03-design elements 游戏设计基本元素 潘茂林, [email protected] 中山大学 ·...

41
03-DESIGN ELEMENTS 游游游游游游游游 游游游[email protected] 游游游游 · 游游游游 Ref cornell

Upload: nelson-higgins

Post on 05-Jan-2016

273 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: 03-DESIGN ELEMENTS 游戏设计基本元素 潘茂林, panml@mail.sysu.edu.cn 中山大学 · 软件学院 Ref cornellcornell

03-DESIGN ELEMENTS游戏设计基本元素潘茂林, [email protected]

中山大学·软件学院

Ref cornell

Page 2: 03-DESIGN ELEMENTS 游戏设计基本元素 潘茂林, panml@mail.sysu.edu.cn 中山大学 · 软件学院 Ref cornellcornell

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

Page 3: 03-DESIGN ELEMENTS 游戏设计基本元素 潘茂林, panml@mail.sysu.edu.cn 中山大学 · 软件学院 Ref cornellcornell

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)

Page 4: 03-DESIGN ELEMENTS 游戏设计基本元素 潘茂林, panml@mail.sysu.edu.cn 中山大学 · 软件学院 Ref cornellcornell

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

Page 5: 03-DESIGN ELEMENTS 游戏设计基本元素 潘茂林, panml@mail.sysu.edu.cn 中山大学 · 软件学院 Ref cornellcornell

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

Page 6: 03-DESIGN ELEMENTS 游戏设计基本元素 潘茂林, panml@mail.sysu.edu.cn 中山大学 · 软件学院 Ref cornellcornell

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 ]⋯⋯

Page 7: 03-DESIGN ELEMENTS 游戏设计基本元素 潘茂林, panml@mail.sysu.edu.cn 中山大学 · 软件学院 Ref cornellcornell

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

Page 8: 03-DESIGN ELEMENTS 游戏设计基本元素 潘茂林, panml@mail.sysu.edu.cn 中山大学 · 软件学院 Ref cornellcornell

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”

Page 9: 03-DESIGN ELEMENTS 游戏设计基本元素 潘茂林, panml@mail.sysu.edu.cn 中山大学 · 软件学院 Ref cornellcornell

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)?

Page 10: 03-DESIGN ELEMENTS 游戏设计基本元素 潘茂林, panml@mail.sysu.edu.cn 中山大学 · 软件学院 Ref cornellcornell

辅助性场景

游戏角色选择场景

商店场景

Page 11: 03-DESIGN ELEMENTS 游戏设计基本元素 潘茂林, panml@mail.sysu.edu.cn 中山大学 · 软件学院 Ref cornellcornell

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。

Page 12: 03-DESIGN ELEMENTS 游戏设计基本元素 潘茂林, panml@mail.sysu.edu.cn 中山大学 · 软件学院 Ref cornellcornell

INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN

LIFTED: PLAYER MODE SKETCH

Page 13: 03-DESIGN ELEMENTS 游戏设计基本元素 潘茂林, panml@mail.sysu.edu.cn 中山大学 · 软件学院 Ref cornellcornell

INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN

LIFTED: COMPLETED GAME

Page 14: 03-DESIGN ELEMENTS 游戏设计基本元素 潘茂林, panml@mail.sysu.edu.cn 中山大学 · 软件学院 Ref cornellcornell

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)

Page 15: 03-DESIGN ELEMENTS 游戏设计基本元素 潘茂林, panml@mail.sysu.edu.cn 中山大学 · 软件学院 Ref cornellcornell

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)

Page 16: 03-DESIGN ELEMENTS 游戏设计基本元素 潘茂林, panml@mail.sysu.edu.cn 中山大学 · 软件学院 Ref cornellcornell

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

Page 17: 03-DESIGN ELEMENTS 游戏设计基本元素 潘茂林, panml@mail.sysu.edu.cn 中山大学 · 软件学院 Ref cornellcornell

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

Page 18: 03-DESIGN ELEMENTS 游戏设计基本元素 潘茂林, panml@mail.sysu.edu.cn 中山大学 · 软件学院 Ref cornellcornell

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

Page 19: 03-DESIGN ELEMENTS 游戏设计基本元素 潘茂林, panml@mail.sysu.edu.cn 中山大学 · 软件学院 Ref cornellcornell

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.

Page 20: 03-DESIGN ELEMENTS 游戏设计基本元素 潘茂林, panml@mail.sysu.edu.cn 中山大学 · 软件学院 Ref cornellcornell

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.

