the gamedesigninitiative at cornell university Lecture 5 Rules and Mechanics

Similar documents
the gamedesigninitiative at cornell university Lecture 5 Rules and Mechanics

the gamedesigninitiative at cornell university Lecture 3 Design Elements

the gamedesigninitiative at cornell university Lecture 3 Design Elements

the gamedesigninitiative at cornell university Lecture 3 Design Elements

the gamedesigninitiative at cornell university Lecture 4 Game Grammars

Ac#on vs. Interac#on CS CS 4730 Computer Game Design. Credit: Several slides from Walker White (Cornell)

Analyzing Games.

Gameplay. Topics in Game Development UNM Spring 2008 ECE 495/595; CS 491/591

the gamedesigninitiative at cornell university Lecture 4 Monetization

the gamedesigninitiative at cornell university Lecture 10 Game Architecture

Cylinder of Zion. Design by Bart Vossen (100932) LD1 3D Level Design, Documentation version 1.0

When placed on Towers, Player Marker L-Hexes show ownership of that Tower and indicate the Level of that Tower. At Level 1, orient the L-Hex

Game demo First project with UE Tom Guillermin

FPS Assignment Call of Duty 4

Game Designers. Understanding Design Computing and Cognition (DECO1006)

IMGD 1001: Fun and Games

Game Design Process. Idea for a Game. Inspiration. Most games begin with a single idea Idea can revolve around A character [James Bond]

the gamedesigninitiative at cornell university Lecture 2: Nature of Games

Chapter 4 Summary Working with Dramatic Elements

Procedural Content Generation

Procedural Content Generation

the gamedesigninitiative at cornell university Lecture 23 Strategic AI

StarForge Alpha Manual v0.3.5

Core Game Mechanics and Features in Adventure Games The core mechanics in most adventure games include the following elements:

IMGD 1001: Fun and Games

IMGD 1001: Level Design

CS248 : PRODUCT DESIGN FEB 2017

Exam #2 CMPS 80K Foundations of Interactive Game Design

CS 354R: Computer Game Technology

Top-Down Shooters DESMA 167B. TaeSung (Abraham) Roh

Multi-Player Battle Rules

Digital Game Mechanics

While there are lots of different kinds of pitches, there are two that are especially useful for young designers:

G54GAM Coursework 2 & 3

Individual Test Item Specifications

Team Fortress 2: Class and Weapon Guide. By Alexander McElhaney

CREATURE INVADERS DESIGN DOCUMENT VERSION 0.2 MAY 14, 2009

Information Guide. This Guide provides basic information about the Dead Trigger a new FPS action game from MADFINGER Games.

RAPHAEL SAUTRON PORTFOLIO

the gamedesigninitiative at cornell university Lecture 28 Game Analytics

Designing AI for Competitive Games. Bruce Hayles & Derek Neal

Formal Elements of Games

Z-Town Design Document

Zombie bullet-hell with crazy characters & weapons

Rules and Boundaries

Principles of Computer Game Design and Implementation. Lecture 29

Introduction to Game Design. Truong Tuan Anh CSE-HCMUT

USING A FUZZY LOGIC CONTROL SYSTEM FOR AN XPILOT COMBAT AGENT ANDREW HUBLEY AND GARY PARKER

Analysis of Game Balance

Who Am I? Lecturer in Computer Science Programme Leader for the BSc in Computer Games Programming

Legends of War: Patton Manual

Mass Effect 3 Multiplayer Best Weapons For Each Class

the gamedesigninitiative at cornell university Lecture 2: Nature of Games

Contact info.

1. Enter the Delta T program...

Type to enter text. GoSphero.com

PATTERNS IN GAME DESIGN

WHAT IS MINECRAFT? source:

the gamedesigninitiative at cornell university Lecture 26 Storytelling

-- Darkseekers -- Design Document Team Cobra: Mitchell Arthur Sean Burke Emilio Cantu Gerard Louis Aaron Russell Quan Yu

3D Top Down Shooter By Jonay Rosales González AKA Don Barks Gheist

2014 DigiPen Institute of Technology 2013 Valve Corporation.

SETTING THE STAGE FOR THE NEED OF A VIDEO GAME GENRE VOCABULARY

A video game by Nathan Savant

Defenders of the Last Colony

Strategic and Tactical Reasoning with Waypoints Lars Lidén Valve Software

Mage Arena will be aimed at casual gamers within the demographic.

