- The document discusses differences between social games and other games, focusing on how social games are designed to leverage characteristics of social networking platforms like Facebook.
- Key patterns in social game design identified include public player statistics, persistent game worlds, tick-based mechanics where time progresses in real-time, and events timed to the real world.
- Other patterns encourage return visits, include grinding repetitive tasks; support drop-in/drop-out play; and involve altruistic actions, gift economies, and broadcasting achievements to social networks.
LAFS Game Mechanics - The Core MechanicDavid Mullich
This document outlines the topics and grading structure for a game mechanics class, including labs, assignments, tests, and attendance policies, and provides advice for students such as coming prepared, meeting deadlines, studying for tests, and making a good impression on faculty. The class will cover various game mechanics like core mechanics, progression mechanics, randomness, narrative, and balancing mechanics.
There are multiple UI systems in Unity but uGUI is the latest and most commonly used. uGUI uses classes in the UnityEngine.UI namespace and components like Image, Text, and Button to build interfaces. Canvases are used to control where UI elements are positioned, either in screen space or world space. Cross resolution strategies like pixel size and screen size help UI scale appropriately on different screens. The event system allows communication between the UI and other game components through events. Exercises demonstrate creating a main menu with buttons, player input, and high score tracking using these uGUI systems.
This 10 page game design document outlines a mobile and tablet game called "Whole Load'a Dough" aimed at children ages 4+. The player controls Pizzaman as he rescues pizza slices held hostage by enemies. Pizzaman gains new abilities after defeating each boss, helping in subsequent levels. The game has platforming elements but combat involves shooting objects at enemies and swinging from cheese strings. It takes place in environments themed after bosses like a snow level for the Iceburg Lettuce boss. Cutscenes advance the story in a comic book style between levels.
Este manual del propietario proporciona información sobre la operación y el mantenimiento del vehículo. Incluye secciones sobre seguridad, instrumentos y controles, operación del vehículo, mantenimiento y especificaciones técnicas. El manual destaca la importancia de seguir las reglas de seguridad para proteger al conductor y los pasajeros.
LAFS Game Design 1 - Structural ElementsDavid Mullich
This document discusses key concepts in game design such as players, objectives, procedures, rules, resources, conflict, boundaries, and outcomes. It provides examples and tips for how to effectively incorporate each concept into game design. Players can include single player, multiplayer, and different player roles. Objectives should be clear, challenging but achievable goals. Procedures define allowable actions and gameplay. Rules establish boundaries and restrictions. Resources are assets used to achieve objectives. Conflict creates competition or obstacles. Boundaries separate the game world. Outcomes determine a winner or end state. Good design maximizes choices within clear but not overly complex rules.
A video game proposal is a brief document that aims to convince managers and investors to fund a new game idea. The proposal covers key elements at a high level, including the game title, genre, platform, narrative or objective, character and environment designs, gameplay mechanics, and features. It may include comparisons to other successful games. The goal is to attract backing for the idea before fully developing the design. Managers provide feedback that can strengthen the proposal. If approved, the full design process can begin.
Unity is a popular cross-platform game engine that was first released in 2005. It allows developers to create 2D and 3D games that can be deployed across multiple platforms. Some key benefits of Unity include its support for a wide range of platforms, extensive asset store, ease of use particularly for beginners, and large developer community. However, limitations include an inability to directly link external code libraries and expensive pro licenses.
The document outlines the key elements to include when designing a game for instructional purposes, such as an overview of the concept, desired outcomes, objectives, assessment, gameplay strategy, character descriptions, environment, how to play, rewards, look and feel, technical specifications, and timeline. It provides examples for each element and recommends including details about the instructional approach, scenario, interactions, and assessment within the game design. The goal is to create an engaging experience that teaches the intended concepts and evaluates learning.
This document discusses a game and web specialist providing a document on an unspecified topic. The specialist hopes the document is useful. The CEO of Alurkria, Kika Syafii, signs off thanking the reader.
PlayerUnknown's Battlegrounds (PUBG) is an online multiplayer battle royale game developed and published by PUBG Corporation, a subsidiary of South Korean video game company Bluehole. The game is based on previous mods that were created by Brendan "PlayerUnknown" Greene for other games, inspired by the 2000 Japanese film Battle Royale, and expanded into a standalone game under Greene's creative direction. In the game, up to one hundred players parachute onto an island and scavenge for weapons and equipment to kill others while avoiding getting killed themselves. The available safe area of the game's map decreases in size over time, directing surviving players into tighter areas to force encounters. The last player or team still surviving wins.
