Friday, 7 November 2014

Unit 30/40 Understand the principles of game design. Reece Dunstan

Unit 30/40 - Game Design


Video games have come along way and are some of the most advanced pieces of software you can purchase. In this blog I will write about a few different games as I want to cover all the different category in gaming.

Worlds
Games are defined by the world around them, so a game with a strange and different world would stand out from the generic designs that some games have fallen into.

Terrain
The terrain in games is what the player will walk, drive or sail on. In Kerbal Space Program (KSP) the terrain is one of the biggest parts in this game as you will be exploring the different planets and their moons so each one has had it's mountains, oceans and craters all planned out. Each of the body's in KSP have changed since the first playable version came out, as KSP is still in a development phase as the team want to make it as fun and as optimized as possible.

The planets in KSP represent planets in our solar system, here is an image to show you the size comparison with our planet and our moon VS the Kerbal's home planet and their moon.


The reason the developers, Squad, decided to do this was to make it enjoyable to explore and with there being  a few different planets it would take the fun out of exploring.

With the planets being so big there are areas that are quite flat so the planets can make the player feel alone and this is one of the themes in the game.





Even though the planets can be bland in some areas there are other places that contain unique landmarks like on the Mercury analogue Moho, there is a hole at the pole which can cause the game to crash if you reach the very bottom.




The terrain on other games can be very different depending on which category the game is in. A first person shooter will have small maps as they don't focus on exploration, an example of this type of game is the game Call Of Duty. Call Of Duty is a game that focuses on fast pace action so a smaller map is required as a player would not like to spend most of their time running around on a large map and then die instantly. 


This is a map from COD: Modern Warfare 2 which is a close-quarter combat. It ended up being used for the free-for-all mode and a sniper battle map. As you can see the map sizes can vary greatly depending on what type of game. There are shooters like the Battle Field games which are known for having large maps which require vehicles to get around.


This comparison image is using the map from a game called Arma 2 to compare a standard Call Of Duty map to a standard Battle Field map. The Arma 2 map I used is based in a fictional Russian land and is 225 Km2 which means it is one of the biggest est maps in modern games. The map was used in a popular modification to the Arma called the DayZ mod which became so popular that the developer of the mod, Dean Hall was hired by the company who made Arma and DayZ is now a standalone game.

Architecture
The architecture makes up most of games today as the player will be traversing the map. The architectural design is based on where and when the game is set. In Arma Chernarus is the main map and it represents the era it is set in which is just after the fall of the Soviet Union. The map in some areas is very isolated with small towns made up of 15 to 20 buildings and kilometres of woodland in-between but this is greatly contrasted by the two main cites called Chernogorsk which is the largest and then Elektrozavodsk or simply Elektro as most Arma and DayZ players call it.
This is Elektrozavodsk
This is Chernogorsk


Even though the towns look quite large they are separated by a large stretch of coast in-between them.



In other games the architecture can play a large part as players may need to use the surrounding buildings to move further into the game. It can also be used as cover in shooters and anything which bullets don't go through make a good hiding spots for players so most shooters will have objects which you can crouch behind or gaps where you can crawl under.


Object
Most games today will have some items in them which the player can interact with. These are objects and sometimes they may be essential for the player to interact with for the story to progress. Objects and their uses will differ depending on what type of game it is, a first person shooter will have less items as they focus more on combat but some FPS games do as it adds a twist to the game. The zombie wave mode on Call Of Duty: Black Ops 1&2 where you can go round collecting items that unlock a secret story line. Objects are used more in Role Playing Games like TES: Skyrim or Fallout, in these games the player can pick up and use or sell the objects they find, the objects may also be important for a quest so the player will be unable to sell or drop them.


Characters
The characters are the playable entity and the story will normal revolve about them. In Role Playing Game the player will normal get to design the character and edit the skill which makes them unique as each player will have a different character.
TES: Skyrim's Character editor.
Fallout 3's Character editor.

In both of the Fallout and The Elder Scrolls games you are able to customize you character very finely, choose different hairs styles to editing you face structure.



In most other games you will be a present character but this doesn't mean you have to play the game how other people play it, most players will add to the character's story and find little bits of information they find in game. Sometimes the player may become attached to the character in game so when the character they play is killed by an event which they can't stop it may make them feel real emotion. This happened in COD: Modern Warfare two when John MacTavish, the main protagonist is badly injured as he gets stabbed in the chest but survives to the next Modern Warfare where he is no longer a playable character but a NPC but in the end John does die after he is caught in a explosion and the dies from blood loss.


Non Playable Characters
A single player game would be boring to play if there was now one else to interact with so they will AI controlled characters call NPC. They are used to help tell the games story and help or hinder the player when navigating through the game and the NPC's can range from people to animals and even aliens.


