Gameplay Example (1 of 2) Adventure game: Knight and Priest The Game Development During combat Knight in front with sword Process: Priest in back casts spells (all spells cost the same) E-bolts (do damage equal to sword) Gameplay Band-aids (heal equal to sword) Fight a single opponent with sword Fight a single opponent with sword Which spell should Priest cast? Against 1 big opponent with 6 arms? e-bolts Against 30 small opponents with weak attacks? band-aids Can always decide which is better (not interesting!) How can we fix this? 2 Based on Chapter 3, Game Architecture and Design , by Rollings and Morris Group Exercise Gameplay Example (2 of 2) Now, suppose… Break into project groups Band-aids still affect single target but e- Adventure game: Knight and Priest bolts have an area affect E-bolts do less damage, but armor Add gameplay elements that make doesn’t make a difference combat more interesting than in previous combat more interesting than in previous Now, which spell should Priest cast? choice Answer isn’t as easy. Interesting choices. Good gameplay. Discuss “A game is a series of interesting choices.” What are the categories? - Sid Meier ( Pirates , Civilization …) 3 4 Based on Chapter 3, Game Architecture and Design , by Rollings and Morris Avoid Trivial Choices Toolbox of Interesting Choices Cavalry Cavalry Archers Lancers Strategic versus Tactical Transitive, not so interesting Lancers Archers Supporting Investments Better (see right) Compensating Factors Cavalry fast, get to archers quickly with lances Impermanence Impermanence Lancers’ spears hurt cavalry bad Lancers spears hurt cavalry bad Lancers slow, so archers wail on them from afar Shadow Costs What game does this look like? Synergies rock-paper-scissors Intransitive , more interesting 5 6 Based on Chapter 3, Game Architecture and Design , by Rollings and Morris 1
Strategic versus Tactical (1 of 2) Strategic versus Tactical (2 of 2) Ex: StarCraft Strategic choices affect course of game Strategic choice: 1) upgrade range of over medium or long term marines, 2) upgrade damage, or 3) research Tactical choices apply right now faster fire Ex: build archers or swordsmen (strategic) Which to choose? Ex: send archers or swordsmen to defend If armored foes, Protoss Zealot, more damage against invading force (tactical) If fast foes, Zerglings, maybe faster fire Other factors: number of marines, terrain, on Strategic choices have effect on tactical offense or defense choices later Ex: if don’t build archers, can’t use tactically later 7 8 Based on Chapter 3, Game Architecture and Design , by Rollings and Morris Based on Chapter 3, Game Architecture and Design , by Rollings and Morris Supporting Investments Compensating Factors Consider strategy game, all units are impeded by terrain Often game has primary goal (ex: beat enemy) but also Ships can’t go on land, tanks can’t cross water, camel riders only secondary goals (ex: build farms for resources) in dessert Some expenditures directly impact primary goal (ex: hire Flying unit that can go anywhere How to balance? soldier), while others indirect (ex: build farm) called 1) Make slow 2) Make weak, easily destroyed supporting investments 3) Make low surveillance range (but could be unrealistic) Supporting primary goals are “one-removed” 4) Make expensive Common but uninteresting since doesn’t change tactical use! Ex: improve weapons, build extra barracks Guideline is to ask what is best and worst about choices: Supporting secondary goals are “two-removed” 1) This move does most damage, but slowest Ex: build smithy can then improve weapons 2) This move is fastest, but makes defenseless Ex: research construction lets you build smithy and build 3) This move best defense, but little damage barracks (two and three removed) Most should be best in some way Interesting since element of strategy What if ok in every way? Versatile (next) Payoff will depend upon what opponents do 9 10 Based on Chapter 3, Game Architecture and Design , by Rollings and Morris Based on Chapter 3, Game Architecture and Design , by Rollings and Morris Versatility Impermanence (1 of 2) With versatility, a 4 th choice: Some things are permanent Ex: you get a potion that raises max HP 4) This is neither