Game Development is the art of creating games and describes the design, development and release of a game. It may involve concept generation, design, build, test and release. While you create a game, it is important to think about the game mechanics, rewards, player engagement and level design.
There’s a rise in demand for professionals in the field, game development jobs beat any typical 9-5 work, and there are plenty of exciting roles available. You will not only create games but can be immersed in the world of gaming – all in a day at work.
Dive in and learn all about game development!
A game design document is a highly descriptive document created by game designers, artists, and programmers that provides a guiding vision for a video game's narrative, characters, environments, mechanics, interface, and assets. It must include detailed descriptions in these key areas and can include supporting drawings. The document is created early in development and attached to agreements with publishers to communicate the game's vision throughout production.
This document discusses symbols used in entity relationship diagrams including entities, attributes, composite attributes, key attributes, derived attributes, and relationships. Entities represent real world objects, attributes describe entities, and relationships show how entities are connected.
This document provides an overview of game development. It defines a game as an interactive form of entertainment and art differentiated from other media by user interactivity. It discusses major game genres and the large game market focused on mobile, console, PC, and online games. The document outlines the typical game development process including idea/documentation, design, development, and testing phases. It describes key activities in each phase such as concept art, gameplay design, programming, and quality assurance testing. In closing, it notes the appeal of game development is that it is very enjoyable to both play and create games.
Gameplay is defined as the specific interactions players have with a game through its rules and mechanics. Key aspects of gameplay that impact the player experience include playability, satisfaction, learning, efficiency, immersion, motivation, emotion, and socialization. Game mechanics are the rules and constraints that guide gameplay to create a fun experience. Common game mechanics include turns, action points to control player actions each turn, and capture/eliminate mechanics to remove opponents from play.
This document describes a Windows platform game called Street Runner. The game is inspired by Subway Surfer and Temple Run. It allows the player to control a character who runs endlessly, collecting powerups and avoiding obstacles. The document outlines the game's details, algorithms, menus, scoring, and technical implementation using Unity 3D and other tools. It was created by students to demonstrate basic game development concepts and provide entertainment on Windows PCs with minimal requirements.
This document provides an overview of vehicle body engineering, including:
1. It defines key terms related to vehicle body design such as chassis, body, suspension system, and power train.
2. It describes the basic requirements for automobile body design including strength, stiffness, providing adequate space, minimizing air drag, and protecting occupants from weather, corrosion, and accidents.
3. It discusses important considerations for vehicle body design like visibility, terminology, and methods to improve space requirements. Diagrams are included to illustrate factors that influence visibility and space.
The document provides an overview of Unity 3D, a popular game engine. It discusses Unity basics like installing Unity, the main interface, and components like scenes, game objects, and prefabs. It also covers scripting in Unity, importing and creating assets, and how to build and export games for different platforms. The document serves as an introduction to the Unity game engine for beginners.
The document provides an overview of the popular battle royale game PlayerUnknown's Battlegrounds (PUBG). It describes the open world map which includes various terrains, structures, and vehicles. It also discusses the first-person shooter gameplay where 100 players battle to be the last surviving player. Players can customize their avatars and loot weapons, armor, and supplies to aid their survival. The goal is to kill other players while avoiding the poisonous blue zone that slowly closes in on the map. PUBG utilizes the Unreal Engine 4 and aims for photorealistic graphics to create an immersive battle royale experience.
This document outlines a software engineering student project to develop a 3D adventure loop game. It includes the project objectives, game logic and features, components, requirements, architecture, and design patterns. The team will use Unity 3D to develop the cross-platform game, applying both waterfall and iterative development models. They will use GitHub for version control, Bugzilla for bug tracking, and design tools like Photoshop and Illustrator. The goal is to build a user-friendly game with a polished GUI that could later be published on mobile app stores.
LAFS Game Mechanics - Progression MechanicsDavid Mullich
This document discusses various game mechanics related to progression, including:
- Actions, rewards, and triggers that define game mechanics
- Progression systems that increase difficulty over time to maintain player engagement
- Progression elements like levels, scores, abilities, and pick-ups/power-ups that encourage advancement
- How tools, controllers, and chargers can expand gameplay options and promote certain goals like racing or skill acquisition
It provides examples and considerations for implementing different progression mechanics and analyzing their impact on game design.
The document proposes applying concepts from ethology, the study of animal behavior, to analyze game design and player behavior in games. It outlines an approach called "game ethology" which involves observing and categorizing player behaviors, interactions, and progression over time to better understand game mechanics and design. The approach is demonstrated through an analysis of the gardening activities in the game Animal Crossing, examining behaviors, development over time, similarities to other games, and how the mechanics support the game's goals.
