COMP3218 - Game Design and Development
Game Design Vocabulary
Game Engine: software application that hides technical implementation of the
graphics rendering, sound reproduction, asset management,
collision detection and physics simulation aspects of game
development, allowing the developer to focus on the game logic
and interaction
Scripts
Atoms of Game Design
Game design is influenced by many factors including:
Fullerton's Formal Elements
Fullerton's Formal Elements: model of eight mandatory elements which form the
structure of games.
Players must interact with each other and usually win or lose.
Many combinations of players and computers are possible.
Objectives are the motivation behind the dynamics.
Procedures are the actions or methods of play allowed by the
game's rules. These can be instructions or controls
specified to the player.
Rules define the game constraints, and describe what the player
can and cannot do.
Resources are game objects which have value for players and
help them to reach their objectives. Designers control the scarcity and utility of objects.
Conflict emerges through procedures and rules preventing the
player from reaching their goal.
Boundaries are the restrictions in the game environment.
Players will be restricted to certain actions or movements
within map, field, board, or world.
The outcome of a game is often measurable e.g. score and uneven
e.g. one team/player wins. The goal is described by a set of
conditions.
The MDA Framework
MDA (Mechanics-Dynamics-Aesthetics) Framework: framework defining and providing a formal representation
of the three basic elements of game design
Designing Mechanics
Mechanics are the rules, equations, and algorithms behind a game. Rules
are used to control the game and simulate/approximate complex systems through the game engine.
Rules share 6 common features:
Salen and Zimmerman's model separates game rules into 3 categories:
e.g. players take turns to move pieces on the board
e.g.
if players land on a property they may buy it
e.g. roll to
hit first, then roll for damage
e.g. the game is played on an 8x8 grid
e.g. shortswords do
1d6 damage
e.g. when touching a piece the player must move
e.g.
beginner players may take back a move after playing
e.g.
players must space themselves out around the board
Implicit rules emerge from operational rules which are informed
by constitutive rules
Core Dynamics
Dynamics: runtime behaviour of mechanics based on player input
The Core Dynamic is the central dynamic in the game, and helps to build a coherent experience by anchoring the player to a major form of play. Without
a core dynamic, the game's rules may appear confusing or
poorly defined.
Core dynamics are often related to fundamental human needs such
as survival, collecting resources to survive, pattern
recognition, and competition.
Interaction Design
Information Design
Information design concerns the amount of information given to the player
and the way it is provided.
Control Design
Control design concerns the physical input and interactions with the
game state.
e.g. press space to shoot
e.g. lower the price of an item to attract more customers and
increase sales
Feedback Design
Feedback design concerns the changes in the game in response to
control.
Level Design
Space
Progression
Mechanics
Mechanics describe the rules and algorithms behind the system
Balance and Difficulty
Fairness
Fairness: quality of treating people equally, or in a way that is
right and reasonable
Balance
Balance: mathematical balance between players, game elements,
actions, and relations within the game mechanics
Balance differs depending on the context:
A dominant strategy is one which is much stronger than others, and is exploited to win the game. This causes players to avoid all other
strategies, making the game unbalanced and meaningless. To avoid
this, dominant features can be removed or changed, and counteractive strategies can be added. Developers should perform playtesting with a large sample size to identify dominant
strategies.
Relationships
Transitive Relationship: relation where elements can be compared to all other
elements
Transitive relationships between strategies mean that certain
strategies always have an advantage over others, making the game unbalanced. To fix this we can:
Intransitive Relationship: relation where elements can be compared to sequentially
adjacent elements only
Transitive
Intransitive
Feedback Loops
Feedback design concerns the changes in the game in response to
control.
e.g.items, tools, equipment, experience
e.g. random respawns, health
Positive
Negative
The snowball effect describes a situation where players gain feedback
proportional to their ability. This causes good players to get
better as positive feedback loops reward them, and bad players
to get worse as negative feedback loops penalise them. This
makes the game very predictable and unbalanced.
To
control the snowball effect:
Depth vs Complexity
Depth: variation of experiences available from the mechanics
Complexity: mental burden put on the player
Flow
Flow: balance between skill and difficulty which produces
focus, control, and concentration
Difficulty
Absolute Difficulty: difficulty of a challenge compared to a trivial baseline
challenge
Relative Difficulty: absolute difficulty adjusted for power
Power: player's strength, stats, and abilities
Experience: practice the player has had on a particular challenge
Perceived Difficulty = relative difficulty - experience
= absolute difficulty - power - experience
Sawtooth levels ensure that difficulty rises for each level
Interactive Narratives
Narrative: spoken or written account of connected events
Story: account of imaginary or real people and events told for
entertainment
Narratology
Narratives are split into three main layers:
Narrative Text: method of telling the story, e.g. book, film, game
Story: organisation of fabula elements in chronological order
Fabula: series of events, people, locations, and more, which make up
the material of the narrative
Stories
The Story Engine is an interaction model showing the handling of inputs
and outputs which control the story.
Emergent Story Engine
Designed Story Engine
Agency and Patterns
Agency: the ability to act or exert power
Mark Bernstein's Non-Linear Patterns is an analysis of structural patterns used by authors.
Cycle |
Reader returns to a previously visited node and joins a new path |
Joyce's Cycle |
Reader returns to a previously visited node and continues along a visited path |
Contour |
Combination of cycles allowing free movement between each path |
Counterpoint |
Alternating voices or themes |
Tangle |
Variety of paths where the correct choice is not provided |
Sieve |
Layer of paths which direct the reader to certain sections or episodes |
Mirrorworld |
Stories are duplicated and changed to produce contrast |
Montage |
Collection of narratives which reinforce each other |
Split/Join |
Reader chooses from two or more paths, then returns to the original |
Rashomon |
Reader traverses a split/join embedded within a cycle |
Choices
Choice: manifestation of agency
Narrative Paradox: conflict between the player's freedom of choice and
the author's control over the world
Writing Narratives
Story Arc: planned trajectory of a story, including the start,
structure of events, and end
Modelling Story Arcs
The Three Act Arc divides a story into 3 acts.
The Hero's Journey is a story template where a hero goes on an adventure, is
victorious in a crisis, and returns home with new skills. This
is based on Campbell's 17 stages.
1-3. The Beginning
4-11. The Journey
12-17. The Return
Pacing
Pacing is controlled in a number of narrative and mechanical
methods.
The classic dramatic arc follows a premise leading to rising action, a climax, and a resolution.
Dramatic curves can also be more complex with several peaks within the story.
Portnow states that pacing is recursive and repeats itself infinitely within games.
Pacing Techniques
Characters
Characters come in 3 main forms:
The Myers-Briggs Type Indicator is useful for constructing personalities.
Characters tend to follow common archetypes:
Poetics of Game Narratives
Narratology: study of narratives and their structure, function, and
themes
Ludology: study of games, gameplay, and players
Narratology |
Ludology |
Fixed sequence of events |
Flexible arrangement of events |
Variable speed |
Fixed speed |
Story & Fabula |
Mechanics & Assets |
Requires actors |
Can be abstract |
Narrative desire |
Desire for understanding and performance |
Consume once |
Play many times |
Immersion
Immersion is determined by 3 factors:
Poetics
Poetics is generally defined as the study of linguistic techniques in poetry and literature. In games, poetics is about how a game functions and comes together to produce an effect on
the player.
Poetics can be supported using two
approaches: