1. week

Level .01 - Intro

Course Rules, Introduction to Game Design and Development, Iterations, What is (not) a Game, Genres, Players

Credit and Exam

The aim of this course is (mainly) to design and create your own game. Until now, you have been creating games, but someone else did their design. However, now you have enough experience to handle this entire process by yourselves - from the design to its implementation.

Videos of previous years:

Game Jam of previous years:

During the semester, you will work in teams on projects focused on game design:

  • Card Game & SWOT (5pts) - iteration of the basic rules of a card game
  • Market Research & Storytelling (10pts) - USP, persona, business model, platform, incidence matrix, story

You will also study Unity game engine in an individual assignment:

  • Unity (15pts)

The second half of the semester will be focused on the creation of your games (evaluation will be part of the exam):

  • Playtesting (15pts)
  • Paper Prototype (10pts)
  • Game (45pts)

You will do the final project in teams of 3.

Don't forget to create your game studios (teams) by the end of week 1.

Motivation

Do you play games? Do you play computer games? After this lecture, we could find out that slowly any games are very close to computer ones.

And what do you play if you play? And what do girls play? You wouldn't believe it, but there are studies looking at what guys play and what girls play. And the result is quite interesting, as girls are believed to like playing games like The Sims 3. Apparently, it has something to do with the role of a woman in the family, where she cares and is interested. Considering this fact, the development environment Alice 3D was created, which aims at attracting girls to programming. And there should even be models from The Sims 3 game by Electronic Arts today.

But here comes a much more important question - have you ever created a computer game?

Let's Play a Game

  • BizzBuzz
  • Charades

Game Review

What was wrong? What could be improved/changed? What could make the game more cool?

Game Development vs Game Design

We will distinguish between two terms in our course:

  • computer game development, and
  • computer game design

For now, we look at computer games from a game developer's point of view because that's the world we belong to and where we feel at home.

Even when we started to prepare for this course and collect resources slowly, we put it in reverse when we got to game design. Because this is a topic that makes it safe to say that we don't know much about creating computer games, after all

Game Design

Chris Swain said a very wise sentence: Computer game design is 1% inspiration, and the remaining 99% is iteration.

If you notice, what we've been doing recently in game reviews, has been iterations of the original idea. We were looking for new ways to get the most out of the same idea. And that's exactly what iterations are.

Game design is focused on the conceptual side: initial vision, basic concepts, mechanics, aesthetics, characters, levels...

Game Development brings the design to life.

From Pharaoh to UNO

Let's take a simple example of how iterations and a simple idea can earn millions:

Pharaoh

Let's take a deck of "seven" cards. First, let's set the goal: each player gets 5 cards, and his task is to get rid of all the cards; whoever gets rid of them first wins. Now let's add the game's rules: a player may discard a card from his hand only if he sees the same symbol or color as his hand on the pile.

  • To make the game more dynamic, we can add a new rule - if the player has several cards of the same symbol with a different color, he can discard them at once.
  • And another - one special card can change color.
  • If someone throws an ace, the next player in line skips, unless he has an ace himself.
  • If someone throws a seven, the next player must take 3 cards unless he has a special green card, which cancels the meaning of this card. Of course, a seven can be broken by another seven.
  • The rules of the relatively (in our region) well-known game Pharaoh will gradually emerge, which is played with a standard pack of "seven" cards (32 sheets).

Uno

How about playing the same game with a poker deck? (52 sheets) With new cards come new options, or it is a simpler multiplayer game.

But how about adding one more deck of poker cards? How about making special cards for stand/jump, take 3 cards, change color? How about making a compromise and adding exactly two cards - take 2 cards and take 4 cards? How about adding a card to change the direction of the game?

We get the card game Uno if we combine all these rules. And actually, Uno is sold today in such a way that not only the official rules of the game are part of the package, but also the most popular iterations from the players themselves (number 9 on the pile - you have to lay down your hand, the last one takes 4 cards; number 6 on the pile - you have to lay down cards, clap and take them back, the last one, in turn, takes extra cards).

Carcasone, Cluedo, Escape from the Room, ...

However, we can also find iterations of the original ideas among board games. For example such Carcasone and its extensions.

Iterations of games are not only about their continuations but often also about implementing the same idea. For example, the board game Cluedo has gone from original boards to cards, travel versions, cinemas, theaters, computers and phones. The goal of the game remains the same, but the execution differs.

Today, there is an interesting phenomenon of adventure creation in the form of Escape the room nr. X.

