List of Exercises

 < Day Day Up > 

Chapter 1: The Role of the Game Designer

Figure 1.1: Playtest group
Figure 1.2: More playtest groups
Figure 1.3: Communicating with team members
Figure 1.4: Team meeting
Figure 1.5: Systems all around us
Figure 1.6: You Don’t Know Jack
Figure 1.7: Iterative process diagram

Chapter 2: The Structure of Games

Figure 2.1: Quake and Go Fish
Figure 2.2: Players
Figure 2.3: Objectives
Figure 2.4: Procedures
Figure 2.5: Rules
Figure 2.6: Resources
Figure 2.7: Conflict
Figure 2.8: Boundaries
Figure 2.9: Outcome
Figure 2.10: Chess tournament and Quake tournament
Figure 2.11: Monopoly
Figure 2.12: The Evolution of Mario
Figure 2.13: Final Fantasy VIII
Deus Ex

Chapter 3: Working with Formal Elements

Figure 3.1: Costumed players at an EverQuest convention
Figure 3.2: Create character screen: Dark Age of Camelot
Figure 3.3: Player interaction patterns
Figure 3.4: Single player versus game examples: Pac-Man, The 7th Guest, and Tomb Raider
Figure 3.5: Multiple individual players versus game: Slingo
Figure 3.6: Multiple individual players versus game: Boxing for Atari 2600 and Soul Calibur II for Xbox
Figure 3.7: Unilateral competition: Scotland Yard
Figure 3.8: Multilateral competition: Super Bomberman and Mario Party
3.9 Cooperative play: Lord of the Rings boardgame
3.10 Team competition: PlanetSide
3.11 Capture or kill: SOCOM II and Doom
3.12 Chase games: Maximum Chase Maximum Chase trademark Microsoft Corporation
3.13 Race games: Pole Position and Gran Turismo 4Pole Position © 1982 Namco Ltd. All Rights Reserved. Courtesy of Namco Holding Corp.
3.14 Alignment: Bejeweled
3.15 Rescue or escape: Prince of Persia 3D
3.16 Forbidden act: Milton Bradley’s Operation
3.17 Construction: Animal Crossing and Settlers of Catan
3.18 Exploration: Stationfall and The Legend of Zelda: The Wind Waker
3.19 Solution: Day of the Tentacle
3.20 Outwit: Diplomacy
Figure 3.21: Super Mario Bros. and Connect Four
3.22 SSX Tricky: learn the trick procedures to score “Tricky Points”
Figure 3.23: WarCraft II — unit properties
Figure 3.24: Dimensions of a football field
Figure 3.25: Jak II — Almost out of mana
3.26 Galaxian: two lives left
3.27 Checkers: simple units
Figure 3.28: Diablo — low health meter on lower left of screen
Figure 3.29: Ultima Online — player knapsack with sack of gold
Figure 3.30: Enter the Matrix — “focus”
Figure 3.31: Super Mario Bros. — magic mushroom
Figure 3.32: Scrabble — triple letter score
Figure 3.33: Chess clock
Figure 3.34: Pong and Quake III opponents
Figure 3.35: Boundaries of a tennis court
Figure 3.36: Civilization III ranking screen

Chapter 4: Working with Dramatic Elements

Figure 4.1: “Flow” diagram
Figure 4.2: An activity that requires skill: Tony Hawk Pro Skater
Figure 4.3: Merging action and awareness: Metal Gear Solid 3
Figure 4.4: Clear goals and feedback: Incredible Machine: Even More Contraptions
Figure 4.5: Concentration on the task: Asteroids
4.6 Paradox of control: Civilization 3
Figure 4.7: Loss of self-consciousness: Dance Dance Revolution
Figure 4.8: Transformation of time: Dark Age of Camelot
Figure 4.9: Space Invaders
Figure 4.10: Pitfall and Diablo
Figure 4.11: Myst
Figure 4.12: Digital game characters (clockwise from top left): Duke Nukem, Guybrush Threepwood, Munch, Link, Sonic the Hedgehog, Lara Croft, and Mario
Figure 4.13: Branching story structure
Figure 4.14: Classic dramatic arc
Figure 4.15: Donkey Kong

