Movie (ex. Ninja Garden, Mega-Man, TMNT) - Graphic Adventures - Real-time 3D 1998 or 1999 - origin of set-piece design (ex. HALO) - Graphic Novels - no watershed concept. STRATEGY GAMES - Indie Games: independent games (conceivable - grants player godlike control on world and resources and lucrative) - skillful planning and tactics (turn-based to real-time) (ex. Newgrounds, Desura) 4X - explore, expand, exploit, exterminate 2000s (early) - mobile games gained popularity - historical settings (civilization’s history) (ex. CoD, Final Fantasy, Sims, EA Sports) (ex. Sid Meier’s Civilization) - Apple App Store: started in 2008 ARTILLERY - turn-based featuring tanks, soldiers - first mobile app store REAL-TIME STRATEGY - collect/maintain resources - revolutionized customer behavior (ex. Clash of Clans) - grew mobile gaming sector COMPONENTS OF A GAME REAL-TIME TACTICS - battlefield action PREMISE - gives context to formal elements (ex. Monopoly: TOWER DEFENSE – fending off creeps to defend base landlords, buy, sell, develop real estate) MOBA - multiplayer online battle arena CHARACTER - tool for engagement (RPG/digital games) - action, RPG, RTS game combination - agents through dramatic stories (ex. League of Legends) - provides way to empathize situation TURN-BASED STRATEGY (TBS) - live vicariously through their effort TURN-BASED TACTICS (TBT) STORY – engage players emotionally - unfold with the game OTHER GAME GENRES CHALLENGE - conflict and challenge to players SIMULATION - replicates real-world events (educational) - freely explore and travel (no goals) GAME GENRES (ex. military, role-playing, business) ACTION GAMES SPORTS - replicate experience of playing real-world sports - places emphasis on physical obstacles - hand-eye coordination and quick reflexes PUZZLE - solving logic to progress (ex. Candy Crush) FIGHTING - player controls character to fight CASUAL - simple gameplay for short sessions BEAT EM’ UP - hand-to-hand battle with multiple foes SHOOTER - player’s awareness, reflexes, speed are tested GAME DESIGN PROCESS: CONCEPTUALIZATION GAME DESIGN – whole process; conceptualization, PLATFORM - two-dimensional graphics - player controls character (jumping/climbing) prototyping, programming NOTE: ideas do not come out of thin air. ROLE-PLAYING GAMES it come from great input into mind and senses - fictional hero/heroine on quest in made-up universe ORIGIN OF IDEAS MMORPGs – massive multiplayer online role-playing game - massive population to interact - PREPARATION: immersing in topic/domain of interest FIRST-PERSON PARTY-BASED – Blobbers (ex. Persona) (set of problematic issues) dungeon role-playing games - - INCUBATION: ideas “churn around” below consciousness player leads party of adventurers - - INSIGHT: “AHA!” moment when idea fall into place STRATEGY RPGs – tactical role-playing games - EVALUATION: decision whether an insight is valuable ACTION RPGs - real-time action combat (ex. Elden Ring) - stats & equipment are crucial - ELABORATION: longest part of the creative process - often overlap w/action-adventure (EDISON: 99% perspiration, 1% inspiration) ej 1 out of 2 GAME CONCEPTS PRELIMINARY LECTURE NOTES BRAINSTORMING BEST PRACTICES 1. STATE A CHALLENGE - game which players must make strong alliances then betray them - game for parents and their children 2. NO CRITICISM - don’t criticize/ignore colleagues’ ideas - don’t self-censor/edit your ideas 3. VARY THE METHOD – mix method for brainstorming 4. PLAYFUL ENVIRONMENT - seek neutral territory (ex. conference/brainstorming room) 5. PUT IT ON WALL – helps visualize ideas 6. DON’T GO TOO LONG - take a reasonable break ALTERNATE METHODS OF BRAINSTORMING 1. LIST CREATION - simple form freely associate/organize idea 2. IDEA CARDS – mixing and pairing of ideas 2. MIND MAPPING – radiate related ideas outward 3. STREAM OF CONSCIOUSNESS – writing anything from mind 4. SHOUT IT OUT - verbalizing ideas 5. CUT IT UP – cutting random words 6. SURREALIST GAMES - collision of chance/unconscious mind 7. RESEARCH – researching subject that interests you EDITING AND REFINING - TECHNICAL FEASIBILITY - MARKET OPPORTUNITY - ARTISTIC CONSIDERATION - IDEAS INTO GAME - BUSINESS/COST RESTRICTION GAME DESIGN PROCESS: PROTOTYPING - testing feasibility of working model (playable prototype) - only rough approx. of artwork, sound, features METHODS OF PROTOTYPING - formalizing ideas; isolating issues for final design BATTLESHIP – sinking opponent’s fleet (uses battleship grid) UP THE RIVER – moving boats to harbor & earn most points PROTOTYPING FIRST-PERSON SHOOTER - it is possible to create physical prototype of action-packed video game (first-person shooter) using paper prototype - (ex. Quake, Castle Wolfenstein Battlefield 1942, Half-Life, Unreal- Tournament, Call of Duty) ARENA MAP – hexagon graph paper to move units “your guys” (coins, plastic army) NOTE: “Graph papers can either be purchased or print it out using freeware such as HEXOGRAPHER” ej 2 out of 2

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