Video Game Design/Design

From Wikibooks, the open-content textbooks collection

Jump to: navigation, search

Contents

[edit] Design

Creating a video game is no simple task, it requires art, music, program, and writing skills and abilities. This chapter will help you get through it.

[edit] Thesis

A Game is defined by the English Wikipedia as:

"a recreational activity involving one or more players, defined by a) a goal that the players try to reach, and b) some set of rules that determines what the players can do. Games are played primarily for entertainment or enjoyment, but may also serve an educational or simulational role." (See Wikipedia:Game 13 April 2005)

Planning comes first

The most important task in any game developing process is having a plan, whether that plan involves using a really well thought-out concept, a basic idea, or going into a full-blown production.

[edit] Be creative...

In the gaming industry there is a constant need for Innovation games with better graphics, better music, better controls, games with new realm, new laws, new types of games.

But this doesn't mean every game has to be all new. Innovation can be as simple as new perspective, a new spin on an old idea.

[edit] Brainstorming

Brainstorm. Think of all the ideas that you can and write them down. (don't worry about good ones yet, keep them all). Then after you've thought of all that you can, eliminate the ones you don't like as much, are impossible, etc. And form a concept for the video game. For example the concept of Tetris would be: Differently shaped blocks fall and you try and line them up on the ground to make lines to get points.

[edit] Design Phase

Cover: A Da Vinci sketch of a flying machine.

When you have your concept, expand it. Using the Tetris example again, think about the shapes of the blocks, how many points things are worth. Consider the Theory discussed earlier in the book, what is the character-player relationship? What is the character's role? What is the challenge, what is the risk? What is the reward? What could be lost? What is the realm?

When designing the levels consider what was discussed on difficulty and challenge. If it is too hard before the player has been able to gain logic and skill in the realm, the player will not want to play. And if the game is too easy, same thing. Consider how challenging elements of a level are, do the rewards of the levels outweigh the loss or is it too easy to die?

[edit] Purpose of creating a video game

While designing your game consider your purpose for creating the game. Is it because you enjoy making games, or because you want to make a lot of money? Think about the audience who you are going to be selling this to, is that their purpose for playing the game? To spend lots of money or because they enjoy playing games?

[edit] By steps

Before we can create a video game that generations can enjoy (or a simple game to amuse friends, yourself, or potential mates), we need to discuss the Five W's of Development.

  • Who

Who will be the actor? Who is our target audience? Who do we care to entertain, frustrate, puzzle?

  • What

What is the point of the game? What Type of game is it? What is the objective ?

  • When

How long will it take to complete the plot ?

  • Where

Where can the game be played?

  • Why

What is the purpose of developing this game?

Practical application Sometimes one can learn as much from a bad example as a good example, so here are both a bad and a good example of using the 5 W questions:

[edit] The Plot

All games do not necessarily have the "once upon a time..." plot however, in every game there is a plot of sorts. For one thing every game has an objective. This objective can be simple as making a line to get points in Tetris or as complicated as saving the princess in Zelda.

If the objective is the point of the game, what you are trying to accomplish, the plot is what drives the player to attempt to archive it, it provides not only the reason for the player actions but creates all the environment were they are to be performed serves to move the player along the game.

In nearly every game there is a plot. In Tetris you move from level to level in chronological order according to the finishing of prior levels. In games with a story line the plot is the storyline. The plot is important to the player as it gives them a sense of progression.

The first step to any successful game is to have a great (or as close as you can came up to it) plot (concept), since the goal can be less than the road that needs to be traveled. This is why 3D games sell so well even if most of them doesn't deliver anything really innovative. If you produce a great visual show with distracting shiny visuals people forget to look for a plot or can even be made to like absurd things that any marketing researcher would bet his life on that you shouldn't include on your masterwork. Before you make any game, you should first ask yourself "Is this game fun? Would I want to play my game?" What would the point of making a game if you don't think your own game is fun? Think what type of game YOU would want to play. It is also a good idea to start small. If your first project is to make the next Halo, or 3d MMO you will probably fail miserably. Start with something simple like PONG, and work your way up from there.

