Documente Academic
Documente Profesional
Documente Cultură
Design
Doom
World of Warcraft
Sim City
Space Invaders
Flower
Cow Clicker
Heavy Rain
Petri Lankoski Södertörn University
What Games Are?
There are prototypical games
Tetris, Chess, Space Invaders,…
Understanding what make these things tick help you
to understand game design
Creating content
Not always purely game design
But content and game design are always linked
How the
building
blocks relate
to each
other?
Mechanics
Goals
Game State
Game View
Components in Chess
Components-of-self
Pieces that I move
Components-of-other
Pieces that another player moves
Components-of-system
Does not have
Components-of-self
Consists of
All components, their positions, values
Who's turn it is (in turn-based multiplayer)
Possible previous game states when the previous
states influence the current state
Tetris
The position and rotation of falling blog
Blogs on the ground
Score
Level
Perfect Information
The game state is fully
visible to a player of to all
players
E.g., Chess
Imperfect Information
The game state is partly
hidden
E.g., Poker
Game environment?
Actions?
Game state?
Game view?
Prediction Trading
Survival
Example
Ico is a game about a boy who get captured
because he is different to others and he needs to
escape
Simulations
Simulations can help to understand how a part of
the system behaves
One does not need ready game for simulation
Does not replace playtesting
But simulation can show the features work in the
long run
Balancing weapons & troops
non-symmetrical things are hard to balance
Simulating system
Run model many times to learn how the system
behaves
Run 50000 times and calculate distribution or
averages, average damage per minute, etc.
Simplified
Robber vs no robber discard
Only resource amount simulated, not types
Assumptions
Four player game
0-3 resources at hand when ones turn ends
Model for using resources
One specific board set-up
The results does not vary much board to board
The results can vary with not optimal settlement placements