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Defining Formal Elements

Defining Formal Elements. CS 4730 – Computer Game Design. Ludic Structure of Games. Players – voluntary participation Objectives - goals Procedures – actions of play, limited by rules Rules – define game parameters Resources – valuable objects defined by rules

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Defining Formal Elements

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  1. Defining Formal Elements CS 4730 – Computer Game Design

  2. Ludic Structure of Games • Players – voluntary participation • Objectives - goals • Procedures – actions of play, limited by rules • Rules – define game parameters • Resources – valuable objects defined by rules • Conflict – hindrances to objective • Boundaries – setting apart the game world • Outcome – uncertainty toward ultimate goal 2

  3. Narrative/Engagement in Games • Challenge – tension to resolve a problem • Play – “free movement within a structure” • Premise – context • Character – vessel for participation and interest • Story – narrative within a context • Dramatic Elements – climax of game element 3

  4. A New Challenger Arrives! • Goals – Objectives, Resources, Outcome • Rules – Procedures, Rules, Conflict, Boundaries • Feedback – Communicating items above • Players – Player Modes and Interactions 4

  5. Players • Determine what is your player interaction pattern (1 vs. game, pvp, team competition…) • Determine what are your player modes • A player modeis a way in which the player interacts with the game • Example: Final Fantasy • Overworld, Battle, Status/Inventory • Each behaves differently and has a different purpose • Some simpler games might only have 1 mode 5

  6. Objectives • Anything the player is striving for • Could be: • Primary: main objective of game, “dream” • Secondary: achievements, high score, etc. • Player-driven: your own self-created goal • Name some objectives in games 6

  7. Objective Categories • Capture: take or destroy something • Race: well… race against something • Alignment: perfect positioning • Rescue/Escape: get out of dungeon • Forbidden Act: get someone else to break rules • Construction: build something • Exploration: uncover all hidden things • And so many more! 7

  8. Procedures and Rules • Procedures are the actions that players can take to achieve their objectives • Rules define the game objects and set limits on the player procedures • A lot more to discuss here – we’ll come back to it 8

  9. Resources • Resources are the elements of the game that hold some value and also by definition have some notion of scarcity • Resources can be just about anything: • Lives / Health • Time • Currency • Ammo • Resources define the “interesting bits” 9

  10. Conflict • Conflict is not only defined as PvP • It can also be player vs. game and obstacles put up to keep player from the goal • The role of the difficulty in the notion of conflict is a tough balancing act • Hard enough to promote player interest and play, but easy enough that the goal is eventually reachable (usually) 10

  11. Boundaries • Boundaries can be defined by rules, but also by the nature in which the game is being played • Consider Johann Sebastian Joust • https://www.youtube.com/watch?v=rxy26nzhbK0 11

  12. Outcome • There must be a “finish” of some kind • (Yes, some games don’t finish, but consider player-created outcomes) • Some games are zero-sum, some are not • We will discuss this a lot more later on 12

  13. Formal Elements Framework • These elements provide a framework in which you can begin to formalize your game • They are not an end-all, be-all list, but certainly should make you consider things that are important to the game • We would expect to be able to pull these out of your design documents in some fashion 13

  14. So… how do we put these together? • Players is somewhat straightforward • So should (theoretically) your primary objectives • Secondary objectives can be added later (such as achievements or side quests) • Outcomes are mostly easy to see early on • For the most part, so are boundaries 14

  15. Procedures, Rules, and Resources • Here’s where the meat of your design comes in • What actions are allowed in your world? • How with the game world respond to those actions? • How will you limit/enhance/modify player actions in the game? • What will your player interact with? • What “things” in the world are important? • Note that not all of these are avatar based! 15

  16. Procedures • At their most basic, procedures map to the input device you are using • You will fall into one of a few categories • Gamepad: a controller input device with a specified set of directional and interactive command buttons • Mouse: a pointer interface that can interact with click, hover, drag, and drop • Keyboard: like a gamepad, but with far more discrete command button options • Combination: such as Mouse/Keyboard 16

  17. Input Devices • There are, of course, many others! • Kinect • Touch screen • Accelerometer/Gyroscope • Head tracking • Foot pad / pedals • Many, many failed 3rd party accessories, like the U-Force • We will (most likely) be in the other categories 17

  18. Procedures, Rules, and Resources • For your game in this class: • Try to limit the procedure, rules, and resources at first • Once you get the feel for how your basic procedures, rules, and resources interact, adjust one of these in a later level (“riff on a mechanic”) • Introduce the player to the world; draw them into the “magic circle,” don’t overwhelm them 18

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