Chapter 4: Internal Economy. Hamzah Asyrani Sulaiman

Similar documents
Chapter 7: DESIGN PATTERNS. Hamzah Asyrani Sulaiman

Chapter 5: MACHINATIONS. Hamzah Asyrani Sulaiman

CHAPTER 10 CORE MECHANICS. CORE MECHANICS: -determine how the game actually operates -heart of the game -defines rules and game-play

Basic Tips & Tricks To Becoming A Pro

the gamedesigninitiative at cornell university Lecture 4 Game Grammars

IMGD 1001: Fun and Games

IMGD 1001: Fun and Games

G54GAM Lab Session 1

An analysis of Cannon By Keith Carter

the gamedesigninitiative at cornell university Lecture 4 Monetization

Let us now look at a situation a few rounds into the game, from the perspective of player 2.

Analysis of Game Balance

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

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

GAME COMPONENTS. Your ORIGINZ box contains:

CS 480: GAME AI DECISION MAKING AND SCRIPTING

Understanding Systems: the Mage Class in WoW Jeff Flatten

Forge War. Game Overview. Components

Chapter 3: Complex systems and the structure of Emergence. Hamzah Asyrani Sulaiman

Quantifying Engagement of Electronic Cultural Aspects on Game Market. Description Supervisor: 飯田弘之, 情報科学研究科, 修士

Airship! Airship Creation

Event:

Chapter 2. Emergence and Progression

Introduction. Index. 1. Introduction & Index 2. Core Rules 3. Ship Components 4. Advanced Ship Components 5. Special Fleets

Rules and Boundaries

homeworlds HO W t o P L A Y 2 pl a y ers x 3 THE BANK CONNECTIONS BETWEEN STAR SYSTEMS systems are connected but same-sized stars are not.

Getting Started with Osmo Hot Wheels MindRacers. Updated

Play Unsafe. How Improv Can Improve Your Roleplay!

LCN New Player Guide

Game Design Courses at WPI. IMGD 1001: Gameplay. Gameplay. Outline. Gameplay Example (1 of 2) Group Exercise

Parents Guide to Fortnite

Artificial Intelligence Paper Presentation

ANACHRONISM: EQUESTRIA

Fortnite Guide

Analyzing Games.

CISC 1600, Lab 2.2: More games in Scratch

PATTERNS IN GAME DESIGN

Congratulations, you ve just earned 5 Experience Points!

Opponent Modelling In World Of Warcraft

KARP: Kids and Adults Role-Playing

Lineage2 Revolution s Gameplay Tips for Beginners

Free Sample. Clash Royale Game Decks, Cheats, Hacks, Download Guide Unofficial. Copyright 2017 by HSE Games Third Edition, License Notes

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

Tarot Combat. Table of Contents. James W. Gray Introduction

Trade Offs in Game Design

AA-Revised LowLuck. 1. What is Low Luck? 2. Why Low Luck? 3. How does Low Luck work?

The Caster Chronicles Comprehensive Rules ver. 1.0 Last Update:October 20 th, 2017 Effective:October 20 th, 2017

Strategic Design. Michael Corsetto

Module 2: The Free Session That Sell Experience Part 1

Robot Factory Rulebook

You build and paint your own army, and then fight it out on the table

Make Your Own Game Tutorial VII: Creating Encounters Part 2

Final Project Specification

the gamedesigninitiative at cornell university Lecture 23 Strategic AI

Transitioning From Linear to Open World Design with Sunset Overdrive. Liz England Designer at Insomniac Games

I designed this workshop to help you work smarter, not harder.

Prof. Sameer Singh CS 175: PROJECTS IN AI (IN MINECRAFT) WINTER April 6, 2017

G54GAM Coursework 2 & 3

PITCHED BATTLE WARHAMMER CHAMPIONSHIP SCENARIO

Don t Forget Your Maths Pack!

Kingdom Card Almanac. Ancient Techniques. Berzerker. Bait and Switch. Bard. Blackmail

Quick Guide: How to Play The Cold War Era

All The Key Points From Busting Loose From The Money Game

Game A. Auction Block

Chapter 1:Object Interaction with Blueprints. Creating a project and the first level

CS221 Project Final Report Automatic Flappy Bird Player

8 Weapon Cards (2 Sets of 4 Weapons)

Portable Wargame. The. Rules. For use with a battlefield marked with a grid of hexes. Late 19 th Century Version. By Bob Cordery

Budget Battle. Phil West

Dungeon Cards. The Catacombs by Jamie Woodhead

World of Warcraft: Quest Types Generalized Over Level Groups

3 things you should be doing with your survey results. Get the most out of your survey data.

the gamedesigninitiative at cornell university Lecture 3 Design Elements

Beginner's guide. How to play? Where to find resources?

