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Unit 72

Task 1

Computer Games Design

Principles of game design

P1

(visual style)

1. Game World
A game world is an artificial universe, an imaginary place in which the
events of the game occur. When the player enters the magic circle and
pretends to be somewhere else, the game world is the place she/he
pretends to be. Not all games have a game world. Some games are not
created with imagination as they can be based on a real life location such
as watchdogs with was set in Chicago.
Many abstract games, such as tic-tac-toe, have a board but not a world
there is no imaginary element in playing the game. Game worlds are
much more than the sum of the pictures and sounds that portray them.
A game world can have a culture, an aesthetic, a set of moral values, and
other dimensions that you'll look at in this chapter. The game world also
has a relationship to reality, whether it is highly abstract, with little
connection to the world of everyday things, or highly representational,
attempting to be as similar to the real world as possible.
A purpose of a game's world is to sell the game in the first place. It's not
all what the game is about but the fantasy and realism it offers

An example of a game world would be GTA V as it is set in a real life


location Los angles but the name is changed a bit to Los Santos. The world
is either navigated on foot or vehicle. In the game you can run, swim and
fly. There is different locations in the game such as a city, and the
countryside. The map is so huge that you can visit the vast area of the
world. GTA v is an open world game which means there is side missions
other task to do like challenges and other fun stuff.

Objects have a big role in the game world because they interact with the
game and it also stets the scene and makes it real because it would not
be much of a game if there was no objects e.g. vehicles, weapons,
furniture, trees, buildings etc. objects etc.

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Unit 72

Computer Games Design

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2. Non playing characters (NPCs)

A Non player character (NPCs) is a character that is not controlled by a


player. In video games, this usually means a character controlled by the
computer through artificial intelligence.
Non-player characters serve a number of purposes in video games,
including:

As plot device: NPCs can be used to advance the storyline.

For assistance: NPCs may act as partners to the gamer.

Game functions: NPCs often serve as save points, item stores, and
health regeneration points and so on.

NPC behavior in computer games is usually scripted and automatic,


triggered by certain actions or dialogue with the player characters. They
interact with the world as they blend in with the background which
makes the game feel and look realistic. In Assassins creed the NPCs play
a big part for example is assassins creed unity it is set during the French
revolution so when there is a riot in the street they react to it and join in
so that where the AI comes in.

3. Feedback Interface

DONNELLY, KEVIN

Unit 72

Computer Games Design

P1

Feedback interface is feedback from the game so for example if you have
earned a trophy or got killed to even when your health is low in game all
these little things that show up on the HUD
Visual feedback is extremely important in User Interface Design. It tells
the user what's happening, or what's going to happen next, and without it
the user is left guessing or frustrated. In reality buttons, controls and
objects react to our interaction, so this is how people expect things to
work.

It is very important for the user to immerse with the game and feel like
they are in the game. Controllers now can interact with the user as the
new features including vibration motors, led bar for health on ps4. It is
what the player feels hears and sees. Feedback interface is things like
maps, health bar, how much ammo you have, or how far have you have
go to reach your waypoint. In the coming years technology is getting
better as Sony are announcing the Morpheus project which is similar to
the oculus rift. Virtual reality will eventually take over the consoles as the
PlayStation VR and oculus where you were the goggles and data gloves
which you interact in a virtual world.

This is an example of what


feedback interface is as the
HUD is showing on screen
such as lap counter,
speedometer and best time.

DONNELLY, KEVIN

Unit 72

DONNELLY, KEVIN

Computer Games Design

P1

Unit 72

Computer Games Design

P1

This is Sonys upcoming


project PlayStation Vr which
was originally called the
Morpheus project.

4. Perspective

2D- 2D games are typically Scrollers. The first Super Mario Bros. on NES
fits one type of Scroller (you can't move backwards in that unfortunately).
Your avatar is flat and you can move left, right, up or down. You cant look
behind you can only see what is on the screen. An example of 2d games
would be flappy birds, the first super Mario bros and so on. They are
simple fun games. The camera is a 2D world is focused on one perspectitve.

