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Unit 30 – Design for Games



         AO1
Understanding Aspects of
     Game Design
AO1 asks you to demonstrate your understanding
 of the fundamentals of Game Design. You are
 going to do this by analysing traditional games
                and video games.

         You need to be writing about:-

                Core Mechanics
                  Interactivity
           Storytelling and Narrative
           Audio-Visual Components

          What do these things mean?
Core Mechanics


The fundamental structures, practices and rules
that allow you to get on with playing the game.

●Luck
●Strategy and Skill

●Diplomacy

●Resource Management

●Territory Control
Core Mechanics - Luck
●   Random occurrence
     – often a planned
     random
     occurrence
●   Traditional game –
      the roll of a dice or
      the turn of a card
●   Videogame – a
      'virtual' dice roll –
      does the creature
      appear? Does the
      shot hit you?
Luck – Traditional Games

                          Poker
                      ●   What cards are you
                           and your
                           opponents dealt?
                      ●   What cards are dealt
Some traditional           in the flop, turn
 games involve             and river?
 nothing but luck –
 Snakes and
                      ●   How do your
 Ladders is all            opponents react?
 about the dice.
Core Mechanics - Skill and Strategy
 ●   Planning and planned
       occurrences.
 ●   Based on your knowledge
       and understanding of the
       game and the playing
       contexts
 ●   Reading and understanding
       your opponent
 ●   Planning for the short,
       medium and long term in
       the game
Skill and Stragegy – Traditional Games
               ●   When to play and when to
                    fold
               ●   When to raise, how much to
                    bet
               ●   Knowing the odds for your
                    hand and what you need
               ●   Knowing and understanding
                    likely odds on opponents
                    hands
               ●   Reading bluffs
               ●   Bluffing
Core Mechanics - Diplomacy
●   Player interaction
●   Cooperation,
     colaboration and
     competition
●   Short term and long
     term diplomacy
●   'Capture' games –
      Sorry or
      Frustration
●   Role Playing Games
Diplomacy – Traditional Games

                   Poker
               ●   Cooperation –
                    Building a pot
               ●   Collaboration –
                    eliminating players
               ●   Competition –
                    raising, bluffing
                    and betting against
                    opponents
Core Mechanics – Resource Management

●   Different 'assets' for
      different players and
      characters
●   Use now or save for later?
●   High value assets
●   Money, or the things
     money can buy?
●   Attack or defence?
●   Knowledge of the game
     leads to informed
     choices
Resource Management – Traditional Games

                         Poker
                     ●   Using your chips
                     ●   When to punt on a
                          chance
                     ●   When to go with a raise
                          and when to raise
                     ●   Draw Poker – keeping or
                           exchanging cards
Core Mechanics – Territory Control
●   Controlling game space
●   Defensive lines –
     defending key spaces,
     players or pieces
●   Games about territory
     control – Risk,
     Diplomacy
●   Wargames
Territory Control – Traditional Games
                        Chess
                    ●   Offensive and defensive
                          lines
                    ●   Protecting the back rank
                    ●   Protecting the king
                    ●   Protecting high value
                          pieces
                    ●   Balancing offense and
                          defence.
                    ●   Using familiar patterns.
AO1 Task 1
Using the following subheadings, analyse the Core
Mechanics of:-

a) A traditional game and
b) A video game

* Luck
* Strategy and Skill
* Diplomacy
* Resource Management
* Territory Control

You can use different games to illustrate different concepts –
you don't have to stick to one traditional game and one video
                     game for all of them
Interactivity


Interactive texts do not follow a linear
    course but are shaped by your
  decisions and actions. You decide
 where the text goes – within certain
                 limits.
Interactivity – Traditional Games

                   Some traditional games
                    are models for
                    interactive video
                    games
               ●   'Choose your own
                     adventure' books
               ●   Territory games like
                     'Carcassonne'
Interactivity – Video Games

    Videogames now are
      fundamentally
      interactive – your
      decisions and actions
      shape the future course
      of the game
●   SIMS – when does
      'interactivity' become
      'creation'
●   How interactive were
     early video games?
AO1 Task 2



Analyse with specific examples the uses and
effects of Interactivity
i) In a traditional game and
ii) In a video game
Storytelling and Narrative
You need to demonstrate your understanding of
a wide range of aspects of narrative in a game...

●Three Act Structure
●Plot

●
 Point of View - 1st Person -v- 3rd Person
●Setting (in time and place)

●Linear Narrative -v- Disrupted Narrative

●Characters – Stereotypes and Archetypes

●Representations, messages and values, themes
The Three Act Structure


       Situation / Complication / Resolution
         Introduction / Crisis / Resolution

Act 1 – Introduction – The farmer lives a peaceful life
Act 2 – Crisis – The family and farm are destroyed by bad
guys
Act 3 – Resolution – The farmer gains vengeance on the
bad guys
More on Three Act Structure

Each Act will also have 'acts' or 'scenes' within it
 following similar structures. So – end of Act 2
                   might be...

