Saturday 29 October 2011

Individual Game: Post 1

For my game I have decided to create a simple but effective 'Stay Alive' game. I will create a character that is restricted to left and right movements, and is confined to one stage space. Objects will be bouncing from left to right and my character will have to avoid being hit. The objects will be randomly generated and for each one that's goes off the right hand side of the stage will count as a point to the player.
Each player has 8 lives and each time they are hit by an object, they lose a life. The idea is to stay alive as long as possible to achieve the highest score.

Theme ideas:
I have decided to stick with an underwater theme. This was mainly because I had a think about what character I could use to go left and right, my first thoughts were a crab, so now they have stuck. I have started create an underwater background, then I will move onto the character art and the objects, which I have decided to use coins for.


This is my stage design. This is an incomplete version of my background.
I'm pleased as to how the progress of this design is coming along and once i have completed this I will finish my character and object design.

Once this is completed I will then move onto the code for the animations for the movement of the gold coins and the crab character.

MDA: A Formal Approach to Game Design

One of our readings had a look into the MDA framework (standing for mechanics, dynamics and aesthetics) and how it is applied to making games.
The note I have taken from the reading are as follows:

Introduction:
Specifically, iterative, qualitative and quantitative analyses support the designer in two important ways. They help analyze the end result to refine implementation, and analyze the implementation to refine the result. By approaching a task from both perspectives, we can consider a wide range of possibilities and Independence's.

MDA is a formal approach to understanding games - one which attempts to bridge the gap between game design and development, game criticism, and technical game research.

The MDA framework formalizes the consumption of games breaking them into their distinct components:

RULES ---> SYSTEM ---> "FUN"

... and then establishes their design counterparts:

MECHANICS ---> DYNAMICS ---> AESTHETICS

Mechanics:
Describes the particular components of the game, at the level of data and algorithms

Dynamics:
Describes the run-time behaviour of the mechanics acting on player inputs and each others outputs over time.

Aesthetics:
Describes the desirable emotional response evoked in the player when they interact with the game.

What I have learnt from this reading is that when working with games it is helpful to consider both the designer and the player perspectives. This framework sets out a good way to view each section of creating games.

Wednesday 26 October 2011

Games Brittania - 'Dicing with Destiny'

During Eddie's lesson we watched part one of a series from BBC4 called Games Brittania. The series is presented by Benjamin Wooley, who takes a look at popular games in Britain from the Iron Age to the Information Age. During part one Wooley investigates how peoples instinct to play games is just as universal and elemental as communication.

During an archaeological dig in 1996, a board game was discovered. This showed evidence of games existing in ancient Britain.

Games offer players abilities that would not normally be possible and this was the same idea in the past. Games would be created for an escapism element.

The very popular games Chess, Draughts and Backgammon are believed to have originated from India during the 6th century. These have now had a large influence throughout Europe.

Naughts and Crosses has been heavily influenced by a game called 9 Men's Morris. This is a game people used to play when waiting for the Bishop. As no board had been created, the playing area was often carved into stone.

Games that included gambling, rather than just leisurely fun, were condemned by the church. Games such as Hazard were seen as evil.

Another game that was influenced by subjects from the past is Snakes and Ladders. This is a simplified version of a game called Guan Chopper which follows a playing piece through its journey to enlightenment As shown in the episode, this didn't appear to be a very fun game and could take a long time to finish.

From watching the first episode of the series, I have come to realise how much of an influence older games have had on games that are created today. Also I realised how early people starting creating games for escapism and to pass the time  .

Thursday 20 October 2011

Group project - Post 1

So far I haven't posted anything about my group project. So now I have pretty much completed all my first tasks I believe it's a good time to show off my work.

The group that I'm in have decided to create a point and click shooter game with a 1940's/1950's theme.
We are going to display the game by using a black and white graphic novel style. The game will also feature skill shots where you can use the environment to kill one or more enemies in different ways.

My main role within the group is produce the art work.  I'm currently really enjoying doing this work to contribute to the group as it is what I have always loved doing. I started out by sketching our first level background. Although I am using Illustrator and Photoshop, we have decided to keep the sketchy style of art as it keeps it looking more like a comic. I have always had a cartoony style to the artwork I create and I feel this ties in well with the style we want to feature in our game.

Okay, so here are some of my designs for the first level background:


Left side of room: Looking out the window over an alley way.














