Lindemans Lectures: Game Design (Part 2) Robert W. Lindeman - - PowerPoint PPT Presentation

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Lindemans Lectures: Game Design (Part 2) Robert W. Lindeman - - PowerPoint PPT Presentation

Lindemans Lectures: Game Design (Part 2) Robert W. Lindeman Assistant Professor Interactive Media & Game Development Human Interaction in Virtual Environments (HIVE) Lab Department of Computer Science Worcester Polytechnic Institute


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Lindeman’s Lectures: Game Design

(Part 2) Robert W. Lindeman

Assistant Professor Interactive Media & Game Development Human Interaction in Virtual Environments (HIVE) Lab Department of Computer Science Worcester Polytechnic Institute gogo@wpi.edu

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 2

Five-Lecture Structure

 July 15

 Introduction to Game Development

 July 16

 Game Design (part 1)

 July 23

 Game Design (part 2)

 July 29

 Serious Games / Virtual Reality

 July 30

 Future Gaming (Natural Interaction, MMOs, Mobile)

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 3

Today’s Outline

What is Gaming? What Makes a Good Game? How Can we Make Good Games?

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 4

What Makes a Good Game?

 "A great game is a series of interesting and

meaningful choices made by the player in pursuit of a clear and compelling goal."

  • Sid Meier

 "Natural Funativity"

 Survival-skill training  Need to have player develop a set of skills with

increasing levels of difficulty

 Putting them to the test = mission, quest, level,

etc.

 Prize at the end (or in the middle)

Chapter 2.1, Introduction to Game Development

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 5

Structure of Games

Movies have linear structure

 No choice by viewer

Games must provide "interesting and

meaningful choices"

 Otherwise, user is not in control

Random death is frustrating!

Chapter 2.1, Introduction to Game Development

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 6

Convexity of Game Play

Need to provide choices

Chapter 2.1, Introduction to Game Development

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 7

Flow

Getting the balance right is the key to

success

Chapter 2.1, Introduction to Game Development

  • M. Csikszentmihalyi,

"Flow, The Psychology of Optimal Experience"

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 8

Convexity + Flow

Utilizing both can lead to a great game

Chapter 2.1, Introduction to Game Development

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 9

Other Thoughts

Theatre:

 Show, Don't Tell

Games

 Do, Don't Show (== short cut scenes)

Hal Barwood on Cut Scenes

 Cut, edit, and cut some more until the

writing is just as brief and concise as

  • possible. At that point, the scene is probably

about twice as long as it should be.

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 10

Game Balance: Introduction

 There is beauty in balanced games

 Like Rolls Royce, or Ikea furniture

 Game without balance:

 Often unsatisfying  Lots of wasted effort

Parts not in balance are not used

 Broadly, game balance includes:

 Player-Player

Advantage only in skill

 Player-Gameplay

Learning curve matched by reward

 Gameplay-Gameplay

A composite longbow that does twice the damage,

should cost twice the $$

Based on Chapter 5, Game Architecture and Design, by Rollings and Morris

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 11

Player/Player Balance

 Victory should be decided by skill and judgment  Avoid results caused mainly by a stroke of luck  Simplest way is to have symmetry

 Same weapons, maneuvers, hit points  But note:

Not always the most interesting. Want different moves on fighters.

Based on Chapter 5, Game Architecture and Design, by Rollings and Morris

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 12

Exact Symmetry

Exact symmetry is fine in abstract games

 Chess, basketball

In realistic games, would be problem

 Droid army vs. Naboo

While its easy to do, its kind of an insult

 LOTR: Battle for Middle Earth

Warg’s same as horses…but Wargs can bite in

book/movie!

Better is functional symmetry that is not

  • bvious

Based on Chapter 5, Game Architecture and Design, by Rollings and Morris

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 13

Symmetry in Level Design

 Can avoid obvious symmetry

 Each player has impassible region in back

(water, mountain range, lava)

 Knights and soldiers can't cross  Later on, more advanced units can  Choice of unit depends upon barrier

 Mountaineers to storm  Ships to cross sea

 Players can choose asymmetric start location

 Should not be deciding factor  Avoid making start location critical decision

Based on Chapter 5, Game Architecture and Design, by Rollings and Morris

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 14

Symmetry in Game Design (1 of 2)

 Make all choices for players functionally the

same

 Warcraft 2: Humans have griffons and Orcs have

dragons

Both fly Both strong

 But even slight differences can make things

interesting

 Warcraft 2: Orc player's runes explode, making

use in mountain passes good

 "Just broken" asymmetry easier to manage

than total asymmetry

Based on Chapter 5, Game Architecture and Design, by Rollings and Morris

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 15

Balance Outline

Broadly, game balance includes:

 Player-Player  Player-Gameplay

(next)

 Gameplay-Gameplay

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 16

Player/Gameplay Balance (1 of 4)

 Means remembering that the business is about

interactivity

 Think about player’s relationship to the game

Character control should not be the goal of the game Likewise, player should not struggle for small reward

 Baldur’s Gate

 Attributes are 3-18  You can re-roll if you don't like your results  So, re-roll until all 18s!  Boring! Test of endurance!

