lafs game mechanics - resource management mechanics

66
RESOURCE MANAGEMENT MECHANICS Level 4 David Mullich Game Mechanics The Los Angeles Film School

Upload: david-mullich

Post on 16-Apr-2017

194 views

Category:

Education


4 download

TRANSCRIPT

Page 1: LAFS Game Mechanics - Resource Management Mechanics

RESOURCE MANAGEMENT MECHANICS

Level 4

David MullichGame MechanicsThe Los Angeles Film School

Page 2: LAFS Game Mechanics - Resource Management Mechanics

What Are Resources?

Page 3: LAFS Game Mechanics - Resource Management Mechanics

Resources

Objects used by players to enable actions in the game.

Page 4: LAFS Game Mechanics - Resource Management Mechanics

How Resources Are Produced Starting Items Collection Conversion Rewards

Page 5: LAFS Game Mechanics - Resource Management Mechanics

How Resources Are Consumed Actions Construction Conversion Destruction

Page 6: LAFS Game Mechanics - Resource Management Mechanics

Why Designers Use Resources Provide quantifiable ways for players to Judge Progress and Plan

Actions Scoring Easter Eggs Collecting Risk/Rewards Strategic Planning and Knowledge Investments, Betting and Trading Supports Ownership, Collecting, Area Control, and (with Hidden

Resources) Exploration Goals Balancing Players, Units, Construction, Area Control Game World

Page 7: LAFS Game Mechanics - Resource Management Mechanics

Resources Design Considerations What actions is the resource used for? Is the resource consumed or converted by the

action? How does the player gain access to the

resource? Are resources evenly distributed among players? How is the resource stored? How is control of the resource decided?

Page 8: LAFS Game Mechanics - Resource Management Mechanics

More On Resources BalancingLess Difficult Symmetric Resource Distribution Renewable Resources Trading Chargers

More Difficult Asymmetric Resource Distribution Limited Resources Time Limits Diminishing Returns Hidden Resources Change in Ownership

Page 9: LAFS Game Mechanics - Resource Management Mechanics

Energy Systems

Extra Credits: Playtime-limiting systems often found in social games

Page 10: LAFS Game Mechanics - Resource Management Mechanics

What Was The Main Message Of This Video?

Page 11: LAFS Game Mechanics - Resource Management Mechanics

Resource Management

When the players have to plan, manage and control resources within the game in order to reach the game’s goals.

Page 12: LAFS Game Mechanics - Resource Management Mechanics

Why Designers Use Resource Management Cognitive Immersion Strategic Planning Risk/Rewards Freedom of Choice Balances Complexity Supports Gain Ownership Goals

Page 13: LAFS Game Mechanics - Resource Management Mechanics

Resource Management Design Considerations How limited are the resources? Are the resources renewable? What riss and reward trade-offs are

associated with resources?

Page 14: LAFS Game Mechanics - Resource Management Mechanics

Balancing Resource ManagementMore Difficult Hidden Resources Ownership of Resources Resource Containers

Page 15: LAFS Game Mechanics - Resource Management Mechanics

RESOURCE CONTROL

Page 16: LAFS Game Mechanics - Resource Management Mechanics

Producer-Consumer

Determines the lifetime of game objects, usually resources, and thus governs the flow of gameplay.

Page 17: LAFS Game Mechanics - Resource Management Mechanics

Why Designers Use Producer-Consumers Resource Management Varied Gameplay Balancing Complexity, Resources, Units

Warning! Could conflict with Predictable Consequences Illusion of Influence

Page 18: LAFS Game Mechanics - Resource Management Mechanics

Producer-Consumer Design Considerations How is the resource produced? How is the resource consumed? How much control does the player have

over either? How layered is the producer-consumer

chain? Do containers limit resources produced?

Page 19: LAFS Game Mechanics - Resource Management Mechanics

Ownership

Dictates which and how players have access to resources and other game elements.

Page 20: LAFS Game Mechanics - Resource Management Mechanics

Why Designers Use Ownership Rewards Emotional Immersion Tension Privileged Abilities Mutual Goals Balances Resources, Strategic Locations, Units,

Resource Management, Conflict Support Goals of Gain Ownership, Capture,

Rescue, Collection, Area Control

Page 21: LAFS Game Mechanics - Resource Management Mechanics

Ownership Design Considerations How is ownership attained? What does ownership confer? Can ownership be shared? Is ownership permanent? Does ownership extend beyond the game?

