game design cs.chalmers.se/idc/ituniv/kurser/09/speldesign

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Game Design http://www.cs.chalmers.se/idc/ituniv/kurser/09/speldesign/ Staffan Björk

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Game Design http://www.cs.chalmers.se/idc/ituniv/kurser/09/speldesign/. Staffan Björk. Some General Points. Teachers Staffan Björk ( [email protected] ) Locations Lectures at Torg 3 10.00-12.00 Tuesdays and Fridays Exercises start in Torg 3 13.00-15.00 Fridays. - PowerPoint PPT Presentation

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Page 1: Game Design cs.chalmers.se/idc/ituniv/kurser/09/speldesign

Game Designhttp://www.cs.chalmers.se/idc/ituniv/kurser/09/speldesign/

Staffan Björk

Page 2: Game Design cs.chalmers.se/idc/ituniv/kurser/09/speldesign

Some General Points

Teachers Staffan Björk ([email protected])

Locations Lectures at Torg 3

10.00-12.00 Tuesdays and Fridays Exercises start in Torg 3

13.00-15.00 Fridays

Page 3: Game Design cs.chalmers.se/idc/ituniv/kurser/09/speldesign

Learning Objectives

After successfully completing the course you should be able to:

Understand the role of a game designer within a game design project

Motivate different perspectives on games and use of games, both from practical and ethical aspects

Discuss game design features explicitly using both de facto industry concepts and academic frameworks

Pitch game design concepts for an audience

Relate current game designs to earlier examples, from the direct predecessors to the first recorded examples

Page 4: Game Design cs.chalmers.se/idc/ituniv/kurser/09/speldesign

Learning Objectives, cont.

Further, after the course you should also be able to:

Plan game design projects according to best practice descriptions

Develop a game design concept from initial idea to a full game design concept, using iterative design processes and prototyping

Specify target audiences and develop game design concepts for these

Analyze different game design using analytical tools to be able to

Suggest design changes and Compare different game designs

Page 5: Game Design cs.chalmers.se/idc/ituniv/kurser/09/speldesign

Aims of the course Focus on Game Design

Not Implementation Not Graphics Not Sound Not Project Management Not Business Models Not IPR Gameplay Design

Interaction Design

Game Design All types of games not only

computer games

Page 6: Game Design cs.chalmers.se/idc/ituniv/kurser/09/speldesign

Aims of the course, cont.

Counter-part to Simulation Engines

Game Designer is the natural step from Lead Programmer But also an area with strong

aspects of interaction design

Working efficiently as programmer requires understanding of game design

Page 7: Game Design cs.chalmers.se/idc/ituniv/kurser/09/speldesign

Some relevant games

Page 8: Game Design cs.chalmers.se/idc/ituniv/kurser/09/speldesign

Some relevant games, cont.

Page 9: Game Design cs.chalmers.se/idc/ituniv/kurser/09/speldesign

Some relevant games, cont.

Page 10: Game Design cs.chalmers.se/idc/ituniv/kurser/09/speldesign

Some relevant games, cont.

Page 11: Game Design cs.chalmers.se/idc/ituniv/kurser/09/speldesign

General Structure Several small assignments

Two individual Two in groups

Three exercises

Training in pitching

Low Fidelity Play Testing

A lot of writing Train communication &

argumentation Seek & use references Expected to play & discuss games Supervision is to help with projects

and with writing But no exam

Page 12: Game Design cs.chalmers.se/idc/ituniv/kurser/09/speldesign

General Structure, cont.

Parts of the Course History of Games Famous Game Designers Analyzing Games Narratives & Games Designing Games Communicating Design Ideas Games & Education

The Book Use chapters Use exercises during lectures

Page 13: Game Design cs.chalmers.se/idc/ituniv/kurser/09/speldesign

Why is Game Design important?

The core of a game

Still underdeveloped area Interaction Design

Improve game industry Current knowledge

Licenses Sequels Work from good game designers

Page 14: Game Design cs.chalmers.se/idc/ituniv/kurser/09/speldesign

A Word about Simulations

Course Focus on Games Interaction Design most

distinguishable in that area

Applicable in many other areas Encouraging behaviors Balancing users Steering activities Adjusting activity to player

actions

Page 15: Game Design cs.chalmers.se/idc/ituniv/kurser/09/speldesign

Formal Requirements

Assignments What is a game? [10%, Monday 20080126] Game Analysis [20%, Thursday 20080212] Oral presentation of project [10%, Tuesday 20080224] Project report [20%, Monday 20080301] Personal report [40%, Friday 20080305]

Course Evaluators Volunteers?