Sequel Sickness

Sequel Sickness is contagious, Hollywood has it, and so does the gaming industry. Often times, developers will see that a game has done outstanding and decide to make a sequel. Now, sequels are not inherently bad, however they usually turn out to be.

When developing a sequel, remember that it has a lot to live up to. A sequel must be as good as or better than the previous game and you should only make the sequel if it has something to add to the original.

A sequel that does not live up to its predecessor can ruin both (or all) the games in a series. So be careful.


The Mime Syndrome

Another illness comes from Hollywood too. The Mime Syndrome is where game developers try to make a game based off a movie or a book. Usually the game precisely mimics the movie or book so the plot has already been experienced by the player - what's the point?

Movie games usually tear a movie/book apart using the generic movie game template where they take the movie/book putting in apathetic collectibles, and plot points. If you ever make a game based off a movie or book consider what it really is, what it means to its fans - how are avid players going to feel about the game based off of it? And don't just copy the movie/book if the players wanted that - they would just go read the book or watch the movie. Come up with your own plot points within the style of the media you are creating the book from and don't just roll out another cheap movie game. Remember, most movie/book games result in failure in the market, only few actually succeed.

If you can't be cured of Mime Syndrome, don't make a movie/book game.

[edit] Goals and Objectives

As any other task a game has to have a goal or a objective and those must be clear (or seem so) to the player.

[edit] Style

Remember to keep all the graphics, sound, and gameplay in the same style. Something painted by Picasso would NOT look the same as something painted by Davinci. Make sure that everything is stylized similarly - don't mix Picasso and Davinci.

[edit] Gender orientation

It is scientifically proven that video games activate reward regions of brain in men more than women. This explains why males are more attracted to, and more likely to become "hooked" on video games than females. Most of the computer games that are really popular with males are the ones that simulate tasks and goals that are similar to the real world preferences (challenges of performance, conquest, enabling obtaining ranks or establish a stratified collaboration team or promote status even if only in the virtual word) on the other hand females would be more inclined to games that promote or simulate social interaction among equals and will be more opened to tackle games that will have more complex plot lines and a higher level of complexity of interactions running at the same time.

Creating a game that caters to both genders would probably be an impossible task, in this case other fields of culture also can serve as a guideline. For instance, consider how genders deal differently with movies and books. In games things aren't that different - only richer and with a greater level of freedom of implementation. As an example, a book author will not have to deal with color schemes (not considering the cover). Art is only an imitation of life.

[edit] Playability

What makes computer games so addictive? Why do so many of us spend countless hours sitting, our eyes stuck on a computer screen? There are so many answers to these questions that several (very heavy) books could be written on the subject. People like to have fun, but have different tastes and thus different definitions of "fun". To Carl, mowing the lawn may be "fun", while Ryan may find it a complete bore. You see, fun isn't simply "goofing off". You can have fun doing something constructive. Anything you find enjoyable can be described as "fun".

[edit] Replay Value

Replay Value is the value of starting over and playing the game again (or continuing playing) after you have already finished playing the game. If the game is only playable once, then it really isn't worth much, is it? The sign of a truly superb game is one you can play over and over again, whether you continue on beyond the plot through mini-games and side-quests or you simply start it completely over.

Some aspects that give a game replay value (besides just being really well done) are mini-games, side-quests, challenges that go beyond the scope of the plot (find all the... to get...), unlockables, and so forth.

Minigames A minigame is a 'game within a game'. Usually these are arcade-like games such as racing, puzzles, and so forth. The Zelda series0 incorporates minigames in Ocarina of Time with archery, fishing, and so forth. The challenge to get the highest score possible in a mini-game is a good motivator for replay.

Unlockables An unlockable is some type of reward that the player can unlock by doing something (such as getting all the... or finding the...). These can be very helpful in increasing replay value.

[edit] Marketing Phase

The Marketing Phase is very important. Firstly you must consider how you are going to market your game. Is it going to be free or are you selling it? If you are selling it, will people want to buy it? How are people going to hear about it? How much money and resources are you willing to spend on marketing this game? Do you have them and are they worth it? Who are you marketing it to? Teenagers? Little girls? What must you do to market it to that group?