GAME DESIGN DOCUMENT HYPER GRIND. A Cyberpunk Runner. Prepared By: Nick Penner. Last Updated: 10/7/16

Tower Climber. Full name: Super Extreme Tower Climber XL BLT CE. By Josh Bycer Copyright 2012


CS 387/680: GAME AI AI FOR FIRST-PERSON SHOOTERS

Math 152: Applicable Mathematics and Computing

A retro space combat game by Chad Fillion. Chad Fillion Scripting for Interactivity ITGM 719: 5/13/13 Space Attack - Retro space shooter game

WRITTEN BY ED TEIXEIRA INTERIOR ARTWORK BY JAMES SMYTH COVER BY PAUL KIME DIGITALLY EDITED BY CRAIG ANDREWS

Create PDF with GO2PDF for free, if you wish to remove this line, click here to buy Virtual PDF Printer

2/22/2006 Team #7: Pez Project: Empty Clip Members: Alan Witkowski, Steve Huff, Thos Swallow, Travis Cooper Document: VVP

Quake III Fortress Game Review CIS 487

PUBLISHED DUNGEON TWISTER EXPANSION SETS

Outline. IMGD 1001: Level Design. Project 6 - Selecting Features. Project 6 - Types of Features. Project 6 - Tips on Vetting.

FATE WEAVER. Lingbing Jiang U Final Game Pitch

Game Maker: Platform Game

the gamedesigninitiative at cornell university Lecture 25 Storytelling

Competition Manual. 11 th Annual Oregon Game Project Challenge

Game Artificial Intelligence ( CS 4731/7632 )

Chapter 4: Internal Economy. Hamzah Asyrani Sulaiman

Tower Defense. CSc 335 Fall Final Project

From: urmind Studios, FRANCE. Imagine Cup Video Games. MindCube

PRESENTS: PREMIUM GAMES CATALOGUE

MMORPG REVIEW! ONLINE MAGAZINE VOLUME: 1 ISSUE: 1 NOVEMBER 2005 TABLE OF CONTENTS TABLE OF CONTENTS KAL-Online First Korean 3D Fantasy...

Structure & Game Worlds. Topics in Game Development Spring, 2008 ECE 495/595; CS 491/591

the gamedesigninitiative at cornell university Lecture 8 Prototyping

Federico Forti, Erdi Izgi, Varalika Rathore, Francesco Forti

ITC108 Assignment 2 - Game Analysis

Player-Game Interaction Cards (1st Ed., 2 Mar 2013) CowfaceGames.com/handytools/interaction_cards. Categorisation

Plants vs Zombies 2 Game Guide. Tips, PC, Cheats, Wiki, Download Guide. 3rd edition Text by Hiddenstuff Entertainment. eisbn

All-Stars Dungeons And Diamonds Fundamental. Secrets, Details And Facts (v1.0r3)

CS 188: Artificial Intelligence Spring Game Playing in Practice

Genre-Specific Game Design Issues

INSTRUCTION MANUAL PS4 JUGGERNAUT VER 7.0

Last Week. G54GAM - Games. A Language for Defining Games. Last Week. Defining Play, Games and Genres

Transcription:

Lecture 5 Rules and Mechanics

Today s Lecture Reading is from Unit 2 of Rules of Play Available from library as e-book Linked to from lecture page Not required, but excellent resource Important for serious designer And ignore Amazon reviews The Bible of Game Mechanics 2

What are Rules? Definition from Rules of Play: Rules are formal schemas But what does this really mean? Is it different for digital games? 3

Challenge of Defining Rules They do not need to be fixed Example: Nomic (simulates democratic voting) But are changed in structured ways They can ignored House-rules that add or remove rules Rule relaxation (e.g. playing with a young child) They are not always explicit Example: does Halo have rules on camping? 4

Implicit Rules Rules beyond explicitly stated ones Implicit rules for Tic-Tac-Toe Must move in a reasonable amount of time If loss is inevitable, must move or forfeit Often have to do with social conventions If violate m, no one wants to play with you Encapsulate being a good sport 5

Rules and Digital Games Much more rigidly defined (in software) Possible to change in very structured ways Difficulty settings have a list of rule alternatives But arbitrary house rules are difficult (mods?) 6

Implicit Rules in Digital Games Implicit rules exist in digital games too Camping in shooters Juggle combos in fighters Depend upon context, and can change Casual vs. core gamers in network play Official vs. private game server Exist because cannot specify everything Commonly implemented via terms of service 7

