wk 3-4 video game development utd
TRANSCRIPT
8/14/2019 WK 3-4 Video Game Development UTD
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WK 3“Brainstorming a Video Game?”
or
Ok, I get the “WHY” (or don’t care) but how am I supposed to analyzethese crazy things in the first place – much less MAKE them?
8/14/2019 WK 3-4 Video Game Development UTD
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What is a GAME?
DEFINED RULES
DEFINED SPACE
GIVEN SET OF COMPONENTS
SET OF VICTORY CONDITIONS
8/14/2019 WK 3-4 Video Game Development UTD
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How to critically analyze & brainstorm a VIDEO game:
A starting point: “The 10 Commandments of Game Design”
**10 MIN. BREAK**
Mechanics
Flow Atmosphere Innovation
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Tom Hall’s“10 Commandments of Game Design”
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I. Thou shalt provide a freshexperience for the player
Original games!
Avoid the “me too!” games
Think outside the box.
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II. Thou shalt give the player choices
Interactive must be for a REASON
If not it could be a movie or a book!
Different choices for your actions shouldresult in different outcomes.
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III. Thou shalt makethy game easy to use!
Good intuitive controls are the goal
Clear understandable interface
Design elements that are familiar & obvious Just be careful that you don’t violate #1
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IV. Thou shalt providequality content
Consistant graphics
Good music worth listening to for a while
Guard the quality with your reputation Know the difference between “really cool”
and “really important”
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V. Thou shalt choose fun over idealism and realism
Make games that are above all… FUN!
The purpose of the player is to have fun (or
be scared, or intrigued or amazed or learnor whatever it is that’s FUN to them!)
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VI. Thou shalt design with your technology in mind
Don’t force tech to do what it can’t do well.
Don’t expect your audience to shell out
megabucks for an upgrade every 6 mo. Treat your limitations as opportunities!
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VII. Thou shalt reward the player properly for accomplishing tasks
Reward the player for doing things
Let the player discover secrets
Let the player tell the story his waywhenever appropriate
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VIII. Thou shalt retain thy focusduring the project
Keep the overall design in focus
Don’t do the “one game to rule them all”
Don’t throw in “the latest thing” justbecause you can
Listen to (don’t tell) testers
Avoid “feature creep” and “mission creep”
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IX. Thou shalt SHOW not TELLwhenever possible
Doors come before keys
Teach the player as he goes along
Use visual feedback rather than text (or dialogue) when appropriate
Avoid anything that pulls the player out of
the game experience!
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X. Thou shall respond reasonably andfairly to player actions.
The game must respond as the player
expects
The game world must be consistent No unexplained deaths!
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How to critically analyze & brainstorm a VIDEO game:
A starting point: “The 10 Commandments of Game Design
**10 MIN BREAK**
Mechanics
Flow Atmosphere Innovation
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Game Analysis
Mechanics
Flow
Atmosphere Innovation
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Mechanics
How entertaining, meaningful, or immersive
is what you (i.e., the player) are actually
doing? Are you bored? Frustrated? Totallyconfused? Does the game itself work, or
are there glitches or technology issues?
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Flow
How immersive is the story or narrative of
the game? The level design and pacing?
Do you feel like you’re getting somewhere?Is the game either too linear or too open in
its structure?
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Atmosphere
How do the art style, sound design, music,
and visual effects influence your playing
experience? Are they distracting?Inappropriate? Derivative?
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Innovation
Perhaps the hardest… Is there anything
about this game that strikes you as different
or unique from other games in that series?Does it make a social, political, or
humanistic point? (…and should it?)
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HW
Read Ch. 6 (unless you just want to read
more of it!) of "Ender's Game" by Orson
Scott Card – linked to on the blog. Read the online article "Murder Your
Darlings" linked on the blog.
Check the blog for the rest of the homeworkreadings...