Game Studies Download 2009 - Top 10 Research FindingsJane McGonigal
Ian Bogost, Mia Consalvo, and Jane McGonigal present a curated list of the top 10 most interesting, surprising, and useful findings from game studies research over the past year. Presented at the 2009 Game Developers Conference
The document outlines the key elements to include when designing a game for instructional purposes, such as an overview of the concept, desired outcomes, objectives, assessment, gameplay strategy, character descriptions, environment, how to play, rewards, look and feel, technical specifications, and timeline. It provides examples for each element and recommends including details about the instructional approach, scenario, interactions, and assessment within the game design. The goal is to create an engaging experience that teaches the intended concepts and evaluates learning.
This document discusses a game and web specialist providing a document on an unspecified topic. The specialist hopes the document is useful. The CEO of Alurkria, Kika Syafii, signs off thanking the reader.
PlayerUnknown's Battlegrounds (PUBG) is an online multiplayer battle royale game developed and published by PUBG Corporation, a subsidiary of South Korean video game company Bluehole. The game is based on previous mods that were created by Brendan "PlayerUnknown" Greene for other games, inspired by the 2000 Japanese film Battle Royale, and expanded into a standalone game under Greene's creative direction. In the game, up to one hundred players parachute onto an island and scavenge for weapons and equipment to kill others while avoiding getting killed themselves. The available safe area of the game's map decreases in size over time, directing surviving players into tighter areas to force encounters. The last player or team still surviving wins.
Game Development is the art of creating games and describes the design, development and release of a game. It may involve concept generation, design, build, test and release. While you create a game, it is important to think about the game mechanics, rewards, player engagement and level design.
There’s a rise in demand for professionals in the field, game development jobs beat any typical 9-5 work, and there are plenty of exciting roles available. You will not only create games but can be immersed in the world of gaming – all in a day at work.
Dive in and learn all about game development!
A game design document is a highly descriptive document created by game designers, artists, and programmers that provides a guiding vision for a video game's narrative, characters, environments, mechanics, interface, and assets. It must include detailed descriptions in these key areas and can include supporting drawings. The document is created early in development and attached to agreements with publishers to communicate the game's vision throughout production.
This document discusses symbols used in entity relationship diagrams including entities, attributes, composite attributes, key attributes, derived attributes, and relationships. Entities represent real world objects, attributes describe entities, and relationships show how entities are connected.
This document provides an overview of game development. It defines a game as an interactive form of entertainment and art differentiated from other media by user interactivity. It discusses major game genres and the large game market focused on mobile, console, PC, and online games. The document outlines the typical game development process including idea/documentation, design, development, and testing phases. It describes key activities in each phase such as concept art, gameplay design, programming, and quality assurance testing. In closing, it notes the appeal of game development is that it is very enjoyable to both play and create games.
Gameplay is defined as the specific interactions players have with a game through its rules and mechanics. Key aspects of gameplay that impact the player experience include playability, satisfaction, learning, efficiency, immersion, motivation, emotion, and socialization. Game mechanics are the rules and constraints that guide gameplay to create a fun experience. Common game mechanics include turns, action points to control player actions each turn, and capture/eliminate mechanics to remove opponents from play.
This document describes a Windows platform game called Street Runner. The game is inspired by Subway Surfer and Temple Run. It allows the player to control a character who runs endlessly, collecting powerups and avoiding obstacles. The document outlines the game's details, algorithms, menus, scoring, and technical implementation using Unity 3D and other tools. It was created by students to demonstrate basic game development concepts and provide entertainment on Windows PCs with minimal requirements.
This document provides an overview of vehicle body engineering, including:
1. It defines key terms related to vehicle body design such as chassis, body, suspension system, and power train.
2. It describes the basic requirements for automobile body design including strength, stiffness, providing adequate space, minimizing air drag, and protecting occupants from weather, corrosion, and accidents.
3. It discusses important considerations for vehicle body design like visibility, terminology, and methods to improve space requirements. Diagrams are included to illustrate factors that influence visibility and space.
The document provides an overview of Unity 3D, a popular game engine. It discusses Unity basics like installing Unity, the main interface, and components like scenes, game objects, and prefabs. It also covers scripting in Unity, importing and creating assets, and how to build and export games for different platforms. The document serves as an introduction to the Unity game engine for beginners.