 Left side of room: view of inside the room, showing location of window.


Right side of room: view of inside the room, showing location of door.











Right side of room: Door opening wide, dark figure of a man appears, bright back light shining through the door.









And yes, I know! Amateur mistake from me, drawing a CD player in a game with a 1940/50's theme.
This is currently in the process of being changed in Illustrator.
These are all sketches I have completed briefly. They are in the process of being vectorized in Illustrator ready to be imported to Flash.

Wednesday 19 October 2011

'Games Design Atoms' from 'Challenges for Games Designers'

Rob also asked us to read chapter 2 of the 'Challenges for Games Designers'. This chapter was titled 'Games Design Atoms' (as corrected by Tom Sharman).
This chapter is mainly about explain some of the basics of starting to create a game. Whilst reading the chapter I made notes on parts that stood out for me (The majority being quotes from the book).
I shall start with:

The games state and game views:
  • 'game state' - a collection of all the relevant virtual information that may change during play.
  • Players are not always aware of the entire game state. Depending on the players actions, unseen reactions throughout other places in the game may occur.
  • The portions of the game the player cannot see is called the 'game view'.
  • The 'game space' is used to described the entire area that the game covers.
Players, Avatars and game bits:
By definition, all games have players since its the players who set the rules in motion. The player may not necessarily be a visible character and therefore not important when it comes to context, as there are games that are not story based which don't give any background on the character. However it is necessary for a player to be present so that actions can be made. Without a character making decisions, isn't it a video?

Mechanics:
Mechanics is another term for what others might commonly call a rule. Mechanics are rules that act upon the players, avatars and game bits, game state and game views, and describe all the ways to change the game state.
Common classes of mechanics that are found in games:
  • Setup - Must always be at least 1 rule that describes how the game begins.
  • Conditions - At least 1 rule that describes how the game is won. 
  • Progression of play - Who goes first, and how? Turn based or real time? Also, who goes next?
  • Player actions - Referred to as 'verbs'. What players can do and what effect those actions have on the game state.
  • Definition of Game views - Mechanics define exactly what information each player knows at any given time.
Dynamics:
A pattern of play that comes from the mechanics once they're set in motion by players. E.g 'Race to the end' and 'Territorial acquisition'

Goals:
Ultimate game goal is the victory condition sometimes called 'missions' or 'quests'. these typically provide rewards to motivate players to continue to progress.

By reading this chapter it has helped me define key terms used by games designers and to understand part of the process that needs to be followed when thinking of making a game. I will apply this new knowledge to future circumstances as I believe this reading has cleared up a few things for me.

Cheers Rob for pointing it out! 

Gamasutra (Doug Church)

For Rob's lesson we were shown an a piece from 'Gamasutra' written by Doug Church.
Doug Church begins by mentioning how he believes it is necessary for games designers to develop a  language that is understood by all games designers, to give them a better way of communicating and expressing their feelings about a game or idea. Church talks about how the technology we, as games designers, use to create the games. However he feels the language is needed to evolve the games designing process. Instead of just saying 'this game is fun', this shared language will provide us with easier ways to express views between different designers.

Some people (not naming any names) may see this as Church being snobbish by trying to put on a show with flashy words to make the subject seem more academic. However I believe it is necessary to develop this new vocabulary even if others do have this opinion, I mean who cares what we look like?

Within this text Church also talks about Perceivable consequences as a topic.
Perceivable consequences can be represented by when the player does something within a game, the player then has expectations of the outcome following his own actions. This makes it possible for a player to know how they have failed at a task or goal and how they can change this the next time round, providing improvement for the player as they will understand why they failed and what to do instead.

Other things I have taken from the text is that Design is the most important aspect of creating games as without the design, there is no game.
Also the players need to have the ability to devise and carry out there own plans so they know where they are doing things right and wrong.

Overall I feel heavily influenced by this text when thinking about creating any type of game. It has made me think about what the player wants and what they want to do. Can they carry out there own goals? can they succeed at these goals? Are they going to learn from their mistakes when they do eventually fail?

Saturday 8 October 2011

'Video Games' (2004) James Newman

For Eddies lesson we were given a section of a book called 'Video Games' (2004) written by James Newman. We were pointed towards to main parts of the book called 'Rules, winning and losing' and 'Types of game'.