Chapter 5: Working with System Dynamics

5.1 Diablo: character properties
5.2 WarCraft II: going up against an ogre
Figure 5.3: Partial tic-tac-toe game tree
Figure 5.4: Various game structures
Figure 5.5: Pit
Figure 5.6: Barterable resources from Settlers of Catan
Figure 5.7: Monopoly money and property
Figure 5.8: Player-run establishment in Ultima Online
5.9 Magic: The Gathering cards
Figure 5.10: R Pentomino over several generations
Figure 5.11: Glider “walk” cycle
Figure 5.12: The Sims
5.13 Indirect control: Rollercoaster Tycoon
Figure 5.14: Positive and negative feedback loops
Figure 5.15: Reinforcing and balancing relationships over time

Chapter 6: Conceptualization

Figure 6.1: Example idea tree
Figure 6.2: Idea cards
Figure 6.3: Working at the whiteboard
A Roper Collage:
Diablo (below)
WarCraft II (right)
WarCraft III (lower right)

Chapter 7: Prototyping

Figure 7.1: Prototyping materials
Figure 7.2: Battleship grids
Figure 7.3: Battleship grids with ships
Figure 7.4: Battleship grids during play
Figure 7.5: FPS Prototype example
Figure 7.6: FPS prototype example with additions—clockwise from top left: hit percentage, hit points, and first aid
Figure 7.7: Lemmings third party level editor (game type: puzzle)
7.8 Tomb Raider: Chronicles level editor (game type: action/adventure)
Figure 7.9: Unreal 2 level editor (game type: first-person shooter)
Figure 7.10: WarCraft III world editor (game type: real-time strategy)
Figure 7.11: WarCraft III world editor: choose map size
Figure 7.12: WarCraft III world editor: unit properties
Neverwinter Nights Aurora Toolset (game type: role-playing game)
Figure 7.13: Physical prototype examples
Figure 7.14: Physical prototype with procedures outlined
Figure 7.15: More physical prototype examples

Chapter 8: Playtesting

Figure 8.1: Model for iterative game design: playtest, evaluate, and revise
Figure 8.2: Types of playtesters appropriate for each stage of prototyping
SiSSYFiGHT 2000 interface from software prototype
SiSSYFiGHT 2000 game interfaces
Figure 8.3: Playtesting sessions for physical prototypes: Matt Kassan of Atari and Richard Wyckoff of Pandemic Studios give student designers feedback on their designs.
Figure 8.4: More playtesting sessions for physical prototypes: Steve Ackrich of Atari and Neal Robison of VivendiUniversal give student designers feedback on their designs.
Figure 8.5: The play matrix
Figure 8.6: The play matrix including games
Figure 8.7: Observations and Playtester Comments
Gaming expertise
Microsoft playtesting lab (Photo by Kyle Drexel)
Tape of Halo user test. The inset shows a player’s hand responses monitored

Chapter 9: Functionality, Completeness, and Balance

Figure 9.1: What are you testing for?
9.2 Deus Ex: gameplay screens, inventory, and LAM (smallest image)
9.3 Ultima Online: EvilIndeed makes a kill
Figure 9.4: EverQuest
Figure 9.5: Connect Four—center column is flanked by three columns on either side
Figure 9.6: “Rock, paper, scissors” payoff matrix: rotational symmetry
Figure 9.7: WarCraft II—Bloodlusted orcs attack a human stronghold
Figure 9.8: Command & Conquer: Generals
Figure 9.9: NetRunner—corporation cards versus runner cards
Figure 9.10: Illuminati Deluxe
Figure 9.11: Civilization difficulty levels
Figure 9.12: Balancing for the median skill level
Figure 9.13: Tetris for Game Boy
Figure 9.14: MotoGP and Road Rash
Warcraft III

