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Things that you should consider for Gameplay

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Later parts are from Jesse Schell's s. Predicting player? ... Darius. What's on screen(2)? If you cannot show it obviously to player, show it as part of GUI ... – PowerPoint PPT presentation

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Title: Things that you should consider for Gameplay


1
Things that you should consider for Gameplay
  • Game Design
  • Vishnu Kotrajaras, Ph.D.
  • Later parts are from Jesse Schells slides

2
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

3
Rockman
Super Mario Bros. 3
4
Non-linearity(2)?
  • Different order of challenges
  • Rock man
  • When getting stuck, players can go to other
    challenges, at least for a while?
  • 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.

5
Non-linearity(3)?
  • Multiple endings
  • Sadly, many games do not have non-linearity due
    to budget

6
Effect of non-linearity
Choices in the story affect future missions
(ending too)?
7
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 wont finish the game
    anyway, so why bother do extra stuff is
    short-sighted

8
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

9
Reality
  • Dont 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 dont work like real
    life quite easily
  • Such as you cant crouch in Doom, cant peek over
    corner either

10
Civilization
Sim City
11
The Sims
Rome Total War
12
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

13
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 dont die when you first
    encounter a collapsing floor
  • Reward the players for learning

14
Prince of Persia
15
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

16
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

17
X-Wing VS Tie Fighter
18
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

19
Crash Bandicoot
20
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

21
Whats 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

22
Darius
23
Whats 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

24
US patent 5688126, 6062561
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