CREATURE INVADERS DESIGN DOCUMENT VERSION 0.2 MAY 14, 2009

Free Shipping for all USA orders!

#2: Challenge vs. Success

By Night Studios: Basic Combat System Overview

Comprehensive Rules Document v1.1

Frontier/Modern Wargames Rules

Lockdown Designed by Ashley Stryker

Game Modes. New Game. Quick Play. Multi-player. Glatorian Arena 3 contains 3 game modes..

2 4 players. 13 years and up minutes

the gamedesigninitiative at cornell university Lecture 3 Design Elements

HERO++ DESIGN DOCUMENT. By Team CreditNoCredit VERSION 6. June 6, Del Davis Evan Harris Peter Luangrath Craig Nishina

CMS.608 / CMS.864 Game Design Spring 2008

Race. Human. Dwarf. Racial Bonus +2 to any ability score. Bonus Feat At 1 st level, human PCs start with two feats instead of one.

OPENING IDEA 3: THE KNIGHT AND BISHOP ATTACK

Competitive Games: Playing Fair with Tanks

URGE CARD GAME. Game Rules Alpha Edition. For updates, news and more information. Visit: All Content Subject To Change

Genre-Specific Game Design Issues

CS 680: GAME AI WEEK 4: DECISION MAKING IN RTS GAMES

Equipment Object Rules Winning Example Game Variations

CSC Curriculum Term One Lesson Plans

Bard Card deck BattLe CrIeS * SongS * SPeLLS CLaSS features * talents

Operation Deep Jungle Event Outline. Participant Requirements. Patronage Card

Module 3. Problem Solving using Search- (Two agent) Version 2 CSE IIT, Kharagpur

NOVA. Game Pitch SUMMARY GAMEPLAY LOOK & FEEL. Story Abstract. Appearance. Alex Tripp CIS 587 Fall 2014

LATE 19 th CENTURY WARGAMES RULES Based on and developed by Bob Cordery from an original set of wargames rules written by Joseph Morschauser

Sample Game Instructions and Rule Book

Transcription:

Chapter 4: Internal Economy Hamzah Asyrani Sulaiman

in games, the internal economy can include all sorts of resources that are not part of a reallife economy. In games, things like health, experience, and skill can be part of the economy just as easily as money, goods, and services.

Elements of Internal Economies

Resources All economies revolve around the flow of resources. Resources refer to any concept that can be measured numerically. Almost anything in a game can function as a resource: money, energy, time, or units under the player s control all are examples of resources, as are items, powerups, and enemies that oppose the player.

Resources TANGIBLE RESOURCES Tangible resources have physical properties in the game world. They exist in a particular location and often have to be moved somewhere else.

Resources INTANGIBLE RESOURCES Intangible resources have no physical properties in the game world they do not occupy space or exist in a particular location. For example, once the trees in Warcraft have been harvested, they are changed into lumber, which is intangible.

Entities Specific quantities of a resource are stored in entities. (If you are a programmer, an entity is essentially a variable.) A resource is a general concept, but an entity stores a specific amount of a resource. An entity named Timer, for example, stores the resource time probably the number of seconds remaining before the end of the game.

Four Economic Functions Sources are mechanics that create new resources out of nothing. At a certain time, or upon certain conditions, a source will generate a new resource and store it in an entity somewhere. SOURCES Sources may be triggered by events in the game, or they may operate continuously, producing resources at a certain production rate. They may also be switched on and off

Four Economic Functions Drains are the opposite of sources: They take resources out of the game, reducing the amount stored in an entity and removing them permanently DRAINS

Four Economic Functions Converters turn resources of one kind into another. As we mentioned, in Warcraft, trees (a tangible resource) turn into lumber (an intangible one) when the trees are harvested. CONVERTERS

Four Economic Functions Traders are mechanics that move a resource from one entity to another, and another resource back in the opposite direction, according to an exchange rule. TRADERS

Economic Structure

Economic Shapes

Economic Shapes

The Shape of a Game of Chess

From Mechanics to Shapes To produce a particular economic shape, you need to know what type of mechanical structures create what shapes. Fortunately, there is a direct relationship between shapes in a game s economy and the structure of its mechanics. In the next sections, we discuss and illustrate the most important building blocks of economic shapes

From Mechanics to Shapes NEGATIVE FEEDBACK CREATES AN EQUILIBIRIUM Negative feedback makes a system resistant to changes: The temperature of your refrigerator is kept constant even if the temperature outside the refrigerator changes. The point at which the system stabilizes is called the equilibrium.

