03-design elements 游戏设计基本元素 潘茂林, [email protected] 中山大学 ·...
TRANSCRIPT
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
REMINDER: ASPECTS OF A GAME
Players: How do humans affect the game?
Goals: What is the player trying to do?
Rules: How can the player achieve the goal?
Challenges: What obstacles block the goal?
课程目标:编写游戏概念设计文档阅读对象:投资人、程序员、潜在玩家、竞赛评委文档长度: 3 - 6 页
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
FORMAL DESIGN ELEMENTS
Players: Player Mode Sketches Roles(character): interactive mode:
Goals: Objectives Procedures: Active stories between players and
the game to achieve one or more objectives Rules: Actions
Resource: Boundary: world maps, limits of players Outcome:
Challenges: Challenges and resources Conflicts: obstacles(障碍) , opponents(对手) ,
dilemmas(困境)
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
FORMAL DESIGN ELEMENTS
Players: Player Mode Sketches Roles(character) , interactive mode
Goals: Objectives Procedures: Active stories between players and
the game to achieve one or more objectives Rules: Actions
Resource: Boundary: world maps, limits of players Outcome:
Challenges: Challenges and resources Conflicts: obstacles, opponents, dilemmas
Designer Tools:Sketches
FormsScript & Scenarios
Rule tablesStory-lines
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
PLAYER MODE SKETCHES
Game may have several player modes Ways in which player interacts with a game Example: Inventory(清单) screen vs. combat(战斗) screen
You should storyboard all of your modes Sketches of each of the major player modes May have action (like movie storyboard) Illustrate how player interacts with game
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
Invitation to Play(游戏邀约 )
邀约目标:展现用户在玩法和故事中获得的体验邀约内容:(不限于以下内容)
游戏类型: Race , Chase , Capture , Alignment⋯⋯对抗模式:人 vs.机(主角,恶魔),人 vs. 人⋯⋯扮演角色(可选):故事中人物与技能交互模式/场景:技术体验,故事体验用户体验(隐喻):统一中国,战胜恶魔,夺宝奇兵⋯⋯
[ Setting]Temple run(神庙逃亡),一款 ios手机酷跑游戏。主角带着财宝开始一段逃脱恶魔 的夺命狂奔。👿 Temple Run整个游戏都是围绕这个情节展开,神庙寻宝加上无尽的奔跑,仿佛让刺猬索尼克来到了夺宝奇兵的电影之中。[ Play Scenarios ]⋯⋯
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
常见“对抗模式” 人 vs.机
人 vs.人
多人竞争
团队 vs.机
团队 vs.团队
Play Scenarios (游戏场景)
提供游戏的基本元素(例如:炸弹人)及玩概念:角色形象;游戏布局;菜单;游戏空间;战斗效果;道具;挑战
角色扮演版“炸弹人”
Play Scenarios (游戏场景)
通过一组场景,与简单说明:怎么学习(对普通玩家)探索世界(对探索玩家)如何的高分(对杀手玩家)(对有强迫症的玩家)?
辅助性场景
游戏角色选择场景
商店场景
技术场景
新技术的应用,通常会给游戏用户带来全新的体验。
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
LIFTED: PLAYER MODE SKETCH
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
LIFTED: COMPLETED GAME
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
“一图抵千言”玩(操控)的对象与地图
对手地图(物品及基本属性)资源
游戏进程控制对象菜单
游戏状态显示对象时间资源状态(多少秒)自己与对手生命状态(生命,魔法,技能)游戏状态(级)
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
OBJECTIVES
Anything a player might strive (奋斗) for
May be a primary game objective Progressing the story(故事过程) “Completing” the game(结束游戏)
May be an auxiliary game objective Side missions/quests(支线任务) Unusual achievements(不平凡的成就)
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
OBJECTIVES
Primary objectives reflect vision Wish fulfillment: I want to _________ Help player realize the dream
Auxiliary objectives address player style Achievements for achievers Easter eggs( 复活节彩蛋 ) for explorers Online resources for socializers Powerful temporary resource for Griefer
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
OBJECTIVE CATEGORIES
Capture: take or destroy something of value Includes “kill all enemies of type X”
Race: reach a goal within time Chase: catch or elude (躲) an opponent Race with a dynamic goal/destination Rescue/Escape: Get someone to safety Exploration: Locate something in game world
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
OBJECTIVE CATEGORIES
Solution: solve a problem or puzzle Alignment: arrange in a specific configuration
Color matching games! Construction: build, maintain, manage
objects
------------------ multiplayer games ------------------ Forbidden Act: force opponent to do
something Outwit: gain knowledge that gives an
advantage
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
OBJECTIVE CATEGORIES
This list is by no means exhaustive, and one of the most interesting things about objectives in games is when they are mixed in interesting ways.
What you can do with a list like this is use it as a tool to look at the types of objectives you like in games, as well as those you do not like, and see how you might use these objectives in your own game ideas.
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
PROCEDURES: SCRIPT FOR GOALS
Active stories between players and the game to achieve one or more objectives
Example : Connect Four 1. Choose a player to go first. Each player
chooses a color: red or black. 2. On each turn, a player drops one colored
checker down any of the slots in the top of the grid.
