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Designing a Good Game COMP 585/185: SERIOUS GAMES GAME ELEMENTS KEY ELEMENTS Gameplay Storytelling Aesthetics Novelty Learning Immersion Socializing GAMEPLAY Challenges Risk/rewards Creative expressive play Actions Fairness Symmetry Competition/cooperation WHY STORIES IN COMPUTER GAMES? Reach emotion, not just adrenaline Key in all well-crafted entertainment More specifically Add to entertainment value Wider audience Keep interest Marketing STORIES IN COMPUTER GAMES Are these the first interactive stories? NO. Audience participation! What does the player want? New experience New place New person New activity Recommendation: learn good storytelling rules GENRE CONSIDERATIONS Arcade games Length Strategy games Characters First person shooter Realism RPG, adventure Emotional richness HOW MUCH STORY DO YOU NEED? AESTHETICS Style and skill, not beauty Harmony coherence and consistency Harmony isn’t something that you can fake. … It’s a sensual, intuitive experience. It’s something you feel. … it doesn’t come from design committees ,,, And it never happens by accident or by luck. … Games with harmony emerge from a fundamental note of clear intention. Brian Moriarty GAME MECHANICS SCHELL’S TAXONOMY Space Objects Actions Rules Skill Chance SPACE Number of dimensions Continuous vs. discrete Boundaries Sub-spaces OBJECTS Attributes States Secrets ACTIONS (EMERGENT PLAY) Operative and resultant Number of actions What you can act on Ways to reach a goal Number of objects Side effects: changing constraints SKILL Types Physical Mental Social Dominance Real vs virtual Improvement Necessity CHANCE Probability Human element Skill of understanding chance RULES Types Operational Foundational Behavioral Written Modes Enforcement Goal GOAL Must be Concrete Achievable Rewarding Series or single Short or long term Related