Reporting By email Send to [email protected] Have [Gameplay Design 09] in the signature

Page 16: Game Design cs.chalmers.se/idc/ituniv/kurser/09/speldesign

The Role of Game Designers

Related texts: Chapter 1

Page 17: Game Design cs.chalmers.se/idc/ituniv/kurser/09/speldesign

Responsibilities of Game Designers An Advocate for the

Player Have clear vision of

target group Providing good

gameplay Creating ideas Ensuring quality

Making sure that intended gameplay is achieved

Project Leader

Page 18: Game Design cs.chalmers.se/idc/ituniv/kurser/09/speldesign

Skills Required by Game Designers Communication Writing Speaking Compromising Finding Ideas &

Inspiration Extensive knowledge

of games Extensive knowledge

of gameplay

Page 19: Game Design cs.chalmers.se/idc/ituniv/kurser/09/speldesign

A Player-Oriented Design Process Involve players

No, not yourselves Iterative Design

Setting an initial goal Stepwise developing

and refining Evaluating against

initial design goal

See Human-Computer Interaction & Interaction Design for more details and specific methods

Evaluate Playtest

Test Ideas Implement

Generate IdeasIdentify Target Group

Formalize Ideas Create

Specification

Page 20: Game Design cs.chalmers.se/idc/ituniv/kurser/09/speldesign

Game Exercise: First to 12

Page 21: Game Design cs.chalmers.se/idc/ituniv/kurser/09/speldesign

Game: first to 12

The winning condition is to be the player that makes the shared value reaches 12

The two players take turns increasing the value by 1 or 2

The shared value begins at 0

Page 22: Game Design cs.chalmers.se/idc/ituniv/kurser/09/speldesign

Break

Page 23: Game Design cs.chalmers.se/idc/ituniv/kurser/09/speldesign

Book Exercise: 1.2 D.O.A

Page 24: Game Design cs.chalmers.se/idc/ituniv/kurser/09/speldesign

What is a Game?

Page 25: Game Design cs.chalmers.se/idc/ituniv/kurser/09/speldesign

Definitions of Games

Page 26: Game Design cs.chalmers.se/idc/ituniv/kurser/09/speldesign

D. Parlett

Game historian with focus on board games, word games, and card games.

Distinguishes between informal and formal games.

puppies play

”playing around”

sandbox play

means & ends

Has a winner

“every game is its rules”

Parlett, D. The Oxford History of Board Games, 1999.

Page 27: Game Design cs.chalmers.se/idc/ituniv/kurser/09/speldesign

C. C. Abt

”...a game is an activity among two or more independent decision-makers seeking to achieve their objectives in some limiting context.”

Abt, C. C. Serious Games, 1970

Page 28: Game Design cs.chalmers.se/idc/ituniv/kurser/09/speldesign

J. Huizinga

”[Play is] a free activity standing quite consciously outside ”ordinary” life as being ”not serious”, but at the same time absorbing the player intensely and utterly. It is an activity connected with no material interest, and no profit can be gained by it. It proceeds within its own proper boundaries of time and space according to fixed rules and in an orderly manner. It promotes the formation of social groupings, which tend to surround themselves with secrecy and to stress their difference from the common world by disguise or other means.”

“Magic Circle”

Huizinga, J. Homo Ludens, 1938

Page 29: Game Design cs.chalmers.se/idc/ituniv/kurser/09/speldesign

R. Caillois

Free Separate in time and space Uncertain Unproductive – creates no goods or wealth Governed by rules Categories

Competition [Agôn] Chance [Alea] Make-Believe [Mimicry] Vertigo [Ilinx] Callois, R. Man,

Play and Games, 2001

Page 30: Game Design cs.chalmers.se/idc/ituniv/kurser/09/speldesign

C. Crawford

“A closed formal system that subjectively represents a subset of reality.”

