Things that you should consider for Gameplay Game Design Vishnu Kotrajaras, Ph.D.
Transcription
Things that you should consider for Gameplay Game Design Vishnu Kotrajaras, Ph.D.
Things that you should consider for Gameplay Game Design Vishnu Kotrajaras, Ph.D. Later parts are from Jesse Schell’s slides Non-linearity Different path from A to B – Mario 3 onwards Story arc – Phantasy Star 3 – Choices, choose 1 way and you can pass a level – Player may come back to play the unplayed choice later Rockman Super Mario Bros. 3 Non-linearity(2) Different order of challenges – Rock man – When getting stuck, players can go to other challenges, at least for a whileใ – But it must be designed to encourage players to explore all Multiple solutions to a problem – A good football game falls into this category because the experience from each game is hardly the same. Non-linearity(3) Multiple endings Sadly, many games do not have nonlinearity due to budget Effect of non-linearity Choices in the story affect future missions (ending too) Purpose of non-linearity Players have authority – If not, player may feel trapped Each player has unique experience Players want to replay (not as important as the feel of authority) Thinking that “players won’t finish the game anyway, so why bother do extra stuff” is short-sighted Game with free order of missions Completing one should provide some way to make other missions easier – (regardless of the order taken) – This allow better chance of progressing Reality Don’t make a game too much like real life – Food, sleep in RPG is a bad thing Reality has its strength – Player is familiar with it: civilization, Sim city But it also has weakness – Players notice things that don’t work like real life quite easily – Such as you can’t crouch in Doom, can’t peek over corner either Civilization Sim City The Sims Rome: Total War Teaching players how to play First few minutes of the game is very important Do not force players to read manual You should know that every player wants to start playing right away Therefore, use the gameplay Using the gameplay to teach how to play Very easy at start, just move, then jump, … Then increasingly harder While introducing moves, players must be in a safe environment – Prince of Persia, you don’t die when you first encounter a collapsing floor Reward the players for learning Prince of Persia Another, teaching method, having tutorial levels Interactive learning – But the first real level must still be easy, because some players may skip the tutorial Some game goes a bit too far as to have an NPC tells a character which button to press. – This will remind the player that she is “playing” the game – Some immersion into the game may be lost Input/output Controls must be easy to pick up. Good examples include: – Allowing a player to control everything with mouse – Use an already well known interface Playtesting is important – If the playtester does not like the controls, you must believe him Do not do too much – Do not use many keys on keyboard (X-Wing) – Only expert player will like it X-Wing VS Tie Fighter Input/output(2) The good way is to design controls based on control pad – This will help refine the control method It is good to have multiple ways of getting the same effect – 2 ways to click mouse and get the same result – Hot key and normal controls together – 2 buttons doing the same thing • Crash Bandicoot Crash Bandicoot Input/output(3) Beware – You may test the controls so many times that you think it is easy – Find first-time players to test the controls • Fix the controls if these first-time players have problems • Do not expect them to get used to the controls What’s on screen Player must see the action, or threat, for example: – Getting a warning that units being attacked off-screen, so the player can zoom to the units – Bad: NPC is dying, but there is no sign until he nearly dies – Players need positive feedback when he shoots at the right location Darius What’s on screen(2) If you cannot show it obviously to player, show it as part of GUI – Life bar (try using bars instead of numbers) – Where GUI exists, make it as obvious as possible But GUI should be minimized as much as possible to allow players to feel immerse into the game world Do not forget sound US patent 5688126, 6062561