Lecture 2 - Cornell University€¦ · Level design about progress ! Sense of closeness to goal !...

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Transcript of Lecture 2 - Cornell University€¦ · Level design about progress ! Sense of closeness to goal !...

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Mechanics Revisited

Lecture 2

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Purpose of Today’s Lecture

� Give a review of formal design elements � Not everyone here has had the Intro Games course � And for the rest of you, it has been over a year

� Develop a deeper understanding of mechanics � Understand the important of interactions � Understand the analysis challenges

� Set us up for the later lectures on mechanics � Why do we need game grammars?

Mechanics Revisited 2

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Actions

�  Verbs that describe what the player can do �  Walk �  Run �  Jump �  Shoot

�  Does not need to be attached to an avatar �  Build �  Swap �  Rotate

Mechanics Revisited 3

Action Platformer

(left or right) (walk, but faster!) (up; jump/run for left or right) (left or right)

(RTS or simulation) (Bejeweled clones) (Stacking games)

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�  How do verbs, goals relate? �  Imagine there no challenges �  What verbs must you have?

�  Example: Platformers �  Goal: reach exit location �  Only need movement verbs �  Killing enemies is optional �  Other actions are secondary

�  Design Goal: Primary only �  Secondary verbs lead to bloat �  Add features with interactions

Primary Actions

Mechanics Revisited 4

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�  Often in puzzle platformers �  Platformer verbs + something

�  “Innovation on the cheap”

�  Verb that alters “geography” �  Access hard-to-reach areas �  Directly overcome challenges �  Not directly needed for goal

�  But do this sparingly! �  Indies have one new verb! �  Other features are interactions

Secondary Actions are Acceptable

Mechanics Revisited 5

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�  Not a direct action of player �  Outcome of the game state �  Can happen without controller

�  Example: collisions �  Accidental or player forced �  May be bad (take damage) �  May be good (gain power-up)

�  Other Examples: �  Spatial proximity �  Line-of-sight �  Resource acquisition

Interactions

Mechanics Revisited 6

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Game Mechanics

� Game mechanic � Relationship between verbs and interactions � Often call this relationship the “rules” � Gameplay is manifestation of these rules

� Example: Joust � Verbs: Flap; go left or right �  Interaction: Collision with opponent � Rule: If hit opponent, lower player dies

Mechanics Revisited 7

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Gameplay Example: Joust

Mechanics Revisited 8

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�  Can we limit to one verb? �  Mechanics are all interactions

�  Common in mobile, tablet

�  Due to lack of input modes

�  Example: Sneak Beat Bandit �  Has only one verb: move

�  Rhythm game; move to beat

�  All movement on rails

�  If obstacle in way, turn

�  Line-of-sight mechanics

Design Goal: Verb Minimalism

Mechanics Revisited 9

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Beat Sneak Bandit

Mechanics Revisited 10

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Avoid Verb Proxies

�  Proxy: verb that activates another verb �  “Use an item” (what does the item do?)

�  “Shoot” (what does the weapon do?)

� Make your verbs outcome oriented �  Fire standard projectile (like shoot, but says what it shoots)

�  Fire freezing beam (what is does and how it is applied)

�  Important questions to ask �  Does it help me reach a goal?

�  Does it overcome a challenge?

Mechanics Revisited 11

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Avoid Verb Proxies

�  Proxy: verb that activates another verb �  “Use an item” (what does the item do?)

�  “Shoot” (what does the weapon do?)

� Make your verbs outcome oriented �  Fire standard projectile (like shoot, but says what it shoots)

�  Fire freezing beam (what is does and how it is applied)

�  Important questions to ask �  Does it help me reach a goal?

�  Does it overcome a challenge?