Situation – The farmer has no fighting skills
Crisis – He is tutored by a Martial Arts expert
Resolution – He becomes a Kung Fu master
ready to whup some bad guys.
Point of View
  This can literally mean the view we have of the game –
 through one character's eyes. Obvious example – a First
                      Person Shooter

It also means which character we follow. Doesn't have to be
 a first person view, there can still be a viewpoint character.

Traditional games – Chess or Draughts– black or white- you
 only see the board from your side. 'Cat and Mouse' board
   games – one is trying to escape, one to capture – very
             different perspectives on the game.
Setting (in time and space)


How 'real' is the world of the game compared to
                   our world?
   How do we learn its rules? – anything can
 happen (flying in Second Life, for example) as
    long as the game is internally consistent
 What signs show us when and where we are?
Why are so many fantasy games set in the past?
Linear Narrative -v- Disrupted Narrative



  Is there one route through the game that you
  have to take (Simple board games have one
   track you go round. Race games take you
around one track at a time) or can things happen
in any different order and still get you to the end
                (Sandbox games).
Characters: Archetypes and Stereotypes

  Archetype – the model example of a particular
 type of person – the original. Video games are
    often built around mythic structures using
                    archetypes.
    Stereotype – A personality type observed
repeatedly and summed up in an individual – an
oversimplification of what a 'type' of person is like

Heroes and villains – helpers and messengers –
           experts and teachers...
Representations


         What is your game about?
What does it have to say about the world? (This
      world, not the world of the game)
 What ideas does it have about good and evil?
            About gender or race?
              About leadership?
AO1 Task 3


Using the headings in Aspects of Narrative,
analyse how narrative and storytelling work in

i) a traditional game and
ii) a video game
Audio Visual Elements


 Traditional games still work on being audio-
       visually and visually interesting.
     Black and White in Chess/Draughts
         Visual design of board games
Audio suspense from the noise of shaking and
                  rolling dice
  Audio stimulus in Crossfire and Kerplunk
Audio Visuals in traditional games

                  ●   The traditional look
                       of the table –
                       green baize,
                       traditional cards
                  ●   The sound of cards
                       shuffling and being
                       turned
                  ●   The look of players
                       bluffing
Audio Visuals in Video Games

●   Simple visuals in
      early video games
      – Pong – Space
      Invaders
●   Developments in
     displays –
     Defender – Elite
●   Hardware/Software
     development and
     improved AV
AO1 Task 4


      i) Analyse the Audio Visual appeal of a
                  traditional game
ii) Analyse the developing Audio Visual appeal of
      one game or one game genre as it has
   developed through successive generations of
             hardware and/or software
Assessment
  All of the above work is required to complete
                      AO1.

Pass – Limited and superficial understanding
Merit – Broad and sound understanding
Distinction – Comprehensive and detailed
understanding

These tasks are designed so that if you complete
them in full you should be working to Distinction.

