Posts Tagged ‘game characteristics’

James Paul Gee – 36 Learning Principles

Thursday, August 13th, 2009

Gee has derived a set of learning principles that he believes could transform learning in schools.

Check them out here:

http://mason.gmu.edu/~lsmithg/jamespaulgee2

Defining game play, game design

Thursday, August 13th, 2009

A game= rules + game play + culture built up around the game

Rules: formal qualities of the game object itself, inner essential strucure of the game

Play: what we do with games, focuses on actual experience of game players, emphasises human experience

Culture: emerges in overlapping the games world and the world at large

Common Motivations for play

  • immersion
  • fantasy fulfilment
  • human interaction
  • excitement
  • reward
  • challenge
  • addiction

Game Design 

  • should be player centric

 Game concept stage

  • What is your game play?
  • Why will it be compelling?
  • Who is it for?
  • What is the player’s role?
  • How will you fulfill the player’s dream? How will they get their reward?
  • What genre is this?
  • What world is this happening in?
  • Start with the high concept statement

Game Concept

  • High concept statement
  • Player’s role
  • Primary game play mode
  • Genre – or differences
  • Target audience
  • What machine will it run on?
  • Licensing?
  • Summary of game levels – beginning to end
  • Short description of the game world

Elevator Pitch

  • 3 sentences telling people the basics and why they care.

How do you get ideas?

  • research
  • brainstorm
  • think
  • inspiration
  • feedback
  • present

Game balance

Wednesday, August 12th, 2009

Characteristics of a balanced game include:

  • if the player has optional routes to victory no one strategy will produce a guaranteed win ahead of the others (no dominant strategy). Player choices should be based on their personal preferences not on which choice is likely to create victory.
  • the game provides reasonable choices/strategies.
  • players must perceive the game to be fair
  • game is not too easy and not too hard
  • there is a balance of power between the players
  • player skill affects the outcome of the game more than any other factor (chance should be used sparingly). Chance can be balanced by:
    • using it frequent challenges with small risks and rewards
    • allowing the player to choose actions to use the odds to their advantage – this gives experienced players the opportunity to learn about the odds and use them to make good decisions
    • allowing the player to choose levels of risk. 
  • any player who falls behind gets the opportunity to catch up
  • the game should not end in a stale-mate (or at least not too often)
  • there should be no sudden changes in game’s difficulty
  • consideration of player time required when particular choices/strategies are made/used
  • the game shouldn’t ask the player to make critical decisions without adequate information
  • consideration of skill balance across levels

Ways to balance stronger strategies with weaker ones include (transitive relationships):

  • imposing direct costs on using each strategy (eg. superior strategies cost more)
  • imposing hidden costs on using each strategy (eg. giving a ferrari a smaller fuel tank).

Intransitive Relationships (such as those in rock, paper scissors) can provide balance to a game.

Objects within the game that the player control should have unique game roles. This allows for more interesting decisions to be made. Success can depend on using the appropriate objects in the appropriate combinations.

A game can have positive achievement – when the achievement causes changes of state to make the next part of the game eaiser (eg. speed bursts, powerups):

  • don’t provide too much power
  • raise the difficulty level as the player proceeds
  • allow collusion against the leader
  • use chance to reduce the size of player rewards.

One way to balance games is to use symmetry – what one player gets, all players get (each player starts with the same resources to face the same challenge to try to meet the same victory condition)

Virtual worlds are intrinsicly unbalanced. Long-time players accumulate more resources. Must give new players a chance to earn resources.

Conflict (and competition) in games

Wednesday, August 12th, 2009

“Conflict in a game can be direct or indirect, violent or non violent, but it is always present in every game.”

Chris Crawford

Challenge without conflict is predictable. Conflict enlivens and animates challenge.

Forms of conflict include:

  • single player vs single player
  • group vs group
  • one against many
  • every player for him or herself
  • single player vs the system
  • individual players competing side by side vs the game
  • a group of players vs the game.

Some ways to create competition include introducing game scoring systems, having levels of achievement, game statistics, objects that players compete/cooperate for.

Games should aim to “provide a rich space of possilibity that supports a range of conflict”.

Game design elements that lead to conflict include:

  • number of players that can play
  • players play simultaneously
  • players take turns
  • high score list
  • player gets constant feedback about their relative scores
  • game pause allows players to directly compare their scores and other game statistics
  • computer-generated opponents and obstacles that players face together
  • players are opponents for each other
  • direct conflict between players
  • resources for which players compete.