From Mechanics to Shapes NEGATIVE FEEDBACK CREATES AN EQUILIBIRIUM Changing equilibriums requires a dynamic factor that changes more or less independently of the negative feedback mechanism. The outside temperature throughout the year is an example of a periodical equilibrium that is caused by the periodic waxing and waning of the available hours of daylight and the relative strength of the sun.

From Mechanics to Shapes POSITIVE FEEDBACK CREATES AN ARMS RACE In games, this type of positive feedback is often used to create an arms race between multiple players. A good example is the harvesting of raw materials in StarCraft (or similar constructions in many other RTS games).

From Mechanics to Shapes LONG-TERM INVESTMENTS VS. SHORT-TERM GAMES If StarCraft were a race to collect as many minerals as possible without any other considerations, would the best strategy be to build a new SCV unit every time you ve collected enough minerals?

From Mechanics to Shapes FEEDBACK BASED ON RELATIVE SCORES During Marc LeBlanc s talk on feedback mechanisms in games at the Game Developers Conference in 1999, he described two alternate versions of basketball. In negative feedback basketball, for every five points that the leading team is ahead, the trailing team is allowed to field one extra player. In positive feedback basketball, this effect is reversed: The leading team is allowed to field one extra player for every five points they are ahead.

From Mechanics to Shapes FEEDBACK BASED ON RELATIVE SCORES

In the previous sections, we discussed the elements and common structures of internal game economies. In this section, we will discuss how game economies are typically used in games of different genres. Table 1.1 provided a quick overview of some mechanics that are typically part of that economy. Now, we will discuss the typical economic structures found across game genres in more detail. Uses for Internal Economies in Games

Use an Internal Economy to Complement Physics Obviously, physics make up the largest part of action games core mechanics. Physics are used to test the player s dexterity, timing, and accuracy. Still, most action games add an internal economy to create an integral reward system or to establish a system of powerups that requires resources.

Use an Internal Economy to Influence Progression The internal economy of a game can also be used to influence progression through a game that involves movement. For example, power-ups and unique weapons can play a special role in an action game s economy. They can be used to gain access to new locations.

Use an Internal Economy to Add Strategic Gameplay It is surprising how many of the strategic challenges in real-time strategy games are economic in nature. In a typical game of StarCraft, you probably spend more time managing the economy than fighting the battle. Economies in strategy games usually involve multiple resources and involve many feedback loops and interrelationships. Setting up an economy like that for the first time is challenging, and finding the right balance is even more difficult.

Use an Internal Economy to Add Strategic Gameplay Early in the game, the player is awarded a magical dagger that allows that player to control time. This power can also be used during combat, for example just after the player has taken a big hit. the game is about using and sometimes sacrificing your material in order to produce as much strategic advantage as possible

Use an Internal Economy to Create Large Probability Spaces These games can also create a more personal experience, because the performance of players and their choices directly affect what parts of the probability space open up for exploration. When using an internal economy to customize the gameplay, there are three things you need to watch out for. First, in an online role-playing game, if a particular combination of items and skills is more efficient than others, players will quickly identify and share this information, and the economy will be thrown off-balance. Second, you have to be sure that the probability space is large enough that players do not end up exploring it entirely in one play session. Third, you should ideally design your levels in such a way that players can use different strategies to complete them. For example, in Deus Ex, the player can choose to develop a character in different ways.

Use an Internal Economy to Create Large Probability Spaces

Tips for Economy Construction Games Games in which the player builds an economy, such as construction and management simulations, tend to have large and complex internal economies. SimCity is a good example. As players zone areas and build infrastructure, they use these building blocks to craft an economic structure that produces the resources they need to increase it even further. Building a game like this requires the designer to assemble a toolbox of mechanics that the player can combine in many interesting ways. This is even harder than designing a complete, functional, and balanced economy yourself.

Tips for Economy Construction Games Don t introduce all the player s building blocks at once. Be aware of the metaeconomic structure. Use maps to produce variety and constrain the possibility space

In this chapter, we introduced the essential elements of an internal economy: resources, entities, and some of the mechanics that manipulate them, including sources, drains, converters, and traders. We examined the concept of economic shapes as seen through graphs and showed how different mechanical structures can produce different shapes. Negative feedback creates equilibrium, while positive feedback creates an arms race among opponents. Implemented another way, positive feedback can produce a downward spiral, because a player finds it harder and harder to grow his economy. Feedback systems based on relationships between two players can produce effects that keep games close or tend to cause the player in the lead to stay in the lead. Summary

LAB SESSION STAR CRAFT II/WARCRAFT III/SIMCITY (will be determined soon)