3. The play alternates until one of the players gets four checkers of one color in a row. The row can be horizontal, vertical, or diagonal.
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
PROCEDURES: SCRIPT FOR GOALS
Active stories between players and the game to achieve one or more objectives
Example : Connect Four 1. Choose a player to go first. Each player
chooses a color: red or black. 2. On each turn, a player drops one colored
checker down any of the slots in the top of the grid.
3. The play alternates until one of the players gets four checkers of one color in a row. The row can be horizontal, vertical, or diagonal.
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
ACTIONS
Verbs that describe what the player can do Walk Run Jump Shoot
Does not need to be attached to an avatar Build Swap Rotate
(left or right)(walk, but faster!)(up; jump/run for left or right)(left or right)
(RTS or simulation)(Bejeweled clones)(Stacking games)
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
DESIGNING ACTIONS
Starts with brainstorming the verbs Define the types of verbs Define the scope of the verbs
Design Goals Enough verbs to avoid being too simple But not so much to be confusing (verb bloat) Borrow standard verbs from existing genre Extract from your scripts
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
COMBINING ACTIONS
Want verbs to combine in interesting ways Run and jump in a platformer Strafing fire in a shooter
Gives you extra verbs for “free” Keep a small set of core verbs Explore all the possible combinations
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
CHALLENGES
Obstacles(障碍) Prevent progress towards goal Have to be “overcome” (克服)
Opponents(对手) Players or bots with their own goals May or may not need to be overcome(征服)
Dilemmas(困境?) Can only perform one of several actions(选择) “Correct” choice not immediately clear(探索)
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
CHALLENGES CATEGORIES
Adams身体协调性(速度、反应、时机、节奏、组合技能)形式逻辑(推理、解码)模式识别(静态关系、移动)时间压力(时限,对手时间)记忆和知识(细节识别、组合模式分析)探索(空间、钥匙、秘密通道、迷宫)冲突(战略、战术与后勤、刺杀、防护主目标、偷袭)经济(钱、资源、生产与消费系统、均衡)概念性推理(迷雾、线索、社会关系分析、逆向思维)创造 /构建(特定功能建筑,美(时装设计)) ……
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
Game Mechanics
Game mechanic Relationship between verbs and challenges Often call this relationship the “rules” Gameplay is manifestation of these rules
Example: Joust(飞行骑士) Verbs: Flap; go left or right; hit opponent Challenge: Do not die? Rule: If hit opponent, lower player dies
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
EXAMPLE : JOUST
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
Game Mechanics
Game mechanic Relationship between verbs and challenges Often call this relationship the “rules” Gameplay is manifestation(表现) of these
rules
Core mechanic Mechanic supporting fundamental gameplay Joust: Flapping raises your height Example of a game mechanic that isn’t core?
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
MECHANICS: OUTCOMES
An outcome is the result of an action May be more than one (success/failure) May be influenced by
Skill (e.g. aim)Luck (e.g. dice roll)Environment (e.g. boss resistances)
Specify all outcomes when designing an action But no specifics yet for how they happen Outcomes are main focus of rule design
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
ACTIONS AND OUTCOMES
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
MECHANICS: LIMITATIONS(限制) Limitations : a way for conflicts
You cannot always perform an action Shooting may require ammo Cannot (always) jump in mid air
Limitation: requirement to perform action Boolean test (like an if-then) Only one limitation per verb If more than one, split into more verbs
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
ACTIONS AND LIMITATIONS
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
Strategy
Definition: an elaborate sequence of steps Action is the culmination of all the steps Changing steps or order changes action
Still allows for puzzle gameplay Want to find the best sequence of steps But should allow flexibility in these steps Example: Multiple solutions to Rubik’s Cube Example: Time-rewind in Braid
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
GAME ECONOMY
Sources: How a resource can increase Player examples: ammunition clips, health packs External example: spawn points
Drains: How a resource can decrease Player examples: firing weapon, player damage External example: monster death Economy governs behavior of the resources
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
ECONOMIC CHALLENGES
You can use resources to Limit when the player can make progress Allow incomplete progress in game Punish failure with negative progress
Do not need a lot of resources Not every game is a strategy game But all games have some economy
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
RESOURCES
Lives Units Health Currency Power-ups Inventory Special Terrain Time
道具?装备?地图上的障碍?
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
RESOURCE TABLE
WarCraft II—Unit properties
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
RESOURCES AND MONETIZATION (货币化)
Most resources are gathered in-game
But some games allow external sources Get resources from a friend on Facebook Pay for resources with a credit card
Free-to-play, pay-for-stuff Modern business model for online games Subscription model is (mostly) dead
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
PUTTING IT ALL TOGETHER
Start with your vision I want to _________ Define the dream and the setting
Create a (partial) list of the following: Gameplay Objectives Actions Challenges Resources
INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN
PUTTING IT ALL TOGETHER
Sketch the gameplay Sinks/sources of each resource Limitations/outcomes of actions
Sketch the player modes Capture primary verbs in action Include user-interface elements
Keep everything high-level Will create detailed mechanics later