lecture 3 mmx3043 game design and development
Post on 13-Sep-2014
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Cdt: Dr. Maizatul Hayati Mohamad YatimTRANSCRIPT
MMX3043GAME DESIGN AND DEVELOPMENT
Lecture 3Rules of Game
Miss Laili Farhana Md Ibharim
‘Game Book’
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‘Game Book’
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PRIMARY SCHEMAS OF GAMESRULES: Logical gameplay behind the game. It is a deep structure of a game from which all real world instances of the game’s play and derived.
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3 kinds of RULESOperational rules•Concrete material of the game (the real world rules)•The spinner (dice/cards)•The pawn•The squares on the board
Constitutive rules•Mathematical and logical rules to create the formal identity of a game•All player begin at 0•Player alternate turns•First player to reach the top wins
Implicit rules•Common for many different games•The board should be placed in the middle•Everyone chooses one pawn•Additional pawns are taken away
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Designing A Board For Board Games• The board contains all aspects of the GAME INFORMATION
at once.
• The representations of the players (their tokens) are all in the same “space”, making COMPARISON of relative positions and immediate and intuitive.
• Players can clearly see the CONSEQUENCES of their actions, whether it is moving normally during a turn, climbing, or sliding.
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Game Rules In Digital Games
• Rules are related to the PROGRAM CODE. Rules concern the ACTIONS players can take and the OUTCOME of those actions.
• Game rules are the aspects of a game program that STRUCTURE and take in player INPUT and DETERMINE the game’s output.
• The internal functioning of formal GAME LOGIC is also part of the rules.
• The specific manifestations of the VISUALS AND AUDIO in a digital game are usually NOT PART of formal structure of the game.
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• “UNCERTAINTY” brings to mind ideas of CHANCE and RANDOMNESS. It is crucial in a game that players do not know exactly how it will play out.
• If the outcome of the game is PREDETERMINED, the experience cannot provide MEANINGFUL PLAY.
• Mathematics of uncertainty = Theory of Gambling and Statistic Logic (Richard Epstein)
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Decision-Outcome Relationship
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Probability Theory (PT)•The feeling of RANDOMNESS is an
important part of what makes the game fun to play.
•It creates a sense of open-ended PROBABILITY and players are rewarded for taking advantage of chance.
•We use PT to make decision and make better prediction.
0 ≤ P (A) ≤ 1P(A) = Probability (A= Events)0 means “impossible”1 means “absolutely certain”Between these two extremes is “possible”
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Pseudo-Random Distribution (PRD)
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Breaking The Rules
• To cheat in a game means to break the rules.
• RULE-BENDING and RULE-BREAKING manipulate the structure of a game.
• When it comes to forms of rule-breaking in games, game designers need to think as how gamers’ think.
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Digital Game Rule-Breaking
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Digital Game Rule-Breaking
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Digital Game Rule-Breaking
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Digital Game Rule-Breaking
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Digital Game Rule-Breaking
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Digital Game Rule-Breaking
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Feedback design: Reward •Rewards are balanced with challenges or
risks and all players have equal chance of winning.
Theory of Flow
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Feedback design: Reward•Rewards are balanced with challenges or
risks and all players have equal chance of winning.
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Feedback design: Reward• Types of reward
Score (increase a person status) Surprise Extension of game Valuables inside the game (extra car, power up, etc)
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Feedback design: Punishment
• Punishment: application of the punisher. Be very careful when thinking about using punishment, as it tends not to be a tone of fun.
• Try REINFORCING alternative behaviors rather than simply punishing those you want to discourage.
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