DONNELLY, KEVIN

Unit 72

Computer Games Design

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3D
3D basically just means it has more than 2 dimensions. COD, GTA are 3D
because you can see more than one side of them. (You can see their
faces, bodies, etc.). You move around with them and do different things
with them like jump run climb. Its makes the game feel and look real.
Games like gta v, gears of war and assassins creed are 3d as you can play
in a 3D environment with NPC`s and you can see all sides of him and turn
360 degrees. The camera in a 3D world moves everywhere you go.

First person- First person refers to a graphical perspective rendered from


the viewpoint of the player character.
Games with a first-person
perspective are usually avatar based, where in the game displays what
the player's avatar would see with the avatar's own eyes. The player
cannot see the avatar`s body though may be able to see the avatars
hands or weapons. A first-person perspective allows for easier aiming,
since there is no representation of the avatar to block the player's view.
However, the absence of an avatar can make it difficult to master the
timing and distances required to jump between platforms, and may cause
motion sickness in some players. A popular first person game is the likes
of far cry, call of duty, team fortress where you play through the
characters eyes.

Third person- Third-person is a perspective in which the player can


visibly see the body of the controlled character. This is seen in most thirdperson shooters and adventure games. It most commonly refers to a
viewpoint behind the player character. Third-person perspective puts you
in direct control of a character that you can actually see in front of you.
Characters in third-person shooter games are generally easier to control.
The player can see where the character is going, placing movements in
context. The field of vision is greater and more closely resembles what a
DONNELLY, KEVIN

Unit 72

Computer Games Design

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person would normally see. This also means that it is easier to spot
enemies behind the character.

Scrolling- A side-scrolling game or side-scroller is a video game in


which the gameplay action is viewed from a side-view camera angle, and
the onscreen characters generally move from the left side of the screen
to the right (or less commonly, right to left) to meet an objective.
Aerial aerial games is from games that can be form a birds eye view or
gods view.
An example of aerial games are the likes of Sims or gods playing field.

Context sensitive- his how the camera angle changes

5. Full motion video (FMV)


Full motion video is a video game narration technique that relies upon prerecorded video files. It is made by using real actors and is often used to
give the backstory of a game. It is used in between scenes (next mission)
and is also used in cut scenes. Some gamers do not like it as its nots very
interactive. Is not used today. Old games like the last bounty hunter, bad
mojo, mega race, night trap and many other games had FMV.

B) Gameplay
1. Interaction model, e.g. avatar, omnipresence;
How does the player play the game?
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Unit 72

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Well some games allow you play from an aerial perspective like Sims
which allows you to look at your game from a birds eyes view or God`s
View. But most games you play as a character or an avatar which basically
a graphical representation of the user or character. Some games allow you
to customize your avatars appearance e.g. hair colour, clothes, gender
etc. Every game your character is in a perspective first person or third
person. In first person you only see whats in front in you as you can only
their hands and not their whole body. Third body you can see the full body
and you only see the back of the player. Shooter games are most popular
in first person as it is easier to aim and shoot. E.g. Call of Duty.

2. Single player and multiplayer.

Most games have both modes of single player and multiplayer. Single
player is offline gaming which is easier as you are only playing against the
computer or NPC`S. Single player is good way to practice if online is too
hard and plus to get to explore the world and get and get used to things
like weapons, tools. Single player is better for younger gamers. Some
people just like to play the campaign in the game and dive in to the story.
Games like The last of us, Grand theft auto v has a brilliant single player.
Multiplayer games are different as you play on a network e.g. PlayStation,
or Xbox live. Online line gaming requires an internet connection as you are
playing against others all over the world. Call of Duty has an online where
you play against other players. Multiplayer games is much harder as you
are playing against real people. Online you usually have a gamer tag
which tells who you are but in a different name that you make.

3. Narrative
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Computer Games Design

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Narrative games is the storyline of the game which is called a campaign


where you play as a character playing throughout the game as you follow
the storyline. It tells what the game is about, what is the player trying to
achieve e.g. objective. Large games like The Last of us need detailed
stories as the player tends to get drawn into the detail. One game that
seems pointless but always attract people is pacman as nobody as why is
eating the dots.
Others argue is storylines in games getting weaker. Many stories now
follow movies/books/comics. The big advantage of games is that if they
are interactive and if the player can change the storyline which is why
`Grand theft auto v` was such as huge sell because of its character
change and how you can player different storylines.