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Ao1 presentation

  • 1. Unit 30 – Design for Games AO1 Understanding Aspects of Game Design
  • 2. AO1 asks you to demonstrate your understanding of the fundamentals of Game Design. You are going to do this by analysing traditional games and video games. You need to be writing about:- Core Mechanics Interactivity Storytelling and Narrative Audio-Visual Components What do these things mean?
  • 3. Core Mechanics The fundamental structures, practices and rules that allow you to get on with playing the game. ●Luck ●Strategy and Skill ●Diplomacy ●Resource Management ●Territory Control
  • 4. Core Mechanics - Luck ● Random occurrence – often a planned random occurrence ● Traditional game – the roll of a dice or the turn of a card ● Videogame – a 'virtual' dice roll – does the creature appear? Does the shot hit you?
  • 5. Luck – Traditional Games Poker ● What cards are you and your opponents dealt? ● What cards are dealt Some traditional in the flop, turn games involve and river? nothing but luck – Snakes and ● How do your Ladders is all opponents react? about the dice.
  • 6. Core Mechanics - Skill and Strategy ● Planning and planned occurrences. ● Based on your knowledge and understanding of the game and the playing contexts ● Reading and understanding your opponent ● Planning for the short, medium and long term in the game
  • 7. Skill and Stragegy – Traditional Games ● When to play and when to fold ● When to raise, how much to bet ● Knowing the odds for your hand and what you need ● Knowing and understanding likely odds on opponents hands ● Reading bluffs ● Bluffing
  • 8. Core Mechanics - Diplomacy ● Player interaction ● Cooperation, colaboration and competition ● Short term and long term diplomacy ● 'Capture' games – Sorry or Frustration ● Role Playing Games
  • 9. Diplomacy – Traditional Games Poker ● Cooperation – Building a pot ● Collaboration – eliminating players ● Competition – raising, bluffing and betting against opponents
  • 10. Core Mechanics – Resource Management ● Different 'assets' for different players and characters ● Use now or save for later? ● High value assets ● Money, or the things money can buy? ● Attack or defence? ● Knowledge of the game leads to informed choices
  • 11. Resource Management – Traditional Games Poker ● Using your chips ● When to punt on a chance ● When to go with a raise and when to raise ● Draw Poker – keeping or exchanging cards
  • 12. Core Mechanics – Territory Control ● Controlling game space ● Defensive lines – defending key spaces, players or pieces ● Games about territory control – Risk, Diplomacy ● Wargames
  • 13. Territory Control – Traditional Games Chess ● Offensive and defensive lines ● Protecting the back rank ● Protecting the king ● Protecting high value pieces ● Balancing offense and defence. ● Using familiar patterns.
  • 14. AO1 Task 1 Using the following subheadings, analyse the Core Mechanics of:- a) A traditional game and b) A video game * Luck * Strategy and Skill * Diplomacy * Resource Management * Territory Control You can use different games to illustrate different concepts – you don't have to stick to one traditional game and one video game for all of them
  • 15. Interactivity Interactive texts do not follow a linear course but are shaped by your decisions and actions. You decide where the text goes – within certain limits.
  • 16. Interactivity – Traditional Games Some traditional games are models for interactive video games ● 'Choose your own adventure' books ● Territory games like 'Carcassonne'
  • 17. Interactivity – Video Games Videogames now are fundamentally interactive – your decisions and actions shape the future course of the game ● SIMS – when does 'interactivity' become 'creation' ● How interactive were early video games?
  • 18. AO1 Task 2 Analyse with specific examples the uses and effects of Interactivity i) In a traditional game and ii) In a video game
  • 19. Storytelling and Narrative You need to demonstrate your understanding of a wide range of aspects of narrative in a game... ●Three Act Structure ●Plot ● Point of View - 1st Person -v- 3rd Person ●Setting (in time and place) ●Linear Narrative -v- Disrupted Narrative ●Characters – Stereotypes and Archetypes ●Representations, messages and values, themes
  • 20. The Three Act Structure Situation / Complication / Resolution Introduction / Crisis / Resolution Act 1 – Introduction – The farmer lives a peaceful life Act 2 – Crisis – The family and farm are destroyed by bad guys Act 3 – Resolution – The farmer gains vengeance on the bad guys
  • 21. More on Three Act Structure Each Act will also have 'acts' or 'scenes' within it following similar structures. So – end of Act 2 might be... Situation – The farmer has no fighting skills Crisis – He is tutored by a Martial Arts expert Resolution – He becomes a Kung Fu master ready to whup some bad guys.
  • 22. Point of View This can literally mean the view we have of the game – through one character's eyes. Obvious example – a First Person Shooter It also means which character we follow. Doesn't have to be a first person view, there can still be a viewpoint character. Traditional games – Chess or Draughts– black or white- you only see the board from your side. 'Cat and Mouse' board games – one is trying to escape, one to capture – very different perspectives on the game.
  • 23. Setting (in time and space) How 'real' is the world of the game compared to our world? How do we learn its rules? – anything can happen (flying in Second Life, for example) as long as the game is internally consistent What signs show us when and where we are? Why are so many fantasy games set in the past?
  • 24. Linear Narrative -v- Disrupted Narrative Is there one route through the game that you have to take (Simple board games have one track you go round. Race games take you around one track at a time) or can things happen in any different order and still get you to the end (Sandbox games).
  • 25. Characters: Archetypes and Stereotypes Archetype – the model example of a particular type of person – the original. Video games are often built around mythic structures using archetypes. Stereotype – A personality type observed repeatedly and summed up in an individual – an oversimplification of what a 'type' of person is like Heroes and villains – helpers and messengers – experts and teachers...
  • 26. Representations What is your game about? What does it have to say about the world? (This world, not the world of the game) What ideas does it have about good and evil? About gender or race? About leadership?
  • 27. AO1 Task 3 Using the headings in Aspects of Narrative, analyse how narrative and storytelling work in i) a traditional game and ii) a video game
  • 28. Audio Visual Elements Traditional games still work on being audio- visually and visually interesting. Black and White in Chess/Draughts Visual design of board games Audio suspense from the noise of shaking and rolling dice Audio stimulus in Crossfire and Kerplunk
  • 29. Audio Visuals in traditional games ● The traditional look of the table – green baize, traditional cards ● The sound of cards shuffling and being turned ● The look of players bluffing
  • 30. Audio Visuals in Video Games ● Simple visuals in early video games – Pong – Space Invaders ● Developments in displays – Defender – Elite ● Hardware/Software development and improved AV
  • 31. AO1 Task 4 i) Analyse the Audio Visual appeal of a traditional game ii) Analyse the developing Audio Visual appeal of one game or one game genre as it has developed through successive generations of hardware and/or software
  • 32. Assessment All of the above work is required to complete AO1. Pass – Limited and superficial understanding Merit – Broad and sound understanding Distinction – Comprehensive and detailed understanding These tasks are designed so that if you complete them in full you should be working to Distinction.