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By Promotional press kit material for the Pokémon series. Artwork is by Ken Sugimori for the video
games and player's guides., Fair use, https://en.wikipedia.org/w/index.php?curid=19801255
Today’s Schedule
• This may not seem like much, but this simple gameplay
contains:
• A level design (the environment described)
• A game mechanic (the player can choose what to do next)
• It engages the player by telling them the consequences of their
actions (the player and the game both react to each other!)
• Over the years, as technology has evolved, games have
been able to contain increasingly engaging gameplay
allowing for a level of interaction that more closely resembles
the real world
Game Mechanic Design
Mechanics
There are two things to keep in mind for our mechanics overviews:
• If it isn’t written down then it isn’t in the game.
• It should include every possible detail and calculation for each mechanic.
We can’t expect our programmers to just make up any missing information
later!
• It should be platform agnostic.
• It should not include any information that is specific to our platform(s), such
as which button(s) the player presses. We will cover this later when we look
at technology in games
Mechanics
Goals
• Let’s discuss the goals of Brokemon as a group and write them down in our
mechanics overview
• Things to consider:
• What are the Game Goals?
• What are the Level Goals?
• What are the Micro Goals?
Mechanics
Goals
• Now that we know the goals of our game, we can start to think about how
the player can achieve those goals, or in other words, our game mechanics!
• Try to fill out the rest of the mechanics overview for Brokemon as we
discuss each section!
• Don’t worry if you aren’t sure about something at this stage, we will be re-
designing the mechanics later so you will have another chance to fill it out!
Mechanics
Types of Mechanics
• Space refers to the areas within your game where gameplay takes place
• When describing space you should try to answer the following questions:
• Is your game 2D or 3D?
• Is there more than one area in your game? If so how are they connected?
• How does movement work in your game? Is it discrete (i.e. can only move to
specific places) or continuous (i.e. can move anywhere)?
Mechanics
Space
• Example: Pacman
• Space is discreet… the game space is like a grid where the player can move up,
down, left and right
• It is 2D
• There is only one space that does not change
• Example: FPS
• Space is more continuous, with the player being able to move anywhere, in
anyway (with obvious boundaries and blockers)
• It is 3D
• There are multiple spaces, but considered to be in one world
Mechanics
Time
• Example: Pacman
• Is continuous in that if you do not move everything else can
• Ghosts can speed up to increase difficulty
• Game length is determined by player performance
• Time challenge when a big pellet has been eaten
• Example: FPS
• Is continuous
• May include individual time based challenges (have an amount of time to perform
a task)
• Game length more driven by narrative then player lives
Mechanics
Objects, Attributes & States
• Example: Pacman
• You have Pacman, Ghosts, small Pellets, large Pellets
• Pacman has lives that dictate the length of the game
• Ghosts can change state, from eatable to non-eatable
• All attributes and states are made known to the player
• Example: FPS
• The player as well as many characters are in this game
• Characters usually have health, player may have inventory
• Different characters have different abilities/strengths
• You may come across objects that you do not know about
Mechanics
Actions
• Example: Pacman
• Player moves Pacman
• They must make decisions about how to eat all the pellets without being eaten by
a ghost
• Strategic action is about methods to avoid ghosts and eat pellets
• Example: FPS
• The player moves around the game world
• They may shoot enemies, collect inventory, solve puzzles, interact with other
things in the world
• More opportunity for emergent gameplay, especially in open worlds
Mechanics
Rules
• Example: Pacman
• Pacman can only move in certain directions, and not through walls
• Pacman can be eaten by a ghost, or eat the ghost if they have eat a power pellet
• The game is over when Pacman loses 3 lives
• Example: FPS
• A player can move anywhere as designated by the boundaries of the world
• When a players health reaches 0 the game is over
• There are often laws for competitive play (what level, time limits, etc)
Mechanics
Rules
• Games are about goals, which must be made explicit to the player
• A player can create their own goals, however there must be an overarching
thing the player is trying to achieve
• It is essential that they are:
• Easy to understand
• Can be achieved
• Rewarding
Mechanics
Skill
• Example: Pacman
• Some reflex for when ghosts approach
• Pattern recognition
• Example: FPS
• Often about physical skills (hand-eye coordination) as well as mental skills
(puzzle solving, memory)
• Multiplayer can include some social aspect
Mechanics
Chance
• Example: Pacman
• Each ghost has its own AI that has different degrees of randomness in their
movement
• The players skill at recognising patterns and “cause and effect” in ghost
movement increases their success
• Example: FPS
• AI of enemies in the game can have an element of randomness
• Locations of objects within the game can be dictated by chance
Mechanics
Brokemon
Flow
Flow
TL;DR
• The concept of ‘flow’ refers to the player being ‘in the zone’ or in other
words, being immersed in the gameplay
• As game designers, we should aim to keep players in a constant state of
‘flow’
• Examining ‘flow’ can also provide us with additional challenges and player
skills, allowing us to continue to develop our mechanics in a more structured
manner
Flow
• Race challenges require the player to complete a task within a given time
constraint in order to progress
• This could be a literal race against other players, or it could be a race
against the clock
• This type of challenge usually tests a player’s physical skills, requiring
them to react quickly in order to succeed
Challenge
Race
• Don’t think you need to put more than one type of challenge in a game…
some games work well with a single challenge to overcome (eg. Space
invaders).