Rules, winning and losing
James Newmn refers to Roger Callois' terminology of 'paidea' and 'ludus'. I had never heard of these terms before so I was glad to see and explanation following. I found the easiest way for me to understand this was to take quotes from the book itself.
  • "Paidea can be described as physical or mental activity which has no immediate useful objective, nor defined objective, and whose only reason is to be based in the pleasure experienced by the player"
  • "While ludus describes activity organised under a system of rules that defines a victory or defeat, a gain or loss"
We were then set the task to think of 'how games you know well offer paidea/ludus'
  • The example I am going to use for Paidea is 'Grand Theft Auto', where you play as a character who can freely roam the environment doing whatever the player likes. There are missions to be completed but these are not compulsory.
  • The example I am going to use for Ludus is 'Tekken', where the player slects a character and then has one objective, kill the other guy. How you kill them can be in many different ways, however this is confined to one main rule and that is to gain victory over your opponent.
Types of Game
Callois usefully identifies a veriety of different types of game. Heavily influence by Huizinga, Callois proposes four distinct forms:
  • Agon where competition is dominant
  • Alea where chance and randomness is key
  • Ilinx in which pleasure is derived from movement
  • Mimicry where games are oriented around simulation, make believe and role play.
Another task set was 'How games you know well conform to Agon/Alea/Ilinx/Mimicry or combinations of thereof'.


 I Have chosen to go for 'Monopoly' as my example. This game combines two of the 'types of game', it combines Agon and Alea. Where the roll of the dice is key for movement which is creating the randomness of Alea. The object of the game is to be the only one with money left, so competition is thriving whilst you are trying to destroy you opponents and make the bankrupt. This competition is demonstrating Agon.



Pictures:

Friday 7 October 2011

I have no words, I must design

Another article we were asked to read was called 'I have no words, I must design' written by Greg Costikyan.
Where he claims 'A game is an interactive structure of endogenous meaning that requires players to struggle towards goals'.

From reading this, i managed to pull out key elements he believed essential for games. These are the parts I managed to pull out that are of more significance:

Interaction
  • A choice with an outcome or purpose
  • Achieving an outcome
  • The player has to have some control over a game state
  • Personal interpretation
  • Choices make the game unique
Goals
  • Interaction isn't enough
  • Must have objectives
  • Giving a reason to achieve goals
  • You can create your own goals
Struggle
  • Something to overcome
  • A way to improve
  • Adding competition to games
Structure
  • Shapes the game
  • Creates a sense of player behaviour
  • No longer random
  • Adding rules
Endogenous Meaning
  • Things that are meaningful within the game e.g. monopoly money is worthless in the real world, however it is the most valuable object withing the game.
These notes may no mean alot to readers who havent read the article, but for all those who have, these elements can be considered incredibly important.

In the Beginning, There is the Games Designer

As part of the course I was asked to read a section of a book called 'The Art of Games Design: A book of lenses' (2009) written by Jesse Schell.
As I have read this book before and thoroughly enjoyed it, I had no problem with being asked to read this again.
Whilst reading it, I made notes on what Jesse Schell is trying to say within the book. These notes give me an idea of things I need to do to be a Games Designer.

Notes:
  • I really don't need to be embarrassed of an idea, no matter how rubbish it is.
  • Always have the belief my idea is good until proven otherwise.
  • Never think of boundaries before coming up with an idea.
  • Lack fear of ridicule.
  • Decisions must be made with confidence.
  • Failure is beneficial due to learning curves.
  • It is good to have a wide variety of skills.
  • Skills; Animation, anthropology, architecture, brainstorming, business, cinematography, communication, creative writing, economics, engineering, history, management, mathematics, music, psychology, public speaking, sound design, technical writing, visual arts.
  • Listening is the most important skill.
    • Listen to your team
    • Listen to your audience
    • Listen to your game
    • Listen to your client
    • Listen to yourself
  • If you have the major gift, the love for games design, you will design games using whatever limited skills you have. you will keep doing it. Your love for the work will shine through.
  • Practice is also very important.
Overall it has been a great inspiration for me, who from before the course may sometimes doubt my own ability to complete the tasks at an acceptable level. This makes me believe in my own abilities to a whole new level. Knowing that to be a Games Designer i just need to believe I am one.

Most of all I've learnt to LOVE MY WORK.