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FCN = Functionality, completeness, Balance

FCN = Functionality, completeness, Balance. Refinement. You have a playable system Play, tweak, play, tweak, play, tweak, … Question smaller and smaller details Especially: Is the game fun ? Modify formal details to achieve… Functionality Completeness Balance. Functionality.

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FCN = Functionality, completeness, Balance

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  1. FCN = Functionality,completeness, Balance

  2. Refinement • You have a playable system • Play, tweak, play, tweak, play, tweak, … • Question smaller and smaller details • Especially: Is the game fun? • Modify formal details to achieve… • Functionality • Completeness • Balance

  3. Functionality • Stranger can sit down and play, unaided by the game designers • Components of game interact properly • Following the gameplay, rules, etc. results in some conclusion or resolution

  4. Completeness “An internally complete game is one in which the players can operate the game without reaching any point at which either the gameplay or the functionality is compromised.” • Often, games functional but incomplete • Missing rules, winning condition, etc. • Gaps in rules lead to irresolvable situations, gray areas, loopholes, dead ends

  5. Completeness • “The rules don’t say either way” • “I’m completely stuck” • “You can’t do that!” Red flags

  6. Completeness • Flaw that users exploit for unfair or unintended advantage Loopholes

  7. Completeness • Controlled testing • End of game • Random, rare event • Special situation • Particular level • New features • Challenge testers to find loopholes Findingloopholes

  8. Completeness • Player gets stranded and cannot continue • Adventure game: missing item needed to solve puzzle • Strategy game: cannot resolve conflict because of lack of resources • FPS: unintended space that player cannot escape from Dead ends

  9. Balance “'Balancing' a game is the process of making sure the game meets the goals you've set for the player experience: that the system is of the scope and complexity you envisioned and that the elements of that system are working together without undesired results.”

  10. Balance • Variables: number of players, size of playing field, properites of resources, etc. • Often, variables interconnected Variables

  11. Balance • Consider forces at work when game is“in action” • Combination of rules, objects, actions, can cause imbalance Dynamics

  12. Balance • If player is awarded a bonus, it makes him/her stronger; could create cycle • Keep strong player from accumulating too much power • Should pay price for strategic advantage • Add randomness • Allow weaker players to band together • Allow scales to tip dramatically in end-game Relationships

  13. Balance • Keep similar game objectsproportional in terms of strength • Power-ups • Skills • Think “rock, paper, scissors” Objects

  14. Balance • Starting position • Resources • Symmetrical • Asymmetrical • Objectives • Winning conditions Fairness

  15. Balance • Match difficulty of game to skill of player • But, every users has different skill levels • Offer multiple difficulty settings • Balance based on median skill level(requires lots of playtesting) • Adjust difficulty level dynamically Skill

  16. Balance • Think modular • Design discrete functional units andconsider mechanics of how they interrelate • Purity of purpose • Every component has single, clearly defined purpose • One change at a time Achieving it?

  17. Don’t justbelieve me!! Making Emotion Work for You: A Case Study of Collaboration Between Design and Research in Building the Halo Franchise Dennis Wixon Director of Research, Microsoft Game Studios https://www.facultyresourcecenter.com/curriculum/pfv.aspx?ID=7291 Watch ~0:24:30 – 0:40:16

  18. Final presentation • Tuesday 29May 2012 • AV test in morning: 10.00 at StuZ + setup xBoxes • 15.00: Teams arrive for setup • 16.00 – 18.00: Public presentation • Intro by Bob • Each team presentation in team order • Audience voting • Short presentation by Gobo + vote counting • Announce audience & jury prizes • 18.00 -- ??.??: Apero & vernissage Tuesday 29 May 2012 16.00 – 18.00 StuZ

  19. Final presentation • Slides • Explain your vision the “BIG IDEA”, andhow it fits the theme of “Attraction” • Show concept art, sketches, photos • Possibly include “then and now” comparison • Highlight major challenges • Help us understand what the journey was like • Live demo • After building anticipation, show live demo • Practice to show off most interesting aspects • Target 10 minutes • Be exciting and entertaining • Focus on visual rather than text • Include specific stories & anecdotes This is the story of your experience!

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