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Lecture 4 CS170: Game Design Studio 1

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Vague rule: 'Players will be penalized for taking too long to get through the swamp. ... avoids this by letting player tear down existing buildings to get stone. ... – PowerPoint PPT presentation

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Title: Lecture 4 CS170: Game Design Studio 1


1
Lecture 4CS170 Game Design Studio 1
  • UC Santa Cruz
  • School of Engineering
  • www.soe.ucsc.edu/classes/cmps170/Fall2008
  • michaelm_at_cs.ucsc.edu
  • 06 October 2008

2
Core Mechanics
  • Core mechanics the precise definition of the
    rules by which the game state changes over time
  • Example
  • Vague rule Players will be penalized for taking
    too long to get through the swamp.
  • Core mechanics When the avatar enters the
    swamp, the black toadstools begin to emit a
    poison gas that the player can see filling the
    screen, starting at the bottom and raising at a
    rate of one game-world inch every three seconds
    by the end of 3 minutes, the gas will reach the
    height of the avatars face, and if by that time
    the avatar is still in the swamp, the avatar
    dies. If the avatar returns to the swamp later,
    the gas will be gone, but the process will star
    over again from the beginning.
  • The purpose of physical prototyping youve been
    doing is to force you, in an inexpensive way, to
    experiment with detailed core mechanics
    specifications
  • Core mechanics are described in
  • The design doc
  • Prototypes (on paper and in code)
  • The finished game (in code)

3
Functions of core mechanics
  • Operate the internal economy of the game
  • Resource production, consumption
  • Present active challenges to the player, as
    specified by level design
  • Passive challenges have mechanics to describe
    player action, but not the challenge itself
  • Accept player actions from the interface and
    implement their effects
  • Operate the AI
  • Switch the game from gameplay mode to gameplay
    mode
  • Transmit triggers to storytelling engine when
    dramatically significant events occur

4
The world
  • The core mechanics define what happens in a
    living, real-time world, even when the player
    isnt doing anything
  • In a turn-based game, core mechanics dont do
    anything until the player does something
  • Processes operate continuously for extended
    periods
  • Events are one-shot mechanics that trigger
    because of player action, or because a special
    condition has been detected in a process
  • Turn based games tend to be constructed primarily
    of events
  • The process part of turn-based games are all the
    updates that the player or game masters have to
    do after every turn for all the
    non-player-controlled entities

5
Level design
  • The core mechanics define how different
    challenges actually work
  • Level design specifies, in a data driven way, the
    type, timing and sequence of challenges that
    should appear during play
  • Mechanics read the data to instantiate the
    sequence of challenges defined in the data
  • If levels are generated, core mechanics include
    how to generate levels (select and sequence
    challenges)

6
Resources
  • A resource is a type of object or material that a
    player can move or exchange
  • Handled internally as a numeric value
  • Core mechanics are responsible for defining how
    resources are created, and used up
  • Lets think of some examples of resources
  • Health and mana
  • Ammunition, keys, gold, food, health packs
  • Time

7
Entities
  • Entities represent elements in the gameworld
  • Simple entities consist of nothing but a single
    attribute
  • Score
  • Traffic light
  • Compound entities have multiple attributes
  • Entities correspond to what programmers tend to
    think of as the objects (in an object-oriented
    sense) within a gameworld
  • The engine itself will often be factored into
    some object hierarchy these are not entities in
    the game design sense because they are not part
    of the gameworld
  • Mechanics specify the relationships between
    entities and entity attributes how attributes
    change over time as a function of player actions
    and the values of other attributes

8
Internal economy
  • The internal economy is the system in which
    resources and entities are produced, consumed and
    exchanged in quantifiable amounts
  • Sources the mechanics by which a resource
    enters the world
  • Spawn points
  • Limited vs. unlimited
  • Automatic sources (production rates)
  • Drains the mechanics that determine the
    consumption of resources
  • Shooting using ammunition
  • Destroying enemies
  • Decay

9
Internal economy 2
  • Converter mechanics that convert one resource
    type into another
  • Traders mechanics that govern the trading of
    resources between players and the game
  • Trading causes a reassignment of ownership
  • Production mechanisms mechanics that make
    resources conveniently available to the player
  • A special type of source under the control of the
    player
  • Tangible vs. intangible resources
  • If a resource is not directly represented in the
    game world, it is intangible. Money is a typical
    intangible resource

10
Deadlock
  • Be careful to avoid resource deadlock
  • This can happen whenever theres a dependency
    loop among the resources in a game
  • Example In Monopoly, you need money to purchase
    land in order to earn money (by rent). Need a way
    to bootstrap this is the purpose of the source
    mechanic involving Go (collect 200 dollars)
  • Make sure that you provide mechanisms to the
    player to break deadlock
  • Example In Settlers III, you need stone to
    create a stonecutters hut. You need a
    stonecutters hut to produce stone (to build
    buildings in general). Player starts with a small
    amount of stone. If she uses it all up building
    other buildings, can end up in deadlock. Settlers
    III avoids this by letting player tear down
    existing buildings to get stone.

11
Equilibrium
  • Static equilibrium if the player does nothing,
    system achieves a steady state
  • Dynamic equilibrium if the player does nothing,
    system achieves an oscillating (repeating) state
  • Its hard for players to reason about dynamic
    equilibria
  • Many games dont achieve an equilibrium, but run
    down (slowly) if the player takes no action
  • The player should always have to do something to
    achieve growth

12
Level of detail
  • The right level of detail for describing
    mechanics on paper strikes a balance between
    trying to nail down everything completely (youll
    drive yourself crazy) and leaving too much
    unspecified
  • Use the most detail for uncommon (unfamiliar
    mechanics)
  • Prototypes and spreadsheets can be the best way
    to capture super-detailed mechanics
  • Its better to put something down and be wrong,
    than to leave something unspecified
  • Specify mechanics in writing
  • Implement in a prototype and experiment
  • Iterate

13
Designing mechanics
  • Come up with lists of nouns and verbs from
    high-level design documents (e.g. pitch
    documents)
  • List entities and resources based on noun lists
  • Does a noun represent a resource, and entity an
    attribute, or none of these (for none of these,
    cross off the noun its irrelevant to the
    mechanics)
  • Add mechanics to relate entities (look at verb
    list to get you started)
  • Refine internal economy
  • Define sources, drains, trading and conversion
    for resources
  • Think about what happens when the resource runs
    out (if it deserves to be a resource, something
    should happen)
  • Refine entities
  • Analyze challenges and actions (define mechanics
    for them)
  • Look for global mechanics
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