The document provides an overview of the popular battle royale game PlayerUnknown's Battlegrounds (PUBG). It describes the open world map which includes various terrains, structures, and vehicles. It also discusses the first-person shooter gameplay where 100 players battle to be the last surviving player. Players can customize their avatars and loot weapons, armor, and supplies to aid their survival. The goal is to kill other players while avoiding the poisonous blue zone that slowly closes in on the map. PUBG utilizes the Unreal Engine 4 and aims for photorealistic graphics to create an immersive battle royale experience.
This document outlines a software engineering student project to develop a 3D adventure loop game. It includes the project objectives, game logic and features, components, requirements, architecture, and design patterns. The team will use Unity 3D to develop the cross-platform game, applying both waterfall and iterative development models. They will use GitHub for version control, Bugzilla for bug tracking, and design tools like Photoshop and Illustrator. The goal is to build a user-friendly game with a polished GUI that could later be published on mobile app stores.
LAFS Game Mechanics - Progression MechanicsDavid Mullich
This document discusses various game mechanics related to progression, including:
- Actions, rewards, and triggers that define game mechanics
- Progression systems that increase difficulty over time to maintain player engagement
- Progression elements like levels, scores, abilities, and pick-ups/power-ups that encourage advancement
- How tools, controllers, and chargers can expand gameplay options and promote certain goals like racing or skill acquisition
It provides examples and considerations for implementing different progression mechanics and analyzing their impact on game design.
The document proposes applying concepts from ethology, the study of animal behavior, to analyze game design and player behavior in games. It outlines an approach called "game ethology" which involves observing and categorizing player behaviors, interactions, and progression over time to better understand game mechanics and design. The approach is demonstrated through an analysis of the gardening activities in the game Animal Crossing, examining behaviors, development over time, similarities to other games, and how the mechanics support the game's goals.
Game Studies Download 2009 - Top 10 Research FindingsJane McGonigal
Ian Bogost, Mia Consalvo, and Jane McGonigal present a curated list of the top 10 most interesting, surprising, and useful findings from game studies research over the past year. Presented at the 2009 Game Developers Conference
Embark on a thrilling journey through the gaming universe with our article, "Unlocking the Wonders: A Deep Dive into the Top 3 Mobile Games." Discover the captivating graphics, immersive gameplay, and community engagement that set these games apart. Dive into trends, explore the impact on social connections and skill development, and glimpse into the future of mobile gaming. Find your perfect game match and stay ahead in the ever-evolving world of mobile gaming.
The document discusses research into social games on Facebook. It summarizes interviews with 18 Facebook users who play or have played social games. Key findings include: players see social games as casual time-killers rather than "real" games; motivation comes from relieving boredom and organizing in-game tasks; frustration arises from notification spam. The research aims to understand user experiences and inform theories and tools for designers.
This document discusses internet gaming addiction and problematic online gaming. It begins by describing how online gamers are more likely to demonstrate problematic use compared to offline gamers. It then provides a history of internet and video game addiction, describing early concepts from the 1970s onward. The document outlines different typologies of games and their associated addiction risks, such as massively multiplayer online role-playing games (MMORPGs) posing the highest risk. Several models of internet gaming addiction and issues with related research and screening/assessment are also summarized.
The document discusses games for urban design and planning. It begins by providing background on definitions of games, distinguishing between formal and informal games. It then discusses serious games, which are games designed for non-entertainment purposes like education, health, and urban planning. Serious games apply gaming technology to these non-entertainment domains. Examples provided include teaching games that educate through gameplay and meaningful games that promote meaningful messages. The document also discusses varieties of games including digital vs non-digital, open-ended games without winners, and emergent games where new strategies arise from player interactions not predefined rules. Ubiquitous games incorporate both real and virtual worlds. The document emphasizes the potential of serious games for urban planning by making the
Presented in Gamers in Society seminar in Tampere, Finland (spring 2007). Mainly about introducing phenomenon of casual games and terminology for studying the casual IN games phenomenon.
Ems - Summer I ’11 - T101 Lecture 15: Nic Matthews - Video gamesLindsayEms
The document discusses video games, including why they are popular, who plays them, and why people play them. It explores differences between games and television, issues of game realism and violence, and user-generated content and modifications. The document also examines policy implications of games and arguments that games can promote cooperation and social bonding. It concludes by encouraging readers to play games to have fun and build social connections.
This document provides guidance for proposing a new video game concept without fully designing the game. It includes requirements such as providing a title, high concept description, one-page pitch document, and explanation of genre, premise, target audience, gameplay, and themes. It also lists additional deliverables such as an initial game design document, narrative treatment, gameplay flowcharts, concept art, and game board design if applicable. Descriptions and examples are provided for various elements of gameplay, genres, and other concepts to help inform the game proposal.