4) Game setting
Physical
All games have a location or where is the game set e.g. city, building,
jungle, space, underwater, desert etc. and they also have terrain which is
the landscape like you know does it have a lot of mountains and hills, or
set in a public environment.
Temporal
Some games have a time set; for period of time is the game set in the
past, present or future. `Assassins creed` is set in the past and each
game of the series moves up to a different century or historic time E.g.
Assassin`s creed unity is set in the French revolution where there was no
machine guns of rocket launchers or attack helicopters. `Destiny` is set in
the future with sci fi guns and spaceships. The time setting will also affect
the the characters clothing as it will not be modern if its the roman times.
They will be dressed in toga`s and wear crowns in you were a prince.
Some games have a time in the game so how quickly does a day pass by
E.G. 1 day equals how many minutes.

DONNELLY, KEVIN

Unit 72

Computer Games Design

P1

Environmental
A lot of games have the environmental side in the game as it rains, snows,
sunshine, day and night. Only some games have that the more detailed
games where you can actually see rain drops dripping of their clothes or
when it is snowing and its freezing who can see the details of how it can
affect them. Some racing games you when it is raining you the car slips
and slides on the roads especially when you drift.
Emotion
Emotion can be affective in a game as it can result in an event such as a
death for example in The Last of Us when a character dies you can see the
emotion in there face and how a death effects someone which many
games don`t do. The soundtrack is amazing in the games as everything is
gone to doom.
Ethical
A lot of game have their controversial side as some games involve killing,
violence and drugs such as grand theft auto where you do all those things.
It was very controversial as some people took offense. Most games you
play as the good guy (protagonist) and some allow you to play as the bad
guy (antagonist).
Is it right to kill or sell drugs in game?
Some believe that people who kill in reality with no reason is because of
violent video games that kill and sell drugs and it influences people to act
out what they see.

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5. Goals
Goals are objectives which is what the player is trying to achieve for
example in far cry you have to kill the antagonist. It is missions in the
game that the player has to complete along with side missions like help
others in the game which is your choice.
Challenges is are activities in a game that are optional as the player has
an option to do them. In FIFA 16 there is a series of challenges which gives
you a medal if you do well

6. Player actions
Player actions are choices made by the player in the game. Some actions
made by the player in the game can have consequences. Linear games is
where all the players end up at the same ending for example Call of Duty
where you just go on to the next mission and the game has on ending.
Non- linear games is a game has different paths throughout the game.
The players actions may affect the games ending such as grand theft
auto v allows to choose who dies at the end. Far cry 4 is also a non-linear
game where the player has choices.

7. Game rules
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Computer Games Design

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All games have rules otherwise they would be difficult to play as the
player would not know what to do and how to play. Rules limit the players
action as you are restricted on certain things you try in the game. Rules
must be shared by all players by playing fair and not cheating. In a game
the games the rules must be clear and simple to follow because if its
complicated it is harder for the user to understand. The player learns the
rules by doing tutorials and reading manuals which is boring which why
not a lot of people use as they want to just to play the game and have an
idea of what they are doing. But if the rules are instructed all at once to it
is too much for the player to take in which is why it is better to teach the
player as they go along and only teach the rules when the player needs
them. For example FIFA games have rules just like a real football match if
you foul someone you get booked or sent off or if you handball. In far cry
4 if you kill a civilian you will lose points like for levelling up or getting
rewards.

8. Difficulty
How hard should the game be to complete either easy, normal or hard but
no one wants to play a game where they get killed off in the first 10
minutes of the game or less every time which is why a lot of people
choose easy if they have never played it before to get a feel for the game.
Some prefer to choose hard difficulty to set them self a challenge. If it is
too easy players might not want to play or to hard also puts people off. Is
the target market for hard-core gamers or the mass market or new
players? Most games resolve this problem by allowing the player to pick a
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level or assigning them a level based on their level of skill and experience.
As the game progresses the levels will become harder.