Chapter 10: Fun and Accessibility

Figure 10.1: Setting personal goals: SimCity
Figure 10.2: Making interesting choices: Civilization III
Figure 10.3: Living out fantasies: Star Wars Galaxies
10.4 Magic: The Gathering Online: card collection screens
10.5 Destruction: The Hulk
Figure 10.6: Decision scale
Figure 10.7: Cake-cutting dilemma payoff matrix
Figure 10.8: Prisoner’s dilemma payoff matrix
Figure 10.9: Transporter game payoff matrix
10.10 Being stealthy: Thief
10.11 Warcraft III: fog of war turned off (left) and on (right)
10.12 Mission: Medal of Honor: Mission 2–4 “What Comes Around”
Figure 10.13: Tape from Halo user test: stuck at a broken doorway—note video insert of player's hands trying different control combinations, lower left
Figure 10.14: Microsoft playtesting lab
Figure 10.15: Microsoft usability lab

Chapter 11: Controls and Interfaces

Figure 11.1: Spacewar on the DEC PDP-1 and custom controller
Figure 11.2: Counterclockwise from top left, controls for: Atari 2600, NES, PlayStation 2 and Xbox
Figure 11.3: Race cars, light guns, and motion capture boxing controls
Figure 11.4: Simple control table
Figure 11.5: Sony PlayStation 2 controls
11.6 Overhead views: Atari Adventure and Football, MSN Game Zone Backgammon
11.7 Side views: Earthworm Jim and Castle Infinity
11.8 Isometric views: Myth and Dungeon Siege
11.9 First-person view: Unreal 2
11.10 Third-person view: Ratchet & Clank
Figure 11.11: Quake health meter in three states
Figure 11.12: From a physical prototype (left), to wireframes (lower right), to final interface (upper right)
LOOP: early software prototype screens
LOOP: game interfaces
SiSSYFiGHT 2000 game interfaces

Chapter 12: Team Structures

Figure 12.1: Team Structure
Figure 12.2: Publisher/developer responsibilities
Figure 12.3: Example publishers and developers
Dark Age of Camelot
Dark Age of Camelot
Figure 12.4: Average console development team size
Figure 12.5: Average console development time
Figure 12.6: Team profile by platform

Chapter 13: Stages of Development

Figure 13.1: Stages of development
Two Stan Chow faves: Metal Gear Solid and WarCraft
Figure 13.2: How to make a project plan
Figure 13.3: Sample schedule in Gantt chart format
Figure 13.4: Sample budget
Figure 13.5: Team structure plus stages of development
Holmes favorites and inspiration: Sim City, Tetris, Diablo

Chapter 14: The Design Document

Figure 14.1: Character sketches from Jak & Daxter and Ghost
Figure 14.2: Flowchart for multiplayer Wheel of Fortune
Figure 14.3: Interface wireframes, sketches, and final interface for multiplayer Wheel of Fortune
Dungeon Siege

Chapter 15: Understanding the Game Industry

Figure 15.1: Videogame sales growth
Figure 15.2: How long have most gamers been playing games?
Figure 15.3: Console game sales versus computer game sales
Figure 15.4: Top-selling genres in 2002
Jim Vesella, left, testing one of his game prototypes with other student designers
Figure 15.5: Average cost of console development

Chapter 16: Selling Yourself and Your Ideas to the Game Industry

Indie Game Jam participants in action

 < Day Day Up > 

Game Design Workshop. Designing, Prototyping, and Playtesting Games
Game Design Workshop: Designing, Prototyping, & Playtesting Games (Gama Network Series)
ISBN: 1578202221
EAN: 2147483647
Year: 2003
Pages: 162

Similar book on Amazon © 2008-2017.
If you may any questions please contact us: