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Designing a Good Game COMP 585/185: SERIOUS GAMES GAME ELEMENTS KEY ELEMENTS Gameplay  Storytelling  Aesthetics  Novelty  Learning  Immersion  Socializing  GAMEPLAY Challenges  Risk/rewards  Creative expressive play  Actions  Fairness  Symmetry  Competition/cooperation  WHY STORIES IN COMPUTER GAMES? Reach emotion, not just adrenaline  Key in all well-crafted entertainment  More specifically   Add to entertainment value  Wider audience  Keep interest  Marketing STORIES IN COMPUTER GAMES  Are these the first interactive stories?  NO.  Audience participation! What does the player want?  New experience  New place  New person  New activity  Recommendation: learn good storytelling rules GENRE CONSIDERATIONS  Arcade games  Length  Strategy games  Characters  First person shooter  Realism  RPG, adventure  Emotional richness HOW MUCH STORY DO YOU NEED? AESTHETICS Style and skill, not beauty  Harmony   coherence  and consistency Harmony isn’t something that you can fake. … It’s a sensual, intuitive experience. It’s something you feel. … it doesn’t come from design committees ,,, And it never happens by accident or by luck. … Games with harmony emerge from a fundamental note of clear intention. Brian Moriarty GAME MECHANICS SCHELL’S TAXONOMY Space  Objects  Actions  Rules  Skill  Chance  SPACE Number of dimensions  Continuous vs. discrete  Boundaries  Sub-spaces  OBJECTS Attributes  States  Secrets  ACTIONS (EMERGENT PLAY) Operative and resultant  Number of actions  What you can act on  Ways to reach a goal  Number of objects  Side effects: changing constraints  SKILL  Types  Physical  Mental  Social Dominance  Real vs virtual  Improvement  Necessity  CHANCE Probability  Human element  Skill of understanding chance  RULES  Types  Operational  Foundational  Behavioral  Written Modes  Enforcement  Goal  GOAL  Must be  Concrete  Achievable  Rewarding Series or single  Short or long term  Related