8b Rewards
Rewards is what the player has achieved e.g. I completed a hard mission.
It is a form of feedback that tells how you did and if you get a reward. It
could be a trophy or money or a free weapon. Rewards are a way of telling
the player if they are doing well in the game. In Rocket league a fun game
where the objective is to drive a big football into the goals and you can
play in teams and for every match it gives you a reward such as a new
flag or wheels for your vehicle

9. Game Mechanics
This is the inventory scores and win condition and how everything is set
out the HUD which shows the map, health bar, ammo and what weapon
you are using. The HUD can have a have a big part in the players
immersive experience which can be affected if the HUD takes up the
screen it affects the players experience. It depends on the number of

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items taking up the screen. An example of Game Mechanics is shown


below which is Call of Duty which shows the map, ammo, and objectives.

9 (b) Scoring
Scoring is uselessly how many points the player has earned and is
displayed on the bottom right side of the screen or if it is an arcade games
a voice will talk and say something like 50 points. A.gario and mobile and
online computer game where you eat dots to get bigger comes up your
name at the side and how many points. A point system motivates the
player as they want to beat their high score.
Some games have leader boards for
example call of duty at the end it will show
who got the most kills or highest ratio in
each team. Some games make it more
difficult to score as the player progresses.

9 C. Win Condition
Win condition is how does the player actually win or complete the game. It
usually ends with a final boss fight scene where you defeat the main
villain. It varies from game to game such as linear games and non-linear
games so in a non-linear game the player chooses what path with usually
a different how come which could have consequences. It is what the
played has strived and put the hours into that game for and hoping it is all
worth it at the end and that the game lived up to its expectations. Some
games will have bonus levels. Some players like games that make you
want to play it over and over again. The last of us an amazing
action/adventure game has such a good story that every time you
complete the game you want to replay over and over again.

10. Balance

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A lot of games need balance so for example if you defeat the boss in the
final level which is really hard and get poor reward or if the boss is as easy
as the first then then game has no balance. Players want the levels to get
so it sets a challenge and makes it more fun where as if you play a game
and the difficulty of levels throughout the game is the same it is not
balanced. It is about keeping the player interested and if you beat a really
hard level you should get a good reward. In Far cry 4 when you defeat the
boss you get like 500,000 plus other gifts. Also each level gets harder
which is a balanced game.

11. Feedback
Feedback is informing the player on how they are doing and what is
happening. Feedback will tell you things like your score, health, ammo,
your inventory. Feedback is to give the player total immersion and suck
them into this virtual world which the oculus rift does by creating a real
experience. A lot games now try to reduce the size of the HUD and take
some things away as it takes up the screen and affects the real
experience.
11 a. Sound is important for making a game real as sound effects add
that realism. Sound is things like a noise like shouting or an explosion
which gives clues and directs you were to go if the game has no map.
Sound sets the atmosphere for the game and in it hints what is happening
e.g. gunshot, breaking glass. The sound must be properly synchronised
with the game so the sound must be in timing with the event.
11 b. Graphics are important on screen feedback as it needs to be
rendered and displayed in real time so
player to not want to wait.

12. Game structure


There is two types of games which is linear and non-linear which means
how does the player get from start to finish. Linear games is where you
play throughout the game with one path and one ending so you dont get
to choose. Linear games are much shorter as they have one story. Games
such as call of duty where you only go down one path and end it by killing
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the bad guy. Non-linear is where you can choose many different paths
which can end up with consequences. Replay ability is what non-linear
games are good at persuading people to play it again with different
outcomes. Large open world are usually Non-linear games such as far cry
4 where you choose who to follow and choose you lives and who dies.

This is an example of a Non-linear


game in the walking dead game
where you make a choice.

13. Addiction
Addiction is defined as Being abnormally tolerant to and dependent on
something that is psychologically or physically habit-forming. Someone
who is addicted to video games means that they rely on video games and
spent most of the day playing them. It is not good if a person gets too
addictive because it can affect their social life and sometimes you can
lose friends or it you could fall behind on work. People who are addicted to
video games they will replace their real life with a fantasy life and they
can become a totally different person. Video games are meant to be
addictive to attract the players attention and so they will buy the game
and play it. If an addict is not playing video games they will either be
writing blogs on games or watching videos such as walkthroughs and
tutorials. A game that is addictive is Call of Duty because it is competitive
and people want to keep ranking up and trying to be the best or get in
leaderboards.

DONNELLY, KEVIN

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Unit 72

DONNELLY, KEVIN

Computer Games Design

P1

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