The document discusses various types of online gaming addictions and video game addictions. It defines addiction as a habitual psychological and physiological dependence beyond one's control. It provides examples of massively multiplayer online games (MMOs), first person shooter games, adult/gambling games, puzzle/strategy games, and racing/simulation games. The document also discusses physical symptoms of video game addictions, popular social networks, causes of gaming addictions, signs of gaming addictions, and ways to deal with gaming addictions such as admitting powerlessness and making amends.
Game Design Workshop at Naresuan University discusses game design. It explains that designing successful games requires multi-disciplinary teams, including producers, designers, artists, programmers, level designers, sound engineers and testers. Game design is an iterative process involving playtesting, evaluation and revision. The document also discusses key aspects of game systems, including components, dynamics and mechanics. It provides definitions and examples of different types of players, from hardcore to casual gamers. Finally, it explores the concept of evocative objects and how we think with the objects we interact with.
Extended presentation offered to help promote video games in library/academic settings. Topics of the presentation include Rise of Video Games, Where video games are played, demographic of gamers, myths & facts with video games, educational aspects of video games, how to host a party/tournament, and advice on building a collection.
viewers are welcome to refer to this presentation but are asked to ask permission before use.
The document discusses research into Tim Burton's artistic style and approach to storytelling that could influence the design of environments, characters, and narrative for the project. It also examines the music of Berlinist, noting how their soundtracks for games like Gris are able to convey both the environment and emotions of silent protagonists through a relaxed, lo-fi musical style. This additional research will help with designing visuals, narrative, and selecting inspiring music for the project.
Social media expert Roger Harris outlines a view of gaming from the perspective of the changing world of social media. This presentation was given at the Triangle Gaming Conference, May 30, 2009.
This document provides guidance on developing a game concept, including defining key elements such as high concept, genre, target player, play value, competition, uniqueness, and game engine. It emphasizes that a high concept can succinctly communicate the core idea of a game. Game genres are classified based on gameplay rather than setting, with many examples provided across common categories like action, role-playing, simulation and strategy. Defining the target player involves considering their interests, demographics, and motivations for play. Competition refers to similar existing games, while uniqueness outlines how the concept differs.
This document summarizes a presentation about bringing videogaming to libraries. It discusses defining games and their benefits, as well as ways libraries can serve gamers by collecting games, hosting game programs, and more. Examples are provided of model gaming collections and programs. The importance of immersing oneself in gaming culture is emphasized to better understand patrons and the gaming experience. Factors that make for good games and successful gaming programs are also examined.
Web browser game development offers opportunities for social interaction and fun through online games. HTML5 is poised to become the standard for web games, allowing them to be played across browsers without plugins. Developing successful browser games requires considering the gamer experience and supporting multiple browsers. This document outlines designing a role-playing browser game using the GAMVAS framework, including the game world, player character, NPCs, and a demo.
The document discusses several video games including The Last of Us, Prince of Persia, Braid, Far Cry, and provides analysis of common features and aspects that will be included in the creator's own work.
The Last of Us is an action-adventure survival horror game about smuggling a teenage girl across a post-apocalyptic America while defending against hostile humans and creatures. Prince of Persia is an action-adventure franchise focused on a Persian prince, known for its realistic animations achieved through rotoscoping. Braid is a puzzle platformer about rescuing a princess through puzzle pieces and storytelling text. Far Cry uses realistic environments, wildlife, and weapons for its first-person shooter
This document summarizes a presentation on designing creative mobile games. It discusses defining player actions or "verbs", incorporating different types of challenges, considering categories of player pleasure, and designing for constraints like screen size and processing power. It also covers multiplayer game design, dealing with latency issues, designing for community features, and incorporating a "metagame" to increase player interest. The presentation emphasizes that there is no single methodology for game design and that considering what players do and what pleasures and constraints exist provides a good starting point.
Do decisions made in games have any ethical implications? After all, its just a game!
But are some things too terrible, too taboo, to represent in computer games?
The document discusses design patterns for live-action roleplaying (LARP) games. It introduces some common meta-techniques used in LARPs, such as the "Don't Rule" which allows players to indicate their willingness to escalate physical scenes, and "The Doctor" which represents a non-player character that can help advance the game's story. The document also examines how LARP design patterns are related and can influence each other, such as how the use of blank-firing firearms relates to enacting combat scenes. Patterns for simulating sex and violence in LARPs are also covered, along with the structure used to document LARP design patterns.