• However, if you want to give the player a complex challenge, it is often
useful to provide multiple challenge types
• You can do this in series (one challenge after another) or in parallel
(multiple challenge types simultaneously).
Challenge
• For example, in Need For Speed: Underground (NFSU), the player needs to
compete in racing challenges and must also must manage their monetary
resources (Economic challenge)
• In NFSU2, both of these challenges are used, as well as exploration
challenges.
Challenge
Hierarchy of Challenge
Find Item Solve Find Item Find Item Solve Find Item
Puzzle Puzzle
• The challenges in your game can be defined by where they are in the
challenge hierarchy
• Game challenge (complete the game, save the princess, etc)
• Level challenge (complete the level, defeat the boss, etc)
• Sub-level challenges (find an item, solve a puzzle, etc)
• Atomic challenges: challenges at the lowest level.
These challenges are usually one action or goal of the player
Challenge
Hierarchy of Challenge
• Generally, you should give player information about the highest levels and
lowest levels, but not the middle levels
• So, tell the player what they need to do to complete the game, and level
• You don’t need to be entirely truthful (which can improve narrative)
• Don’t tell them the exact (explicit) methods of doing this
• However, give them guidance in finding and completing the immediate (atomic)
challenge
Balancing
Balancing
• Balancing game mechanics is vital to ensuring that our games are fair and
fun, and contain no dominant strategies
• However, balancing one part of our game can often lead to another part of
our game falling out of balance
• Because of this, it is important that we keep trying to ensure that our game
remains balanced as we continue to design it
Balancing
• Your game challenges should make the gameplay fun, engaging and
challenging… this doesn’t happen automatically
• You will need to tweak the elements of the challenge to get this to happen
• Altering the nature of the game challenges to achieve these goals is known
as game balancing.
Balancing
• Symmetrical Balancing
• Transitive Balancing
• Intransitive Balancing
• Trade-off Balancing
Balancing
Symmetrical Balancing
Strategy
0 -2
R1
Stratergy
3 0
R2
Dominant & Recessive Strategies
• Net payoff diagrams are a useful tool, however can be hard to apply to
games. Players are different and can have varying styles of play between
different players. The main idea is to try and eliminate STRONGLY
dominant strategies. Weakly dominant strategies can usually be overcome
with skill and playstyle.
• When balancing games, we can also rely on applying shadow costs to
strategies……
Shadow Costs &
Feedback Loops
Shadow Costs
• Although this may seem like a useless balancing strategy, we may attach to
these strategies a cost. This cost doesn’t necessarily mean a dollar, points
or score cost; it could mean time, difficulty or some other difficult-to-
measure cost. These indirect costs are called shadow costs.
• Shadow costs are difficult to measure, but need to be high enough to justify
the reward attached to them.
Shadow Costs
• If you don’t use shadow costs, gameplay becomes undemanding; the player
needs only trivial understanding to determine effective choices.
• Shadow costs are hidden from the player and vary depending on the type of
balancing.
• Eg: A weapon could have a large damage value assigned to it that the
player can see, however it may have limited ammo, slow rate of fire, or high
reload times to try and counter the damage and balance the weapon
(Unknown by the player until they use the weapon).
Feedback Loop
You can also provide negative feedback loops to alter strategy choices by players
https://upload.wikimedia.org/wikipedia/en/6/60/Mario_Kart_Blue_Shell.png
What’s Next?
Homework