Based on Chapter 5, Game Architecture and Design, by Rollings and Morris

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 17

Player/Gameplay Balance (2 of 4)

 Player/Gameplay balance entails balancing

challenges against player’s improvement curve

Based on Chapter 5, Game Architecture and Design, by Rollings and Morris

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 18

Player/Gameplay Balance (3 of 4)

 Problem

 Game starts easy (most do), and stays easy too long

Player quits from boredom

 Game starts easy, then gets suddenly hard (added timing or

new-skill requirements) Player quits from frustration

 Ideally, game difficulty adapts to skill of play (track

statistics, etc.).

 Give a lot of health for new player, or a guy that gets

wounded.

 Great!

But a lot of work to build and test to get it right

Based on Chapter 5, Game Architecture and Design, by Rollings and Morris

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 19

Player/Gameplay Balance (4 of 4)

 More common

 Have difficulty settings (player manually selects)

 Still challenge of making the "Normal" level right.

 Compromises

 Could ask player up front some questions

 Have you played FPS before?

 Could have player do tutorial level, then recommend setting

 Getting more difficult

 Many RPG's have monsters get tougher with level

 Boring if that is all we do since game will "feel" the same

 Want widening options, too

 Character gets more abilities

Based on Chapter 5, Game Architecture and Design, by Rollings and Morris

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 20

Outline

Broadly, game balance includes:

 Player-Player  Player-Gameplay  Gameplay-Gameplay

(next)

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 21

Gameplay/Gameplay Balance

Consider Warcraft 2, with dozens of

  • units. Nearly perfectly balanced.

 No unit costs so much you don't want it  No unit is too weak you can do without it

Either:

 The developer got lucky, or  Lots of play testing  Probably the latter

Strong Rock-Paper-Scissors relationship

 Have to play all units, none are dispensable

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 22

Intransitive Game Mechanics

 Payoff: match your choice with opponent  Suppose I always picked rock. Then opponent would notice

and pick paper. Then I would start to always pick scissors, then…

 spiral to center of triangle where all options equal  only break even, like thermodynamics

 Note, too, that player must chose all in turn. No option that

can do without (or opponent will exploit). It is balanced.

+1

  • 1

Scissors

  • 1

+1 Paper +1

  • 1

Rock Scissors Paper Rock

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 23

A Game-Balance Checklist (1 of 3)

Player-Player

 Ensures game is fair  Especially important for multiplayer games  Symmetry works for this, but asymmetry

may be needed or more appealing (try "just broken")

 Make sure any asymmetry doesn't magnify

imbalance as game progresses

Golden rule: a player should never be

put in an unwinnable situation through no fault of their own

Based on Chapter 5, Game Architecture and Design, by Rollings and Morris

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 24

A Game-Balance Checklist (2 of 3)

 Player-Gameplay

 Ensures player never becomes frustrated.  Continually brings player back for more.  Interface should not present obstacles.  Small rewards are needed to guide player

Ex: Fancy animation or new powers

 Best rewards widen options

 Golden rule: The game should be fun to learn

as well as to play, and it should be more fun the more you master it

Based on Chapter 5, Game Architecture and Design, by Rollings and Morris

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 25

A Game-Balance Checklist (3 of 3)

 Gameplay-Gameplay

 Ensures no element redundant or useless  Can do briefly by making factor table for each attribute

(Ex: fire, range …)

Make sure each best at something

 RPS ensures each component dynamically best rather than

statically so

 Oblige player to alter tactics  Don’t have to have every component equally useful  But cost, availability and ease of use should reflect value  Get right through playtesting

 Golden rule: all options in game must be worth using

sometime, net cost of each option must be on par with payoff

Based on Chapter 5, Game Architecture and Design, by Rollings and Morris

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 26

Deconstructing Petrified: Recall…

First-person, multi-player, team-based

horror/survival game

Two teams

 Humans (Mortals):

 People trapped in the cemetery  Need to survive until dawn

 Statues (Watchers):

 Tombstones  Need to convert Humans to Statues

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 27

Deconstructing Petrified (cont.)

Main game mechanics

 Watchers (Statues) can

 Move when not being looked at by Mortals  Occupy another unoccupied statue anytime  Swipe at Mortals (short-range attack)

 Mortals (Humans) can

 Look at Watchers  Move freely  Work together

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 28

Petrified: Walkthrough (1/6)

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 29

Petrified: Walkthrough (2/6)

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 30

Petrified: Walkthrough (3/6)

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 31

Petrified: Walkthrough (4/6)

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 32

Petrified: Walkthrough (5/6)

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 33

Petrified: Walkthrough (6/6)

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 34

Petrified: Watcher Movement

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 35

Petrified: Watcher “Swapping”

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 36

Question for Discussion: Is Petrified Balanced?

What type of symmetry is used? Does one team have an advantage? If you were a Mortal, how would you

play?

If you were a Watcher, how would you

play?

What improvements/changes could you

make to the game?

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 37

Petrified: Flashsticks

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 38

Petrified: Balancing the Mortals

Flashstick

compensates for weak Mortals

Skilled Mortal

can survive forever

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R.W. Lindeman - WPI Dept. of Computer Science Interactive Media & Game Development 39

Petrified: Balancing the Watchers

Range Attack Balances Watchers

 Mortals cannot “camp out”

Provides incentive for Watchers to move

about/chase Mortals

(Show Clip)