What is a Game?

So far, we haven't talked about the most important thing, namely, what is a game? Let's look at a few definitions from some of the great masters in the field.

  • We will start with the definition of Bernard Suits, professor of philosophy at the University of Waterloo, who in his book The Grasshopper defined the game as:

    A game is a voluntary attempt to overcome unnecessary obstacles.

  • But let's look at the definition of the legend Sid Meier, who defined the game as:

    A game is a series of interesting decisions.

  • And finally, let's look at one more definition from Jesse Schell - the author of the book The Art of Game Design, who defines the game as:

    A game is a problem-solving activity approached with a playful attitude.

  • Although each of these definitions is different, we can find something in common. Everyone talks about the fact that something needs to be solved in the game - first, it was obstacles, then it was decisions, and finally, it was a problem-solving activity.
  • In this context, we can mention one more definition from the author of the book Game Design Theory - Keith Burgun, who defined the game as:

    A system of rules in which agents compete by making ambiguous, endogenously meaningful decisions.

  • And here we meet something new - Burgun is not talking explicitly about player(s), but about agents who make decisions within the set rules.
  • We will discuss these rules and try to understand how a slight change in the rules can hugely impact the players.

What is not a Game?

Under today's lecture, you have a link to an interesting article by Greg Costikyan entitled I have no words & I must design. The article is from an older date (1994), but that doesn't matter. It was written at a time when the industry of game design itself still lacked a vocabulary that would be uniform and with which the designers themselves could talk. In the article, the author writes about what is and what is not a game. Let's look at some of his claims.

It's Not a Puzzle

In the book The Art of Computer Game Design, its author Chris Crawford compares what he calls games with rebuses. Puzzles are static; they show the "player" some logical structure to be solved using clues. "Games," however, are not static but change based on the player's actions.

Nobody calls the crossword a game. But Crawford goes on to say that some games are ultimately rebuses, citing the game Zork by Lebling & Blank as an example. The goal of this game is to solve puzzles - find the necessary items and suitably use them so that the game can change the state, which will move the player further. There is no adversary in the game, no roleplaying, and no resources to manage. Victory depends on solving individual puzzles.

Zork isn't completely static, though. The player moves in the world, and his activity strongly depends on the game's current state and the backpack's contents. So if a crossword is a 100% puzzle, then Zork is a 90% puzzle, and the remaining 10% is a game.

We can also say that many games contain some puzzle solving, and it doesn't have to be exclusively adventure games. We can find these elements either in RPG games or in FPS games.

It's Not a Toy

According to Sim City author Will Wright, his game is not a game but a toy.

He uses a ball for comparison. The ball provides many exciting activities. You can throw it, bounce it, spin it, dribble it, kick it. And if you want, you can use it in the game, e.g., football, basketball, table tennis. However, the game itself is not in the toy (in the ball) - the game is a set of player-defined goals that are based on the toy.

Exactly Sim City - although it provides the player with a world where he can do various activities, the game has no goal. You can choose one - earn the most money, be as popular as possible, etc. But the game itself does not end - it has no goal. It's just a toy - a software toy.

The toy is interactive. But the game has a goal.

It's Not a Story

The stories are linear. The heroes of the stories make the same decisions over and over again - be they good or bad. So the result is still the same. The story's author chose the exact order of these decisions to grade the plot or lead it as he imagined. To make the story itself as strong as possible. Because if the hero behaved differently, it might not work the same in the end.

However, the games are not linear at all. They depend on the player's decisions. It must be clear to the player how to make a decision in a given situation in one game and how to make a decision in another.

If the game was more like a story, it would be about the more minor decisions and the smaller options the player has.

However, the story is a strong guide to the game. However, if there is too much attachment, it may not turn out for the best.

Games are not about telling stories. Games are not linear. Games are about decisions.

Game Types & Genres

Each game falls into a specific category. The given categories may overlap in certain cases. Then it is possible to create an exceptional game that can attract people precisely because of its uniqueness. Mixing categories is also a way to reach fans of multiple categories. However, correctly executing such a combination of categories may not always be easy and may end in the financial failure of the creators.

Adventures

Single-player games usually have an engaging story. This kind of game is most dependent on its story and scenario. Puzzles, deciphering messages, locating and using tools, opening locked doors, and discovering new, hitherto unknown places....

