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Game Design

Game Design. Overview of Genres Learned by Examples. List of Game Genres: 3D shooting Games

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Game Design

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  1. Game Design

  2. Overview of Genres Learned by Examples • List of Game Genres: • 3D shooting Games • Action games in which the action is seen through the eyes of the protagonist (main or 1st person) and where the graphics are three dimensional (and often constructed of polygons). 1st / 3rd person games. • E.g. Doom, Quake 3 Arena, DoomIII, SIN, Counter Strike, Unreal Tournament 2003 • Adventure Games • Games focusing on puzzle solving within a narrative framework. Will typically demand strict, logical thought. • E.g. Maniac Mansion 1986, Sam & Max 1993, Myst 1995, Leisure Suit Larry 1987, Kings Quest VI 1992, Escape from Monkey Island 2000

  3. 3D Shooting Games Doom III Quake 3 Arena Beach Head 2000 Bang Gunship Elite Counter Strike

  4. Adventure Games Resident Evil Harry Potter Sam & Max Escape from Monkey Island

  5. Board / Card Games • Games which are a virtual versions of classic card or board games. • E.g. Online Chess, Virtual Monopoly, Mahjong, Video Poker, Solitaire, Virtual Backgammon • Platform Games • Games focusing on finding rewards and moving forward on a different platforms. Objectives are speed and score. • E.g. alley Cat 1984, Super Mario Brothers 1984, Keen 4 1991, Karateka 1986, Prince of Persia 1991, Metroid Prime 2003

  6. Board / Card Games Mah Jong Solitaire Chess Playing Cards Monopoly

  7. Platform Games Blade Master Karateka Metroid Prime 2 Echoes Prince of Persia

  8. Puzzle Games • A game which offers or represent a problem difficult to solve or a situation difficult to resolve: challenge mentally. • E.g. PACMAN, Mole Mania, Bejeweled, Tetris, Sokoban, Super Puzzle Fighter • Racing Games • Games which are won by an acceleration contest between vehicles. • E.g. Test Drive Le Mans, Crusin’ USA, Grand Turismo, Mega Race, Moto GP2, Mario Kart

  9. Puzzle Games Sokoban Tetris PACMAN Zuma

  10. Racing Games Crusin’ USA Ford Racing 3 Moto GP2 Grand Turismo

  11. Role playing Games • Games focused on acting out or “role-playing” the thoughts and feelings of the protagonist. • E.g. Shadowbane, Everquest, Morrowind, Pokemon, Zelda: Ocarina of Time, Final Fantasy X • Simulation Games • Games focuing on realism. Typically they set heavy demands on the player’s ability to understand and remember complex principles and relations. • E.g. Microsoft Flight Sim, Little Computer People, The Sims, Sim (Yoot) Tower, Roller Coaster Tycoon II, Sim City 3000

  12. Role Playing Games Gauntlet: Seven Sorrows (more action) Final Fantasy X Morrowind City of Heroes

  13. Simulation Games The Sims 2 University Flight Sim The Sim City

  14. Sports Games • These games usually mimic popular sports. These games are unrealistic simulations. • E.g. Pong, TRS80 Goft (Aardvark), World Games, Tiger woods PGA Tour 2002, FIFA 2002, NFL Pro, NBA Live • Strategy Games • Games focusing on the ability to make deal with dynamic priorities, typically in a context of resource shortage. Strategy games may be divided into: Real-time strategy games and turn-based strategy games. • E.g. Capitalism II, The Ancient Art of War 1984, Dune 2, Warcraft, Command and Conquer, Starcraft, Age of Mythology

  15. Sports Games Winning Eleven Tiger Woods PGA Tour Davis Cup Tennis MLB 2006

  16. Strategy Games Warcraft Capitalism II (with simulation) Age of Empires III Starcraft

  17. Cross Genre Games • Games taking the best of other games and putting them together to create a new experience. • E.g. Puzzle Pirates, Savage, Dues Ex 2, Grand Theft Auto 3 – Vice City, Doom 3, Prince of Persia – Sands of Time Doom 3 Grand Theft Auto 3

  18. High Concept • Most games begin with a single, simple idea. It might comes from a dream, a story, an action or an observation. • Sometimes the game idea may be completely original but most often it builds on the works of other game designer. • Your ideas should be able to summarize into a “High Concept”. • High concept should be a few sentences short because hurried readers must be hooked quickly.

  19. High concept – A busty female archaeologist pursues ancient treasures. – (Tomb Raider) High concept – Action-reporter Jade journeys across a boundless and fantastical planet to expose a sinister conspiracy. – (Beyond Good & Evil)

  20. The Document • After the high concept, the document should include the following: • Game concept: Gameplay features, Rules and Mechanics, Story and Characters, Game Structure • Look and Feel: Sketches and Images of the characters and landscapes, Camera systems, Game Controls

  21. Game Play • Gameplay can be defined as the meaningful interactions the player has with the game.

  22. Game Play • Mastering the system: system focus is to focus the gameplay on the system of rules and controls. Players have fun trying to beat the game and master the system. Games that use the system focus for gameplay include: fighting games, most simulation games such as driving games and sports games. • Personal growth: The growth focus of gameplay is not limited to the goal of advancing levels or gaining experience points but also include any game where the goal is to create something. Example: SimCity. • Exiting the maze: The maze focus is when the player is put in a situation and must get themselves out of it, this is usually seen as a primary focus in games of the adventure genre. The draw of Adventure games is usually given as enjoying the story, environment and dialogue.

  23. The Fun Factor • The Fun Factor has a very short and easy definition: it's what determines the amount of fun a game has. • A list of the most important factors when developing a fun experience: • Creativity: golden rule is about being patient, and trying to find answers from every unexplored point of views. • Understanding: players must understand what he has to do.

  24. The Fun Factor • Power: empower the players. Let them have the most possible control over things within the rules of the game. The more interaction a game has, the more fun it is. • Challenging the player: an equilibrated challenge: hard enough, but also possible. It's an old known fact: easy games are boring, and very hard / ones are scaring. • Surprise: surprises are emotional, and good ones are fun! A gamewith unexpected events happening all the time, should in effect trap the player attention with its continuous changes. • Humor.

  25. The Fun Factor • Addiction: There are 2 ways to attract players: by making him inquire what comes next, or by defying him enough, so that he ends up saying “this silly game won't beat me!” • Evolution: Evolution with the game character, evolution in the knowledge about the game and evolution in skills. • Identification: make the player identify with the game character as avatar.

  26. Useful Links • www.findsounds.com • a free site where you can search the Web for sound effects and musical instrument samples • http://mediasoftware.sonypictures.com/download/step2.asp?DID=461 • a digital audio editor which includes a powerful set of audio processes, tools, and effects for manipulating audio • allows you to edit, record and encode different forms of digital audio including WAV, AIFF, MP3, and more. • http://gromada.com/videomach.html • trial version of videomatch for downloading • this software can be used to convert .gif to .flc

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