Page 22: LAFS Game Mechanics - Resource Management Mechanics

Balancing OwnershipLess Difficult Symmetric Resource Distribution Shared Resources Shared Rewards Producers Tools Trading

More Difficulty Asymmetric Resource Distribution Player Killing

Page 23: LAFS Game Mechanics - Resource Management Mechanics

Reasons to Control Resources

Extra Credits: MMO Economies - Hyperinflation, Reserve Currencies & You!

Page 24: LAFS Game Mechanics - Resource Management Mechanics

What Was The Main Message Of This Video?

Page 25: LAFS Game Mechanics - Resource Management Mechanics

RESOURCES AND PROGRESSION

Page 26: LAFS Game Mechanics - Resource Management Mechanics

Investment

Committing resources for a certain amount of time to something in order to reap the rewards later.

Page 27: LAFS Game Mechanics - Resource Management Mechanics

Why Designers Use Investment Predictable Consequences Delayed Effects Action Points Character Development Resource Management Strategic Planning Balances Resources, Skills

Page 28: LAFS Game Mechanics - Resource Management Mechanics

Investment Design Considerations

What resources can be invested? Are rewards of the same type? What is the ratio of rewards to resources? Is there randomness to the rewards?

Page 29: LAFS Game Mechanics - Resource Management Mechanics

Balancing Investments

More Difficult Producer-Consumer Chains Converters Diminishing Returns

Page 30: LAFS Game Mechanics - Resource Management Mechanics

Diminishing Returns

The returns for similar investments decrease as the player progresses in the game.

Page 31: LAFS Game Mechanics - Resource Management Mechanics

Diminishing Rewards Design Considerations What investment is affected? At what rate should rewards diminish?

Page 32: LAFS Game Mechanics - Resource Management Mechanics

Balancing Investments

More Difficult Producer-Consumer Chains Converters Diminishing Returns

Page 33: LAFS Game Mechanics - Resource Management Mechanics

MORE ACTIONS

Page 34: LAFS Game Mechanics - Resource Management Mechanics

Construction

Introduction new game objects that are presented as intentional constructions in the game world.

Page 35: LAFS Game Mechanics - Resource Management Mechanics

Why Game Designers Use Construction Constructive Play Investments Competence Areas Player-Constructed Worlds Freedom of Choice Experimentation Creative Control Support Goal of Gain Ownership Player Defined Goals

Page 36: LAFS Game Mechanics - Resource Management Mechanics

Construction Design Considerations What game objects are produced? How are they produced What resources are needed? What is the chance for success? What design variations can the player

create?

Page 37: LAFS Game Mechanics - Resource Management Mechanics

Balancing Construction

Less Difficult Renewable Resources

More Difficult Limited Resources Time Limits Privileged Abilities Eliminate Goals for Opponents

Page 38: LAFS Game Mechanics - Resource Management Mechanics

MORE ON ACTIONS CONTROL

Page 39: LAFS Game Mechanics - Resource Management Mechanics

Transfer of Control

When the influence over a game element is passed from one player to another.

Page 40: LAFS Game Mechanics - Resource Management Mechanics

Most Common Elements Transferred Resources Tools Units

Page 41: LAFS Game Mechanics - Resource Management Mechanics

Why Designers Use Transfer of Control Ownership Emotional Immersion Privileged Abilities Strategic Knowledge Varied Gameplay Collaborative Actions Balance Resources, Tools, Units Support of Goals Gain Ownership, Collection, Area

Control, Capture

Page 42: LAFS Game Mechanics - Resource Management Mechanics

Transfer of Control Design Considerations Which objects are transferrable? Can objects be uncontrolled? Do players focus on owning few or many? Is control based on collaboration or

conflict? Is transfer of control total or not?

Page 43: LAFS Game Mechanics - Resource Management Mechanics

Extended Actions

Actions that take so long to complete that they require players to miss opportunities to perform other actions in order to complete them.

Page 44: LAFS Game Mechanics - Resource Management Mechanics

General Uses For Extended ActionsPlayer Dexterity-Based Actions Combo Actions

Non-Player Resource Generators Chargers

Page 45: LAFS Game Mechanics - Resource Management Mechanics

Why Designers Use Extended Actions Irreversible Actions Delayed Actions and Effects Ultra-Powerful Events Tension Attention Swapping Investments Risk/Reward Strategic Planning Balances Resource Generators, Chargers, Collaborative Actions,

Game Mastery

Warning! Can cause Downtime!