Mechanics Revisited 12

Behavior is defined by interaction of projectile with the environment

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Combining Actions

�  Verbs can combine in interesting ways �  Run and jump in a platformer �  Strafing fire in a shooter

�  Typically result of the interactions �  Each verb interacts with environment in different way �  Combination of two give extra feature for “free” �  This is an example of emergent behavior

�  Not all combinations are emergent �  Example: Double jump is not a feature of interactions �  This type of verb combination is a distinct action

Mechanics Revisited 13

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Running Jump

�  Can move while in midair �  Just horizontal movement �  Not realistic; it is a game �  Many platformer challenges

assume this type of control

�  Different than a long jump �  Less height than reg. jump �  No control once in the air �  Would be a distinct action

Combining Actions

Strafing Fire

�  Based on “real life” property �  Bullets travel in straight line �  Movement changes origin �  Walking side-side makes a

spray (used in covering fire)

�  But some features are gamy �  Bullets slower than life �  Character faster than life �  Creates interesting effects

Mechanics Revisited 14

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Running Jump

�  Can move while in midair �  Just horizontal movement �  Not realistic; it is a game �  Many platformer challenges

assume this type of control

�  Different than a long jump �  Less height than reg. jump �  No control once in the air �  Would be a distinct action

Combining Actions

Strafing Fire

�  Based on “real life” property �  Bullets travel in straight line �  Movement changes origin �  Walking side-side makes a

spray (used in covering fire)

�  But some features are gamy �  Bullets slower than life �  Character faster than life �  Creates interesting effects

Interaction

Interaction(?)

Mechanics Revisited 15

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Combining Actions

Mechanics Revisited 16

Is this an example? Why or why not?

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Interactions and Limitations

� You cannot always perform an action �  Shooting may require ammo � Cannot (always) jump in mid air

� Limitation: requirement to perform action � Boolean test (like an if-then) � Only one limitation per verb �  If more than one, split into more verbs � Example: double jump is different from jump

Mechanics Revisited 17

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Game State

� Game State: values that represent the game world at a specific moment in time

� Interaction: function between game states

� Many of these values are spatial � Represent location of various game objects � Also physical values like velocity, acceleration

� Other changeable state values are resources � Governed by your game economy

Mechanics Revisited 18

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Extrinsic

�  State affects other objects

�  Often detection mechanics �  Line-of-sight �  Proximity

�  But can include collisions �  Damage an opponent �  Move an object

Mechanics Revisited 19

Spatial Interactions

Intrinsic

�  State affects the player

�  Affect player resources �  Player takes damage �  Player transfers gold

�  Can effect player position �  Bounce off obstacle �  Attraction to magnet

Most difficult to handle

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�  Current pos. → new pos. �  Which leads to new position �  Unless player can escape…

�  Game state is a vector field �  Each pos. a velocity vector �  Indicates pos. at next frame �  Implicitly defined by code

�  So you can use science of vector fields to understand �  With several caveats

Mechanics Revisited 20

Intrinsic Effects Have Feedback Loops

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�  Convergent Singularities �  Vectors lead to line or point

�  Sucks player into a location

�  Removes player agency

�  Divergent Singularities �  Conflicting directions

�  Player “trapped” there

�  Worse than convergent

Mechanics Revisited 21

Singularities: A Design Problem

Particularly a problem in “pure physics” games.

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�  Seeing fields helps design �  What is stable (convergent)? �  What is instable (divergent)?

�  Have to draw “possibilities” �  What if player is here? �  Rerunning physics sim at

multiple player locations �  Very compute intensive

�  Also, possibility of whom? �  Just player or other objects?

�  Visualization Ideas? Mechanics Revisited 22

Visualizing Vector Fields

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Numeric State

�  Does not change: attributes �  Example: item strength

�  Part of data-driven design

�  Can change: resources �  Example: ammo, health

�  Often limit actions

�  Also mark “partial” success

Mechanics Revisited 23

Non-Spatial Interaction

Symbolic State

�  Lock-and-key mechanics �  Do you have item X?