(Formal) Rules in a Digital Game Game State: collection of values that represent game world at a specific moment in time Location, type of all game objects Non-spatial values (e.g. health) of se objects Global non-spatial values (e.g. difficulty) A high-dimensional tuple v = (v 1, v 2, v 3, ) Possibility Space: collection of all game states that are allowable (via rules) in game Formally, we denote this space S A rule is a function f: S S But this is less helpful than you might think 8

How to Design Good Rules Player must have meaningful choices Player must be able to make decisions System must respond in significant way Bad Rules: Guess heads or tails to pick a winner All you can do is guess answer Has no significant effect on outcome Bad Rules: Move pieces on board with no interaction Actions have no meaning since pieces don t interact There are no victory conditions or even challenges 9

Mechanics versus Rules Mechanics Informal design concept Can represent activity over multiple animation frames Rules Formal implementation Corresponds to code Typically at level of an animation frame Though can have multiple rules per animation frame Goal is to match design Is behavior correct? Is behavior expected? 10

Formalizing Mechanics Actions take player input I and current state Express as a function g: I S S But could simplify; have input part of state Interaction: function between game states Just like a rule, f: S S Order is anor important consideration Multiple actions, interactions possible per frame How does order affect m? Will return to this 11

Verbs vs Interactions Design Idea: minimalism Game with very few verbs Mechanics are all interactions Common in mobile, tablet Example: Sneak Beat Bandit Has only one verb: move Rhythm game; move to beat All movement on rails If obstacle in way, turn Line-of-sight mechanics 12

Beat Sneak Bandit 13

Combining Actions Verbs can combine in interesting ways Run and jump in a platformer Strafing fire in a shooter Typically result of interactions Each verb interacts with environment in different way Combination of two give extra feature for free This is an example of emergent behavior Not all combinations are emergent Example: Double jump is not a feature of interactions This type of verb combination is a distinct action 14

Combining Actions Running Jump Can move while in midair Just horizontal movement Not realistic; it is a game Many platformer challenges assume this type of control Different than a long jump Less height than reg. jump No control once in air Would be a distinct action Strafing Fire Based on real life property Bullets travel in straight line Movement changes origin Walking side-side makes a spray (used in covering fire) But some features are gamy Bullets slower than life Character faster than life Creates interesting effects 15

Combining Actions Running Jump Interaction(?) Can move while in midair Just horizontal movement Not realistic; it is a game Many platformer challenges assume this type of control Different than a long jump Less height than reg. jump No control once in air Would be a distinct action Strafing Fire Interaction Based on real life property Bullets travel in straight line Movement changes origin Walking side-side makes a spray (used in covering fire) But some features are gamy Bullets slower than life Character faster than life Creates interesting effects 16

Combining Actions Is this an example? Why or why not? 17

Understanding Game State Many game state values are spatial Represent location of a game entity Also physical values like velocity, acceleration Entities act as containers for non-spatial values Values that never change: attributes Values that can change: resources Attributes, resources can be global as well Though most mechanics are at entity level 18

Actions Affecting Spatial State Typically we what we would call movement Present in all but most abstract games But re are many ways to implement Direct movement of avatar (e.g. WASD) Indirect movement of avatar (e.g. pathfinding) Alter environment (e.g. removing platforms) Area of much potential innovation 19

Altering Environment Found in physics games No direct control of avatar Can only remove/add/move obstacles in environment Movement is natural Example: Screw Nut Physics is a rule system Interaction, not action Takes one state to anor Also one that is complex to understand/model 20

Innovating Avatar Movement 2D games move on 2-axes Classic: left-right/up-down Unless top-down game, one of se axes is restricted Is jump only option? Launcher/trajectory verbs (Limited) teleportation Ors? Example: Knightmare Tower Launcher-style game Vertical movement is boosts gained from killing enemies 21

Environment AND Avatar Possible to split verbs Some for avatar movement Ors for environment Found in drawing games Draw missing platforms Avatar walks on platforms Ex: Max & Magic Marker Innovate by limiting avatar Move on single axis Combine with environment Example: Swindler 22

Deep Gameplay Want many ways to overcome challenges Example: kill enemy or sneak past If just one way, gameplay is shallow Shallow challenges hurt replayability Twitch challenges become boring fast Cerebral challenges solved by walkthrough All games should have a strategic element 23

