Game Design
Week 4
Workshop
Activities:
- Admin
- Playing and reporting
- Design challenge
Activity 1 Admin
Supervisor will check the
design journals are all being maintained.
See if anyone continued development of the “territorial acquisition”
design challenge
Assignment One
More detail next week but students might want to make a start on
sourcing potential works that are candidates for a game and either bring them
in or make notes in their journals
Games to play this week require PLUGINS, some may require DOS and / or
INSTALL
Useful: DOSBox: http://www.dosbox.com
Activity 2 Playing and reporting: ADVENTURE and exploration held
together by story
The main point of play this week should be taking note of the 4 DESIGN
ELEMENTS in each game and the way that they work together – students must
consider how the STORY element is evolving as a mechanic in its own right and
as an embedded narrative
Text Adventure
Infocom games – Zork I, II, III : http://www.ifiction.org/games/index.php?cat=2
ZORK I: Dungeon
My initial play through of ZORK gives me a very mixed review as it was a lot of fun to see the game work with certain commands that seemed logical at the being able to interact with the world and having to form the picture from the story was engaging however it became very frustrating only having a very limiting knowledge of the language or "acquisition" (I had to look at a wikipedia page to figure out how to move) I believe more practice with its system I might learn the language but that could be part of the game is to start with nothing and self teach yourself the game discovering new abilites and commands along the way.
As a modern and young gamer this became very frustrating and eventually unplayable as all games that I play currently clearly lay out the boundaries, rules, movement etc. Whereas ZORK feels to me like a lot of trial and error and because of my knowledge of programming and user's interactions with computers and frustrations that users have that computers can't fill in that extra piece of information to understand.
For example if a person incorrectly phrases or spells a word. "pick-up mat" will work whereas "acquire mat" does not.
Lack of communication between the game and the player makes this frustrating which is why it became a "cult" hit.
Early Graphic
“Adventure's fun comes from the way all of its simple objects interact to
produce complex behavior. Carried objects continue to operate, whether it's the
bat or player who holds them, so the bat might carry the magnet through a room
where the player is using the bridge, moving it out of position and forcing him
to find another way back. Or, carrying the sword, the bat might brush it across
a dragon on his flight, killing it. This is possible because all of the objects
in the game function automatically, which they have to be anyway since The
Button is devoted to dropping stuff. A lot of the fun in Adventure comes
from the unintended consequences of the player's actions.”
LucasFilms
Adventure Games
Secret of Monkey Island
(sampler) http://www.classicdosgames.com/online/sampler.html
More classic DOS games: http://www.classicdosgames.com/online.php
Activity 3 Design Studio (Workshop
weeks 4 & 5: see slides)
Challenge: Design an escape game
Materials – large sheets of paper, pens, post-it notes, A3 graph paper
Step
1:
Understand the escape concept – this is one of the simplest exploration concepts
but it can also get complex very quickly. Essentially you are creating a
setting that the player can wander around – they will probably need to find
items and use them to UNLOCK the exit / dig a tunnel
So in terms of the four elements – you need
to deal with SETTING / STORY (what kind of space is it) – OBJECTS and
PROGRESSION (what does the player need to find and use to achieve the goal)
The essential functional rule is IF (the
player has the key) THEN (they can escape)
The trick is to make the key finding
dependent on a list of other objectives or object combinations
Step 2: Decide on the THEME
(there are many ‘escape the room’ games – the theme dictates the aesthetics and
perhaps the objects).
Step 3: Decide on
the objects and keys … the GOAL and the setting should present a coherent game
reality
Step 4: Decide on
the RULES or the order / combination in which the objects will need to be used
by the player to make their escape
Step 5: Map the world and place obstacles and useful
objects
Step 6: Design HOW
the player will collect and use objects in the prototype version (dice, cards)
– is this design ONLY appropriate to the digital realm – if not, HOW could you
achieve the basic mechanic?
Into digital:
Simple exploration games are fairly rare as they quickly evolved into
games with complex quests and or combat and action. However, the Escape the
room games still maintain the exploration – collect and use gameplay.
You can make a simple escape the room in Power Point
Or in Flash
Info-literacy – basic skill sets
IF appropriate you may wish to support this challenge by using basic
photo-shop and introduce students to some very simple editing skills so that
they can use images in their power point games
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