Let's discuss together what is typical for:

  • text adventures
  • graphic adventures
  • interactive films

Since these games depend on their creative processing, it is necessary to come up with a compelling enough story and characters to keep the player engaged in the game. Technical processing does not have to be experimental and innovative. This type of game is also suitable for film and book adaptations, which can attract a massive fan base. However, the disadvantage of such adaptations is often too high fan demands or expensive licenses for well-known titles.

Action Games

One of the most popular genres of games. Their world typically requires physical challenges that must be overcome by jumping or shooting, for example. A significant advantage in such games is the player's hand-eye coordination and reflexes. We can observe these abilities and their benefits, especially in multiplayer games where players fight against each other. Did you know some studies look at action game players? It is proven that players train their senses and coordination in this way, which is why they are many times better than other people.

Let's discuss together what they are aimed at:

  • platform games
  • fighting games
  • stealth games
  • survival games
  • battle royale

Action Adventures

Here we can include games that combine elements of action games and adventures. Many aspects of these games are similar to action games but also offer complex stories and characters, dialogues, inventory, or other mechanics typical of adventure games. The story heavily depends on the player's movement, which gradually triggers various situations and moves him forward. Games have the potential to tell an interesting story with action-packed passages that keep the player on their toes.

Let's discuss together what elements they contain:

  • survival horror
  • metroidvania

Role-playing Games

Hero games, the notorious RPG. The player takes control of a specific character and develops their experience and abilities during the game. The player must overcome a number of obstacles to gain experience that represents the character's development in the chosen profession or allows the character to learn a new skill.

Let's discuss together which of the following genres is the most widespread. Where can we meet a large number of players in the online world? In which genre do players go through randomly generated levels?

  • action RPG
  • MMORPG
  • roguelike

Simulations

Simulations are a broad genre of games imitating situations from the real world. These games try to imitate situations and events from real life in the form of games for various purposes, such as learning, analysis, prediction, or entertainment. Simulation games often do not have a defined goal, and players are free to control their characters. Players can directly "survive" a given situation through the eyes of a character without the risks associated with the real world, e.g., piloting airplanes.

Strategies

Strategy is a popular genre that emphasizes the importance of thinking and planning over quick, spontaneous actions. The player usually controls his team, with which he has to defeat the opponent. A good strategy is needed to win. In the games, the so-called "god" view is typically chosen with a focus on a large territory. It can be used to control the units and analyze the playing field indirectly.

Let's discuss together how the following genres differ:

  • RTS
  • RTT
  • MOBA
  • eSports

Dimensions & Perspectives

One of the first decisions in game development is the choice of dimensionality and player perspective. The dimensionality of the game is the space in which the given world takes place. The vast majority of games are built into two- and three-dimensional worlds. In the past, dimensionality was also chosen based on the technical limitations of computers. The vast majority of video games take place in 2D and 3D worlds.

Let's discuss together what is typical of dimensions:

  • 2D
  • 3D
  • 2.5D

Perspective is a view of the world. It is chosen according to the requirements of the game but also the mechanic with which the given perspective can be supplemented. Among the most common are the view from the 1st, 2nd, or 3rd person and the camera focusing on a larger area. What perspectives do you know for each dimension?

Platforms


Player Types

Indeed have you ever thought about the fact that games are designed for specific target groups? In general, we talk about four types of players (Bartle's Taxonomy):


Let's consider what these players focus on during the game. This should show us (the game designers) what these players enjoy and, therefore, what we should include in the game.

  • Killer - He wants to win, be in the ranking, and compete with another opponent. He enjoys leaderboards and ranks.
  • Achiever - He wants to get a certain status, to reach the goal as quickly as possible. He enjoys being successful.
  • Socializer - Wants to build a network of friends and contacts. He likes to chat, friend list, and news.
  • Explorer, Explorer - He wants to explore and discover the unknown. He enjoys obstacles and success.

Let's not forget that all players are equally important. Every game designer should think about different types of players when designing a game and ask themselves if the game is good enough for every kind of player.

However, some games, especially indie games, are only designed for 1 or 2 types of players, and there's nothing wrong with that.

Other types of players:

  • Hyper-casual
    • short games (2-5 min)
    • they quickly move on to another game
    • simple games
  • Casual
    • short games (10-20 min)
    • simple games, slow pace
    • elderly people, especially women
  • Mid-core (Core)
    • longer games (20-60 min)
    • without obsession
    • enthusiastically plays different types of games
  • Hard-core
    • long games (60+ min)
    • great eagerness to complete, achieve...
    • actively reads materials about the game, even if he is not playing

Additional Resources