Strategy Definition: an elaborate sequence of steps Action is culmination of all steps Changing steps or order changes action Still allows for puzzle gameplay Allow some flexibility in se solution steps Example: Multiple solutions to Rubik s Cube Example: Time-rewind in Braid Resources are a common way to implement 24

Resources and Gameplay Resources are crucial to combat mechanics Entities have resource values (e.g. health, ammo) Expend resources to affect ors (e.g. attack) May change resources of that entity (e.g. damage) Three basic categories of resource combat Tug-Of-War: entities take from each or Dot Eating: entities race to gar limited resource Flower Picking: race to gar unlimited resource 25

Resources and Game Economy Sources: How a resource can increase Examples: ammunition clips, health packs Drains: How a resource can decrease Examples: firing weapon, player damage Converters: Changes one resource to anor Example: vendors, Starcraft barracks Traders: Exchange resources between entities Mainly (but not always) in multiplayer games 26

Economic Challenges You can use resources to Control player progression (hinder or advance) Modify player abilities (limit or enhance) Create a large possibility space (for replay value) Create strategic gameplay Do not need a lot of resources Not every game is a strategy game But almost all games have some economy 27

Resources as Dilemma Players perform cost-benefit analyses Cost: resource change not beneficial to player Benefit: resource change beneficial to player Example: Survival Horror Use ammo to shoot zombie (Cost: ammo) Use knife to stab zombie (Cost: health) Benefit same in each case Players act with least cost for benefit 28

Resources and Monetization Most resources are gared in-game But some games allow external sources Get resources from a friend on Facebook Pay for resources with a credit card Known as resource monetization Free-to-play, pay-for-stuff Modern business model for online games Subscription model is (mostly) dead 29

Example: Free Realms 30

Complexity in Games Why is Tic-Tac-Toe unpopular w/ adults? Experienced players always draw Very easy strategy to memorize The game is too simple; needs to be complex But if game is too complex, no one will play Complexity best through emergent behavior Coupled, context-dependent interactions 31

Coupled Interactions Emergent Behavior Two mechanics that can happen at once Verbs: jump AND run in a platformer Resources: warrior AND archer in an RTS Context-dependent Interactions Mechanics combine to give new behavior Verbs: jump and run is new form of movement Resources: warriors form wall to cover archers 32

Emergent Behavior Coupled Interactions Key Word Two mechanics that can happen at once Verbs: jump AND run in a platformer Resources: warrior AND archer in an RTS Context-dependent Interactions Mechanics combine to give new behavior Verbs: jump and run is new form of movement Resources: warriors form wall to cover archers 33

Common Spatial Interactions Collisions Can effect resources Player takes damage Player gains power-up Player-NPC transfer gold Can effect spatial values Bounce off collision point Swing from attached rope Attraction to magnet/charge Detection Examples: Line-of-sight (w/ obstacles) Spatial proximity Can have direct effects Alarms in a stealth game Can have indirect effects Tower defense targeting Adjust NPC reactions 34

Resource-Spatial Interactions Resource Affects Spatial Resources can unlock areas Keys are a trivial resource Also use resource thresholds Ex: Collect all tokens to pass Resources affect difficulty Adjust input device sensitivity Ex: Deadeye meter in RDR Ex: Jet packs to increase jump Spatial Affects Resources Resources made by entities Have a spatial location Ex: Time to transfer resources Ex: Sources be captured Resource values are entities Take up physical volume Need space to acquire Ex: Inventory in Deux Ex 35

Resource-Spatial Interactions Spatial Affects Resources Resources made by entities Have a spatial location Ex: Time to transfer resources Ex: Sources be captured Resource values are entities Take up physical volume Need space to acquire Ex: Inventory in Deux Ex 36

Coupling is not Enough Example of trivial coupling: RTS with single unit type warrior Coupling can arise from multiple warriors When attack, count number on each side Group of warriors is sum of its parts Just make a single warrior stronger Discover from resource analysis Emergent behavior must couple nonlinearly If n base mechanics, more than O(n) behaviors 37

Example: Starcraft Basic units can Attack in sky and/or land Defend in sky and/or land How can se combine? Furr complexity: Buff friendly units Control enemy units How does this affect game? Challenge: What is minimal complexity for a good RTS? 38

Summary Rules are formal systems defining your game Take one game state and produce anor Implementation of mechanics (a design concept) Game state is broken into two categories Spatial values are attached to game entities Resources create economy and strategic gameplay Good rules should Allow for meaningful play Allow for emergent behavior 39