Experience of discussing with 5 gamergate people 2015Staffan Björk
The document discusses the author's personal experiences communicating with five individuals associated with Gamergate. It introduces these individuals through their Twitter handles and includes screenshots of conversations the author had with each person. The conversations touched on Gamergate and digressed to other topics at times. The document concludes by thanking the audience and inviting questions.
This document provides an overview of research methods that can be used for game research. It discusses both qualitative and quantitative methods, as well as mixed methods approaches. Qualitative methods examined include formal analysis, ethnography, interviews, and ethnomethodology. Quantitative methods discussed include psychophysiological studies, data visualization, and experimental designs. The document also covers game development for research purposes. Overall, the document aims to provide researchers with a toolbox of options for game research methods and considerations for selecting appropriate methods based on the research question and unit of analysis.
Gameplay design patterns presentation at dragon's lair, stockholm, sweden 201...Staffan Björk
The document discusses gameplay design patterns as a language to support game design. It introduces the idea of gameplay design patterns as a way to describe recurring design choices in games. Patterns can be used to externalize knowledge, develop game concepts, and communicate within development teams. Examples of patterns include power-ups, first person views, and cut scenes. Patterns can relate to each other and fit within the mechanics, dynamics, aesthetics framework. The document argues that a design language using patterns can help address challenges in gameplay design.
Workshop södertörn jan 2014 intermittent versionStaffan Björk
This document provides an overview of a workshop on game mechanics, gameplay design patterns, and the MDA framework for analyzing games. It introduces the concept of game mechanics as goal-driven activities related to a game. Exercises are described for participants to identify mechanics in their own games and map relationships between mechanics and patterns. Gameplay design patterns are presented as recurring design choices that can guide design. The MDA framework - Mechanics, Dynamics, Aesthetics - is outlined as a model for understanding games at different levels from rules to player experiences.
This document discusses gamification and gaming activities. It begins by defining some key aspects of games like rules, goals, flow, and feedback. It then discusses the origins and early examples of serious games and simulations used for purposes beyond entertainment. This includes uses in education, warfare, gambling, voting, and religion. The document argues that many systems can already be seen as games or can be "gamed" due to their inclusion of rules and goals, even if not intentionally designed as such. It concludes that considering how users may approach and "game" activities could help designers aiming to create or modify systems and that not considering this aspect may lead to problems.
UI UX at Ajeenkya DY Patil University.pptxsourabhmore19
UI/UX at Ajeenkya DY Patil University (ADYPU) offers an immersive design education that blends creativity, user-centered methodologies, and cutting-edge technology. With a curriculum grounded in real-world applications and supported by industry experts, students are equipped to craft intuitive, innovative digital experiences.
Ghibli Studio AI brings the magic of Studio Ghibli into the AI era. This groundbreaking app lets users create stunning anime-style artwork, animations, and visual stories inspired by the iconic aesthetics of Ghibli films — all with a few clicks. Perfect for animators, storytellers, digital artists, and content creators, this platform is the first of its kind to blend nostalgia with advanced AI generation.
12 Principles of Multimedia Design, OER.pptxjbolivar9
This is an Open Educational Resource (OER) created by John Lauriel B. Olivar and licensed under Creative Commons Attribution 4.0 International License (CC BY 4.0).
You can freely use, share, or adapt this material as long as you give proper credit.
Attribution Example:
"Adapted from John Lauriel Olivar, 2025. Licensed under CC BY 4.0."