Page 21: 03-DESIGN ELEMENTS 游戏设计基本元素 潘茂林, panml@mail.sysu.edu.cn 中山大学 · 软件学院 Ref cornellcornell

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.

Page 22: 03-DESIGN ELEMENTS 游戏设计基本元素 潘茂林, panml@mail.sysu.edu.cn 中山大学 · 软件学院 Ref cornellcornell

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)

Page 23: 03-DESIGN ELEMENTS 游戏设计基本元素 潘茂林, panml@mail.sysu.edu.cn 中山大学 · 软件学院 Ref cornellcornell

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

Page 24: 03-DESIGN ELEMENTS 游戏设计基本元素 潘茂林, panml@mail.sysu.edu.cn 中山大学 · 软件学院 Ref cornellcornell

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

Page 25: 03-DESIGN ELEMENTS 游戏设计基本元素 潘茂林, panml@mail.sysu.edu.cn 中山大学 · 软件学院 Ref cornellcornell

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)

Page 26: 03-DESIGN ELEMENTS 游戏设计基本元素 潘茂林, panml@mail.sysu.edu.cn 中山大学 · 软件学院 Ref cornellcornell

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)) ……

Page 27: 03-DESIGN ELEMENTS 游戏设计基本元素 潘茂林, panml@mail.sysu.edu.cn 中山大学 · 软件学院 Ref cornellcornell

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

Page 28: 03-DESIGN ELEMENTS 游戏设计基本元素 潘茂林, panml@mail.sysu.edu.cn 中山大学 · 软件学院 Ref cornellcornell

INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN

EXAMPLE : JOUST

Page 29: 03-DESIGN ELEMENTS 游戏设计基本元素 潘茂林, panml@mail.sysu.edu.cn 中山大学 · 软件学院 Ref cornellcornell

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?

Page 30: 03-DESIGN ELEMENTS 游戏设计基本元素 潘茂林, panml@mail.sysu.edu.cn 中山大学 · 软件学院 Ref cornellcornell

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

Page 31: 03-DESIGN ELEMENTS 游戏设计基本元素 潘茂林, panml@mail.sysu.edu.cn 中山大学 · 软件学院 Ref cornellcornell

INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN

ACTIONS AND OUTCOMES

Page 32: 03-DESIGN ELEMENTS 游戏设计基本元素 潘茂林, panml@mail.sysu.edu.cn 中山大学 · 软件学院 Ref cornellcornell

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

Page 33: 03-DESIGN ELEMENTS 游戏设计基本元素 潘茂林, panml@mail.sysu.edu.cn 中山大学 · 软件学院 Ref cornellcornell

INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN

ACTIONS AND LIMITATIONS

Page 34: 03-DESIGN ELEMENTS 游戏设计基本元素 潘茂林, panml@mail.sysu.edu.cn 中山大学 · 软件学院 Ref cornellcornell

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

Page 35: 03-DESIGN ELEMENTS 游戏设计基本元素 潘茂林, panml@mail.sysu.edu.cn 中山大学 · 软件学院 Ref cornellcornell

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

Page 36: 03-DESIGN ELEMENTS 游戏设计基本元素 潘茂林, panml@mail.sysu.edu.cn 中山大学 · 软件学院 Ref cornellcornell

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

Page 37: 03-DESIGN ELEMENTS 游戏设计基本元素 潘茂林, panml@mail.sysu.edu.cn 中山大学 · 软件学院 Ref cornellcornell

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?

Page 38: 03-DESIGN ELEMENTS 游戏设计基本元素 潘茂林, panml@mail.sysu.edu.cn 中山大学 · 软件学院 Ref cornellcornell

INTRODUCTION TO COMPUTER GAME DESIGNINTRODUCTION TO COMPUTER GAME DESIGN

RESOURCE TABLE

WarCraft II—Unit properties

Page 39: 03-DESIGN ELEMENTS 游戏设计基本元素 潘茂林, panml@mail.sysu.edu.cn 中山大学 · 软件学院 Ref cornellcornell

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

Page 40: 03-DESIGN ELEMENTS 游戏设计基本元素 潘茂林, panml@mail.sysu.edu.cn 中山大学 · 软件学院 Ref cornellcornell

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

Page 41: 03-DESIGN ELEMENTS 游戏设计基本元素 潘茂林, panml@mail.sysu.edu.cn 中山大学 · 软件学院 Ref cornellcornell

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