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Formal Elements of Games

Formal Elements of Games. Maribeth Gandy and Jeff Wilson Based of Ch 3 of Game Design Workshop by Tracy Fullerton. Formal Elements of Katamari Damacy. Players. 1 player 2 players (split screen mode). Player Interaction Mode. Single player versus game. Player Interaction Mode.

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Formal Elements of Games

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  1. Formal Elements of Games Maribeth Gandy and Jeff Wilson Based of Ch 3 of Game Design Workshop by Tracy Fullerton

  2. Formal Elements of Katamari Damacy

  3. Players • 1 player • 2 players (split screen mode)

  4. Player Interaction Mode • Single player versus game

  5. Player Interaction Mode • Player versus Player

  6. Other interaction modes not in Katamari Damacy • Multiple Individual Players vs. Game (bingo) • Multilateral Competition (poker, Quake, etc.) • Unilateral Competition (tag, Scotland Yard) • Cooperative Play (LotR board game, EverQuest co-op quests) • Team Competition (Battlefield 1942, football)

  7. Objective • Primary: Make your Katamari as big as the King of All Cosmos requires • Secondary: • Pick up presents • Substantially surpass the kings expectations of katamari size • Various side quests

  8. General Objective Categories • Capture items in the environment • Explore the environment • Lesser Objectives: • Chase creatures in environment • Be chased if you’re too small • Align items you roll up (in optimal orientation)

  9. Other General Objective Categories not in Katamari Damacy • Chase (Terminator) • Race (Gran Turismo) • Rescue or Escape (Super Mario Bros., Ico) • Forbidden Act (Operation) • Construction (SimCity) • Solution (Monkey Island) • Outwit (Trivial Pursuit)

  10. Procedures • Starting Action • Progression of Action • Special Actions • Resolving Actions

  11. Starting Action • Globe menu

  12. Progression of Action • Dual Stick Controls (“tank style” like BattleZone) • Speed charge up • Quick turn around • Shoulder buttons • Look mode • Jump (for view)

  13. Special Actions • None – there are special objectives, but procedure remains the same throughout

  14. Resolving Action • Generally no special action is taken to complete a level (just wait for time to run out as dictated by System Procedures) • One of the side quests requires selecting when to end level

  15. System Procedures • Explicit Rules (such as time limit) • AI • Collision Detection • Etc.

  16. Rules • Implemented as System Procedures • Rules Defining Objects/Concepts • Rules Restricting Actions • Rules Determining Effects

  17. Rules Defining Objects/Concepts • Katamari is an object that the prince pushes to collect junk • Simplified objects representing things from the real world

  18. Rules Restricting Actions • Time Limit • Physical boundaries • Path blocked by obstacles

  19. Rules Determining Effects • Roll over a small object, you pick it up • Attempt to roll over a big object, will cause you to bump against it and jar some items loose • Small animals run away • Big animals attack

  20. Resources • Small Objects • Time

  21. Conflict • Obstacles • Large items • terrain • Opponents • animals • Dilemmas • Deciding where to go to pick stuff up

  22. Boundaries • Continuously evolving based on perspective • Size of Katamari dictates what is a boundary or not • Too small: can’t roll over steps, fences, etc. • Get too big, you get closed off from small passage ways

  23. Outcome • Meet Kings objective? Move on to next level until all levels are complete (award: see ending sequence) • Fail? Try level again! • Find present? Available item to use in future levels (mostly just decorations) • Fail? Try level again! • Try to set personal bests

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