Page 46: LAFS Game Mechanics - Resource Management Mechanics

Extended Actions Design Considerations What focus loci performs the action? How long does the action take to occur? Can the action be interrupted? Does the action take full effect

immediately?

Page 47: LAFS Game Mechanics - Resource Management Mechanics

Balancing Extended Actions

Less Difficulty Units Progress Indicators

More Difficult Avatars Interruptible Actions

Page 48: LAFS Game Mechanics - Resource Management Mechanics

Interruptible Actions

Actions that can be interrupted before they affect the game state.

Page 49: LAFS Game Mechanics - Resource Management Mechanics

Turn-Based vs. Real-Time GamesTurn-Based Changes to Turn-Taking Sequences

Real-Time Extended Actions with Delayed Effects Started Before Interruptible Action Starts

Page 50: LAFS Game Mechanics - Resource Management Mechanics

Why Designers Use Interrupting Actions Risk/Reward Attention Swapping Interferable Goals Balancing Irreversible Actions (e.g.,

Blocking), Combos

Page 51: LAFS Game Mechanics - Resource Management Mechanics

Interruptible Actions Design Considerations What action can be interrupted? Is it a privileged action? Who can interrupt it? How is it interrupted? How delayed is the effect? How much attention swapping is needed?

Page 52: LAFS Game Mechanics - Resource Management Mechanics

MORE GOALS

Page 53: LAFS Game Mechanics - Resource Management Mechanics

Gain Ownership

The goal to gain ownership of a game element.

Page 54: LAFS Game Mechanics - Resource Management Mechanics

Ways To Gain Ownership Game Start Rewards Pick Up Capture Construction Trading Bidding Betting

Page 55: LAFS Game Mechanics - Resource Management Mechanics

Why Designers Use Gain Ownership Goals Conflict Tension Emotional Immersion Gain Information / Competence Transfer of Control Resources for Resource Management Balances Ownership, Enemies Progress for Collection Goals

Page 56: LAFS Game Mechanics - Resource Management Mechanics

Gain Ownership Design Considerations How is ownership achieved? What does ownership provide? Is it destroyed when taken? Is owner known? Can ownership be changed or shared? Is it linked to a movable or non-moveable

game object?

Page 57: LAFS Game Mechanics - Resource Management Mechanics

Collection

The completion of several goals that together form a coherent unit.

Page 58: LAFS Game Mechanics - Resource Management Mechanics

Why Designers Use Collection Goals Quests Transfer of Control End Goal

Page 59: LAFS Game Mechanics - Resource Management Mechanics

Collectible Design Considerations

What is to be collected? How varied can collected items be? Is the collection a subgoal of another

collection?

Page 60: LAFS Game Mechanics - Resource Management Mechanics

Collectible Card Games

Extra Credits: How Can We Make Good CCGs?

Page 61: LAFS Game Mechanics - Resource Management Mechanics

Collectible Card Games

Extra Credits: Collectable Games (Part 2)

Page 62: LAFS Game Mechanics - Resource Management Mechanics

Collectible Card Games

Extra Credits: Collectable Games - III: What Makes a Good TCG or CCG?

Page 63: LAFS Game Mechanics - Resource Management Mechanics

Choose one of the following games to play:

Dragon’s Gold (3-6p, 30m) Drive (2-4p, 30m) For Sale (3-6p, 20-30m) High Society (3-5p, 30-45m) Medici (3-6p, 45m)

Priests of Ra (2-5p, 60m) Qwirkle (2-4p, 30-45m) San Juan (2-4p, 45-60m) *Settlers of Catan (3-4p, 60m) Thief of Baghdad (2-4p, 45m) (Collection) Ticket to Ride Europe (2-5p, 30-60m) Zooloretto (2-5p, 45m)

Page 64: LAFS Game Mechanics - Resource Management Mechanics

Group Quest

Design an analog game prototype using mechanics supporting one of the following goals: Gain Ownership Collection

Page 65: LAFS Game Mechanics - Resource Management Mechanics

Research and use the LMS to report on games using resource control and progression techniques discussed in class.

Page 66: LAFS Game Mechanics - Resource Management Mechanics