�  Possession needed to pass

�  Also for “slot” mechanics �  Item gives attribute boost

�  Only one of item type

�  Creates dilemma challenge

Most difficult to handle

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Balancing Resources

�  Sources: How a resource can increase �  Examples (player): ammunition clips, health packs �  Example (external): spawn points

�  Drains: How a resource can decrease �  Examples (player): firing weapon, player damage �  Examples (external): monster death

�  Adjust sources and sinks to “balance” economy �  Together, determine “price” of resource �  Price of resource should reflect its “power”

Mechanics Revisited 24

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Underpricing

�  Cheap, powerful actions �  Players favor these verbs �  Limits play variety

�  Examples: �  Buff spells in most RPGs �  Dragon Age cold spells

Mechanics Revisited 25

Design Problem: Pricing Resources

Overpricing

�  Player never use resource �  Heroes IV: non-heroic units �  Raise Dead in classic RPGs

�  Waste of designers’ time

�  Player “penalized” for fun

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Underpricing

�  Certain resources never used �  D&D 3.5: Hideous Laughter better

than Daze �  Might and Magic: Buff spells

better than damage

�  Can produce monotonous play

Mechanics Revisited 26

Design Problem: Pricing Resources

Overpricing

�  Expensive, weak actions �  Usage is “penalized” �  Waste of designers’ time

�  Examples: �  Shredder ammo in ME2 �  Raise Dead in early D&D

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Underpricing

�  Cheap, powerful actions �  Players favor these verbs �  Limits play variety

�  Examples: �  Buff spells in most RPGs �  Dragon Age cold spells

Mechanics Revisited 27

Design Problem: Pricing Resources

Overpricing

�  Expensive, weak actions �  Usage is “penalized” �  Waste of designers’ time

�  Examples: �  Shredder ammo in ME2 �  Raise Dead in early D&D

�  Resource usage determines difficulty �  Resident Evil: Availability of ammunition �  D&D 3.x: 20% resource per encounter

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�  Simple combat mechanic �  Each round, swap damage �  Enemy dies when health is 0

�  Player goes until health is 0 �  There is healing in game �  …but too sparse to go forever

�  Two primary characters �  Paladin: can lessen damage �  Vampire: drains blood to heal �  Which is better?

Mechanics Revisited 28

Resource Analysis: Dungelot

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Bad Design: “Engines”

� Actions combine to make resources free � Spend one resource to get another � Use new resource to get old one back

� Example: Dragon Age � Resources: Health, Mana �  Small health loss; regain much mana �  Small mana loss; heal much damage � Solution? Cool-down time

Mechanics Revisited 29

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�  Resource mechanics often economic transactions �  State is available resources �  Action trades old for new �  New state: result of “purchase”

�  How can we see change? �  State is high dimensional �  Paths are non-exclusive

�  Need special models �  Resource flow graphs? �  Petri Nets?

Mechanics Revisited 30

Resources Have a Visualization Problem

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�  Level design about progress �  Sense of closeness to goal �  Choice of “paths” to goal

(dilemma challenge) �  Path choice can relate to

play style and/or difficult

�  Easier to design if discrete �  Flow-chart out progression �  Edges are mechanic(s)

�  But these state values are continuous (sort of)

Mechanics Revisited 31

Progression

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�  Design is discretization �  Impose flow chart on state �  Each box is an equivalence

class of game states

�  Spatial Discretization �  Contiguous zones �  Example: past a doorway

�  Resource Discretization �  Range of resource values �  Example: build threshold

Mechanics Revisited 32

Discrete Progression

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�  Is the discretization correct? �  Each game mechanic takes

one state to another state �  Is state reachable in chart? �  Is edge expected mechanic?

�  Very hard problem!

�  Idea: design building blocks �  Transitions “proven” correct �  Link together to make chart �  Motivates game grammars

Mechanics Revisited 33

Problem of Discretization

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Summary

� Mechanics are combination actions and interactions �  Actions are a direct result of player controls �  Interactions triggered by a particular game state

�  Interactions require a understanding of game state �  Spatial state associated with physics, detection �  Resources associated with limitations, unlocking

�  Progression design is a process of discretization �  Organize state into equivalence classes �  Identify mechanics that transition between classes

Mechanics Revisited 34