Flylib.com

Books Software

 
 
 

Game Design Workshop: Designing, Prototyping, & Playtesting Games (Gama Network Series) - page 27

 < Day Day Up > 


Outcome

As described previously, the goal of a system is to produce a measurable outcome. In the case of most games, that outcome will be unequal ; i.e., there will be a winner or winners. This is not true of all games : many massively multiplayer online worlds do not have the concept of a 'winner.' Also, simulation games may not have a predetermined win condition either. These games are built to go on indefinitely, and reward players in other fashions than by winning.

For most game systems, however, producing a winner or winners is the end goal. At defined intervals either the players (in the case of a nondigital game) or the system, check to see if a winning state has been achieved. If it has, the system resolves and the game is over.

There are a number of ways to determine outcome, but the structure of the final outcome will always be related to both the player interaction patterns discussed earlier and the objective. For example, in pattern one, single player versus game, the player may either win or lose, or, the player may score a certain amount of points before ultimately losing. Examples of this outcome structure are solitaire, pinball machines, or a number of different arcade games.

In addition to the player interaction patterns described on page 44, the outcome is determined by the nature of the game objective. A game that defines its objective based on points will most certainly use those points in the measure of the outcome. A game that defines its objective as capture, like chess, may not have a scoring system-rather, chess games are won or lost based solely on meeting the primary objective, capturing the king.

Chess is what we call a 'zero-sum' game. By this we mean that if we count a win as +1 and a loss as a -1, then the sum for any outcome is 'zero.' In chess one player wins (+1) and one player loses (-1). No matter which player wins, the sum is always zero.

But many games are not zero-sum games. Ranking systems, statistics, multiple objectives all create outcomes without cutthroat competition. Look at the games you play: what types of outcomes are most satisfying ? Does that answer change in different situations, for instance social games versus sporting events? When you determine the outcome for a game that you're designing, be sure to keep these types of considerations in mind.

click to expand
Figure 3.36: Civilization III ranking screen

Exercise 3.12: Outcome

start example

Name two zero-sum games and two nonzero-sum games. What is the main difference in the outcomes of these games? How does this affect gameplay?

end example



 < Day Day Up > 
 < Day Day Up > 


Conclusion

These formal elements, when set in motion, create what we recognize as a game. As we've seen throughout this chapter, there are many possible combinations of these elements that work to create a wide variety of experiences. By understanding how these elements work together and thinking about new ways of combining these elements, you can invent new types of gameplay for your games .

Exercise 3.13: Revise Rules and Procedures

start example

The rules and procedures of backgammon are fairly simple. Change them so that they are not dependent on chance. How does this affect the gameplay?

end example



 < Day Day Up > 
 < Day Day Up > 


Chapter 4: Working with Dramatic Elements

Overview

Exercise 4.1: Making Checkers Dramatic

start example

The game of checkers is very abstract: there is no story, no characters , and no compelling reason why you would want to capture all of your opponent 's pieces, except for the fact that it's the objective of the game.

For this exercise, devise a set of dramatic elements for checkers that make the game more emotionally engaging. For example, you might create a backstory , give each piece its own name , distinctive look, define special areas on the board, or whatever creative ideas you can think of to connect the players to this simple, abstract system. Now, play your new game with friends or family and note their reaction. How do the dramatic elements improve or detract from the experience?

end example

We've seen how formal elements work together to create the experience we recognize as a game, but now let's turn to those elements we've defined as dramatic-those which engage the players emotionally with the game experience and invest them in its outcome. Basic dramatic elements, like challenge and play, are found in all games . Other elements, like premise , character, and story, surround the more abstract elements of the formal system, creating a sense of connection for the players and enriching their overall experience.

One way to create more engaging games is to study how these elements work to create engagement and how they've been used in othergames-as well as other media. Your exploration of these dramatic elements and traditional tools can help you to think of new ideas and new situations for your own designs.

Exercise 4.2: Dramatic Games

start example

Name five games that you find dramatically interesting. What is it about those games that you find compelling?

end example



 < Day Day Up >