Greenery-Palette Pitch Deck by Slidesgo.pptxtaconghieu167
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1. Principles and patterns of social games Where’s the difference compared to other games? Staffan Björk Dept. of Applied IT, Gothenburg University Game Studio, Interactive Institute
2. Takeaway An exploration in how to differentiate between the “new” trend of social games and ordinary games Based upon these differences, some specific gameplay patterns that are commonly used in social games
5. A definition of play Johan Huizinga ” [Play is] a free activity standing quite consciously outside ”ordinary” life as being ”not serious”, but at the same time absorbing the player intensely and utterly. It is an activity connected with no material interest, and no profit can be gained by it. It proceeds within its own proper boundaries of time and space according to fixed rules and in an orderly manner. It promotes the formation of social groupings , which tend to surround themselves with secrecy and to stress their difference from the common world by disguise or other means.” Huizinga, J. Homo Ludens, 1938
8. What is a game? ” A game is a rule-based formal system with a variable and quantifiable outcome , where different outcomes are assigned different values, the player exerts effort in order to influence the outcome, the player feels attached to the outcome , and the consequences of the activity are optional and negotiable . “ Jesper Juul Borderline games lack of one requirement E.g. tabletop roleplaying games, gambling
10. Casual Games 5 Aspects of Game Design Fiction Usability Interruptability Difficulty & Punishment Juiciness Notes that games rarely are either casual or hardcore
11. Stereotypical Casual Players Fiction preference Game knowledge Time investment Attitude t. difficulty Positive Low Low Dislikes Negative High High Prefers
12. Interviewed Casual Players Fiction preference Game knowledge Time investment Attitude t. difficulty Positive Low Low Dislikes Negative High High Prefers
13. Stereotypical Hardcore Players Fiction preference Game knowledge Time investment Attitude t. difficulty Positive Low Low Dislikes Negative High High Prefers
14. Interviewed Ex-hardcore Players Fiction preference Game knowledge Time investment Attitude t. difficulty Positive Low Low Dislikes Negative High High Prefers
15. Interviewed Ex-hardcore Players Fiction preference Game knowledge Time investment Attitude t. difficulty Positive Low Low Dislikes Negative High High Prefers
16. Players - What about Games? Player-centric approach Study preferences Study experiences Can provide requirements Actually activity-centric Game-centric approach Study game design Analyze existing designs Can provide specific design suggestions
17. Player and Game Flexibility Casual Hardcore Games Flexible Inflexible Players Inflexible Flexible
18. Affordances of Casual Games Fiction preference Game knowledge Time investment Attitude t. difficulty Positive Low Low Dislikes Negative High High Prefers
19. Affordances of Hardcore Games Fiction preference Game knowledge Time investment Attitude t. difficulty Positive Low Low Dislikes Negative High High Prefers
21. Playfulness in Facebook apps (Rao 2008, Järvinen 2009) 5 Qualities Symbolic Physicality Social actions, e.g. poking, high-fiving (Social) Spontaneity Easy-to-use, familiar themes Inherent Sociability Intuitive starting points for collaboration Narrativity Telling the players’ stories Asynchronicity Removes need of planning game sessions All but the last exist in face-to-face gaming
22. A Comparison Casual Games Qualities Fiction Usability Interruptability Difficulty & Punishment Juiciness Player preferences Playfulness Qualities Symbolic Physicality Spontaneity Inherent Sociability Narrativity Asynchronicity Player behavior
23. Summary, so far Observations Play is social in its’ nature All games are social in some sense If nothing else, players’ retelling their experiences Qualities from Casual Games help explain players’ preferences towards these games Qualities from Playfulness explain typical player behavior on the social networks Other games may support these preferences and encourage these behavior
25. Taking a Platform Perspective Social Games use social network platforms E.g. Facebook, LinkedIn, My Space Characteristics of social networking sites Have confirmed static network relations Broadcasting of ephemeral events Examplifies that social relations must be continuously traced (Latour’s Actor-Network Theory) Social Games build gameplay on these characteristics Not all games on facebook are social games
26. Gameplay Design Patterns for Social Games That build upon the functionality of social network platforms
27. Gameplay Design Patterns “ Semi-formal inter-dependent descriptions of commonly reoccurring parts of the design of a game that concern gameplay ” Björk & Holopainen Separate function from form Defines “fuzzy” concepts Range from concrete to abstract Work also for unintentional features
28. Gameplay Design Patterns, cont. Examples Achievements Boss Monsters Paper-Rock-Scissors Power-Up Cut Scenes Role Reversal Mutual Goals Helplessness
29. Public Player Statistics Information about players’ game instances that are publicly available. Potential Enablers Static Relations Ephemeral Events Global High Score Lists , Friend Lists Consequences Social Status Examples: Mafia Wars, Icy Tower
30. Persistent Game Worlds The game state is independent from individual players' game and play sessions. Potential Enablers Static Relations Spontaneity Fiction Consequences Tick-Based Games Examples: FrontierVille, WoW