best nor worst, but most versatile Others are not Ex: beam can mine asteroids and shoot enemies Ex: I got the “one ring” but you can grab it off me Versatility makes it good choice Really, impermanence is another kind of compensating factor p g Versatility, neither best nor worst Versatility, neither best nor worst i.e., impermanence can compensate for something being Good for beginners really good Flexible, so often more powerful a common and valuable technique (against unpredictable or expert opponent) Can be used for interesting choices Speed makes units versatile Ex: choice of “medium armor for rest of level” or Common “invulnerable for 30 seconds”? Don’t make fast units best at something else Advantage (or disadvantages) can be impermanent in number of ways. Versatile unit cheapest and most powerful How? not an interesting choice 11 12 Based on Chapter 3, Game Architecture and Design , by Rollings and Morris Based on Chapter 3, Game Architecture and Design , by Rollings and Morris 2
Impermanence (2 of 2) Shadow Costs (1 of 2) Examples (mostly from Magic the Gathering – Battlegrounds ) In a game, you are continually presented Can be destroyed ( enchantments , ex: gratuitous with cost/ benefit trade-offs violence makes units tough, but can be destroyed) But not always directly Can be stolen or converted (ex: threaten steals or converts enemy for short time) Ex: soldiers for gold, but need armory first for g , y Can be applied to something you don’t always have weapons and barracks for soldiers (ex: goblin king gives bonus to goblins, but must have Called shadow costs for supporting goblins) investments Certain number of uses (ex: three grenades , but And shadow costs can vary, adding subtlety grenade spamming) Last for some time (wears off, ex: Mario invulnerable star ) 13 14 Based on Chapter 3, Game Architecture and Design , by Rollings and Morris Based on Chapter 3, Game Architecture and Design , by Rollings and Morris Shadow Costs (2 of 2) Synergies (1 of 2) Ex: Age of Mythology has wood and food. Food is Synergies are interaction between different elements inexhaustible, wood is finite of player’s strategies (note, terms may be different than Ch 2.1) Direct cost for Charioteer: 60 wood, 40 food and 40 seconds Shadow costs vary over game Positive Feedback Negative Feedback Early on, food and wood expensive, spawn doesn’t matter Economies of Scale – the Diseconomies of Scale – (since make few) more of one type, the more of one type, the first is most useful, others first is most useful, others Mid-game, much food and wood, spawn makes it harder to Mid game much food and wood spawn makes it harder to better (ex: wizards draw have less benefit (ex: pump out new units strength from each other) diminishing returns from End-game, no wood, spawn is priceless more peasants entering a Economies of Scope – the Vary environment and vary shadow costs mine since get in each more of a set, the better, Ex: more/ fewer trees to vary cost of wood other’s way) or advantage of combined Use variability to add subtlety to game arms (ex: trident and Diseconomies of Scope – Challenge for level designer net, infantry and tanks) (ex: mixed troops go only Expert players will appreciate as fast as slowest) 15 16 Based on Chapter 3, Game Architecture and Design , by Rollings and Morris Synergies (2 of 2) Group Exercise Break into groups Ideally, all go together at once, but can emphasize Consider a new game Ex: Chess is a game of positive feedback Race across Japan (Soporro to Nagasaki) (not by air) First team to cross finish line wins! Small advantage early on, exploited to crushing advantage Choose 1-2 tools from your toolbox below Strategic versus Tactical Strategic versus Tactical Game of negative feedback needs other ways to G f ti f db k d th t Supporting Investments keep interesting Compensating Factors Ex: trench combat makes a “catch-up” factor, or as get Impermanence far from base, supply grows long, game lasts a long Shadow Costs time Synergies Ex: Super NES NBA Jam – catch up setting as an First choose tool, then consider gameplay to equalizer make interesting Be aware of both negative and positive feedback Discuss! 17 18 3
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