”Interactive representation” (the cause-effect relationship)

”Conflict” (obstacles that challenge the goal pursuit)

”Safety” (psychological experience of danger, without the physical realization thereof)

Crawford, C. The Art of Computer Game Design

Page 31: Game Design cs.chalmers.se/idc/ituniv/kurser/09/speldesign

B. Suits

”To play a game is to engage in activity directed towards bringing about a specific state of affairs, using only means permitted by rules, where rules prohibit more efficient in favour of less efficent means and where such rules are accepted just because they make possible such activity.”

or“playing a game is the voluntary effort to

overcome unnecessary obstacles.”Grasshopper: Games, Life, and Utopia, 1990

Page 32: Game Design cs.chalmers.se/idc/ituniv/kurser/09/speldesign

G. Costikyan

”A game is a form of art in which participants, named players, make decisions in order to manage resources through game tokens in the pursuit of a goal.”

From: Costikyan, G. I Have no Words and I Must Design

Page 33: Game Design cs.chalmers.se/idc/ituniv/kurser/09/speldesign

E. Avedon & B. Sutton-Smith

”Games are an exercise of voluntary control systems, in which there is a contest between powers, confined by rules in order to produce a disequilibrial outcome.”

From: Avedon, E. & Sutton-Smith, B. The Study of Games

Page 34: Game Design cs.chalmers.se/idc/ituniv/kurser/09/speldesign

K. Salen & E. Zimmerman

”A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome.”

”Game design is the process by which a game designer creates a game, to be encountered by a player, from which meaningful play emerges.”

From: Salen, C. & Zimmerman, E. Rules of

Play

Page 35: Game Design cs.chalmers.se/idc/ituniv/kurser/09/speldesign

J. Juul

1. Rules2. Variable, quantifiable outcome3. Value assigned to possible outcomes (+ -)4. Player effort5. Player attached to outcome (game

contract)6. Negotiable consequences

” A game is a rule-based formal system with a variable and quantifiable outcome, where different outcomes are assigned different values, the player exerts effort in order to influence the outcome, the player feels attached to the outcome, and the consequences of the activity are optional and negotiable. “

Page 36: Game Design cs.chalmers.se/idc/ituniv/kurser/09/speldesign

http://www.jesperjuul.dk/text/gameplayerworld/

Page 37: Game Design cs.chalmers.se/idc/ituniv/kurser/09/speldesign

J. Juul, cont.

Transmedial Games not bound to a

specific media Some games are

implemented on several different media

Page 38: Game Design cs.chalmers.se/idc/ituniv/kurser/09/speldesign

J. von Neumann & O. Morgenstern”Theory of rational behavior for interactive

decision problems. In a game, several agents strive to maximize their (expected) utility index by choosing particular courses of action, and each agent's final utility payoffs depend on the profile of courses of action chosen by all agents. The interactive situation, specified by the set of participants, the possible courses of action of each agent, and the set of all possible utility payoffs, is called a game; the agents 'playing' a game are called the players.”

From: Von Neumann, J. & Morgenstern, O. Theory of Games and Economic

Behavior

Page 39: Game Design cs.chalmers.se/idc/ituniv/kurser/09/speldesign

T. Fullerton, C. Swain & S. Hoffman A closed formal system Engages players in

structured conflict Resolves in an unequal

outcome

From: Fullerton, T., Swain, C. & Hoffman, S. Game Design Workshop

Page 40: Game Design cs.chalmers.se/idc/ituniv/kurser/09/speldesign

Assignment 1

What is a Game?

Page 41: Game Design cs.chalmers.se/idc/ituniv/kurser/09/speldesign

Assignment 1

What is a Game? 1400-2000 word argumentation for your personal

definition of what games are. An individual assignment due in 1 week

Learning outcomes Reflect on your personal view on what a game is, and

how others may differ in their opinion Write argumentative texts where you take one

position with motivations and argue against possible objections

Compare games that belong to different categorizes to analyze the common features and differences between genres and mediums of games

Page 42: Game Design cs.chalmers.se/idc/ituniv/kurser/09/speldesign

Assignment 1, cont.

Requirements One sentence definition Comparison to the definitions presented today Answer the following questions

Is weight lifting a game? Is Sudoku a game? Is Roulette a game? Russian roulette? Is a game played if two computer programs met each other in Chess

over the net? Examples & counter-examples of things that fit the definition

(besides weight lifting, Sudoku & Roulette) Reflect on how your definition of games affects the role of a

game designer (e.g. what must be emphasized)

Page 43: Game Design cs.chalmers.se/idc/ituniv/kurser/09/speldesign

Thank you!

Questions?