31. Tick-Based Games The game time progresses according to real time, but in discrete steps. Potential Enablers Persistent Game Worlds Consequences Asynchronicity Asynchronous Games , Downtime , Encouraged Return Visits Examples: Farmville, Parking Wars
32. Events Timed to the Real World Gameplay events are initiated by specific real time events occurring. Potential Enablers Tick-Based Games Consequences Ephemeral Events Evolving Gameplay Design , Encouraged Return Visits Examples: Mafia Wars, Harvest Moon
33. Evolving Gameplay Design That the rules of a game instance changes as gameplay takes place. Potential Enablers Events Timed to the Real World Consequences Ephemeral Events Encouraged Return Visits , Exploration , Red Queen Dilemma Examples: Mafia Wars, Farmville, Parking Wars, Tabletop RPGs, Nomic
34. Encouraged Return Visits (Based upon observations in Brathwaite, 2007) Players are encouraged to return frequently to a certain part of the game space. Potential Enablers Catching Ephemeral Events Continuous Goals Risk/Reward Tick-Based Games Consequences Grinding Examples: Parking Wars
35. Grinding The need to perform a certain task considered easy repeatedly. Potential Enablers Difficulty & Punishment Encouraged Return Visits Consequences Pottering Examples: Farmville, WoW
36. Drop-In/Drop-Out Designed support to handle players entering and leaving ongoing game sessions. Potential Enablers Asynchronicity Persistent Game Worlds Consequences Spontaneity Ephemeral events Examples: Pet Societies, Lego Star Wars
37. Private Game Spaces Parts of the game space that only a single player can manipulate directly. Potential Enablers Difficulty & Punishments Narrativity Persistent Game Worlds + Drop-In/Drop-Out Consequences Construction , Visits , Massively Single-Player Games Examples: Farmville, Puerto Rico
38. Massively Single-Player Online Games Games that make use of other players’ game instances to provide input to the game state. Potential Enablers Asynchronicity Private Game Spaces Consequences Symbolic Physicality Examples: Mafia Wars, Spore
39. Construction Changing or rearranging game elements to form more complex structures. Potential Enablers Fiction Narrativity Private Game Spaces Consequences Pottering Examples: Mafia Wars, Farmville
40. Pottering The management of game resources for its own sake. Potential Enablers Difficulty & Punishment Grinding , Construction Consequences Static Relations Juiciness Examples: FrontierVille, The Sims
41. Visits Temporary access to other players’ private game spaces. Potential Enablers Inherent Sociability Private Game Spaces Consequences Ephemeral events Massively Single-Player Games Examples: Farmville, Puerto Rico
42. Altruistic Actions Actions that have only explicit benefits for somebody else than is performing the action. Potential Enablers Inherent Sociability Free Gift Inventories , Visits Consequences Non-Player Help , Collaboration , Expected Reciprocity Examples: Farmville, D&D Tiny Adventures
43. Free Gift Inventories Players have an inventory of game items that can only be given to other players, but these items are generated for free. Potential Enablers Inherent Sociability Consequences Altruistic Actions Examples: Farmville, Frontiersville
44. Non-Player Help Players can receive help in the games by actions from those not playing. Potential Enablers Broadcasting Ephemeral Events Altruistic Actions Consequences Symbolic Physicality Extra-Game Event Broadcasting Examples: Farmville, Lifelines in Who Wants to Be a Millionaire?
45. Invites (Based upon observations in Järvinen, 2009) The use of inviting new players to a game as game actions. Potential Enablers Inherent Sociability Static Relations Drop-In/Drop-Out , Non-Player Help Consequences Extra-Game Event Broadcasting Examples: Mafia Wars, Farmville
46. Extra-Game Event Broadcasting Game Events are broadcasted in a medium where others can perceived them. Potential Enablers Achievements , Invites , Non-Player Help Consequences Broadcasting Ephemeral Events Examples: Mafia Wars, Xbox Live
47. Collaborative Actions Compound actions that require several players to perform actions. Potential Enablers Inherent Sociability Altruistic Actions , Construction Consequences Symbolic Physicality Cooperation , Delayed Reciprocity , Purchasable Game Advantages Examples: Farmville, Pandemic
48. Delayed Reciprocity Players perform actions to help others under the assumption that they later will be helped in return. Potential Enablers Inherent Sociability Altruistic Actions , Collaborative Actions Consequences Guilting Examples: FrontierVille, Left 4 Dead
49. Guilting Trying to influence another player’s actions based upon moral grounds. Potential Enablers Ephemeral Events Inherent Sociability Delayed Reciprocity Examples: FrontierVille, Intrigue
50. Purchasable Game Advantages Players can pay real currency to gain in-game advantage. Potential Enablers Difficulty & Punishment Collaborative Actions , Social Status Examples: FishVille, FrontierVille, Entropia Universe, MtG
51. Extra-Game Consequences That some actions within a game has pre-defined effects outside the game system. Potential Enablers Inherent Sociability Altruistic Actions , Purchasable Game Advantages Consequences Static Relations Social Status Examples: Lil’ Green Patch, ‘sugar beets’ in Farmville
52. Summary Social Games can be described as those making use of social networks to provide gameplay Qualities from Casual Games help explain players’ preferences towards these games Qualities from Playfulness explain typical player behaviour on the social networks With this as a basis, several different types of gameplay design patterns can be identified Some games provide their own social networks