Feedback To Player
A game needs to be able to show what is happening to the player in different situations. Almost all games will have on screen effects like a shooter will make the outer edge of the screen red when you get injured and the controller will vibrate as well.
Theses effects can also happen by the player activating certain things like a item or activating an ability like you can in Crysis. In Crysis you are wearing a advanced combat suit which allows you to run faster, jump higher, activate invisibility and activate armour mode which absorbs 100% of incoming damage until your energy is depleted and each mode has a separate visual effect on screen and a sound as well.
Visual effect when in armour mode.

Interface Design
The interface is one of the biggest parts of the game as it will tell you about your current status and other information the player will need to see like a health percentage or your ammo count. There are a few types of interface designs, the first one is diegetic UI which has no HUD but exists in the game world in different forms.

 In the game Metro 2033 this type of UI is used to check how long the player has left on the filter on their mask when they are exploring outside in the radioactive wastes. This small watch is the only thing that indicates how long you have left before you need to get another air filter or find a building that is not contaminated. You also have a light on your wrist which indicates how visible you are to other people so its a simple sneak meter.

This type of UI is also used in the game Dead Space, the health meter is displayed on the back of the suit the main protagonist, Isaac Clark. The back back part of the suit is called a RIGs, It is used to show how the environment is affecting the player. When the player enters a area without a atmosphere a holographic display just above the top of the spine and it will show you how much oxygen you have left. The blue bars up the spine show your health and they will go from blue to orange to red and then the bar will go off.


The more commonly use UI type is Meta, instead of the UI being in the game world like in Metro 2033, it is on the screen and is normally know as the Heads Up Display or HUD.

In the Call Of Duty series the is the type of UI used throughout the games as it fits the shooter category very well. As you can see you have a mini-map in the top left which shows your position and your allies. Enemy will show on the map when they are seen or when the shoot their weapon.  You also  have a ammunition counter in the bottom right which shows you how many bullets you have in the magazine an how many you have all together, under the ammo counter there is the grenades counter which show you how many and what types of grenades you have.

The popular PC game series Counter-Strike you also have the same style UI as it shows your ammo count in the loaded magazine and your overall ammo count. In counter strike you have to buy a weapon at the start of the round and that is why there is a money counter on the right.
You also have a health counter and also a armour one counter as well. The player can buy armour to increase their chance of survival but most players wont get armour as it only has a slight increase of survivability.
Perspective
The perspective is how the player views the game and it can affect how the game is played and who the game appeals to as a younger player will want to play simpler games so a 2D or scrolling game will suit them more but a older player may want to play a fast action game so a 3D first person game will suit them but some game designers have mixed different perspective and it has worked out for them.

2D
Games started out be small and they were 2D. The 2D perspective is normally used in side scrolling games like the older Mario games. 2D was used less as technology developed and 3D became more popular but with indie game becoming popular and mobile games as well.


The mobile game Angry Birds is a simple 2D game which has been more successful than people had anticipated. Now there are now 10 Angry Bird games and they all have the same mechanics but a different art style. With the games increased popularity company's have started to make products like toys, mugs and phone covers in the style of one of the birds in the game.
 



When the first Mario game came out it was seen as revolutionary as the level design was more complex to some of the games that were out at the time of its release. The characters and enemy's were sprites with only a few animations, Mario only had walking, jumping, crouching, death and winning and these are only a single frame animation which means he goes from standing to crouch in one frame with no other frames in-between.
  


3D
2D games were the standard for years until developers realised that the available hardware was had enough graphical power to render simple 3D objects. Today 3D graphics are standard in the gaming industry and they are slowly becoming more and more realistic.

One of the first 3D games was a game called 3D Monster Maze. It was made for the Sinclair ZX81which was a cheap home computer and the game was released in 1982 and was very successful. The point of the game was to escape a maze while trying no to get caught by the T-rex. Messages would show at the bottom to tell you how the T-rex was behaving e.g. if it was sleeping or if it was behind you. 
The Last Of Us push the PS3 to it's limit.

There was a game on the PlayStation 3which shocked people in a good way.
It shocked people by having some of the most advanced graphics seen in a PS3 game, most people was not expecting another looking game to come out as the PS3 was going to be replaced by the new PlayStation 4 console but the company Naughty Dog, known for the Uncharted series made the game The Last Of Us.
  
First Person
The view of the player can affect how the game is played. The first person view is used in most in gaming as it is the most immersive perspective the player can have.

The DOOM game is a iconic games as it made the first person shooter category more popular as it offered gamers what others didn't. It did have it's problems as it was hard to shoot enemy's and the game play could be a bit bland in 
The reason for the first person view being used mostly for shooters is because this view type allows for high immersion level. Shooters are not the only games to use first person, the  game Outlast is a survival horror and you play as a journalist who has got work of weird things happening at a asylum but it turns out there was a terrible secret hidden under the building.
Third Person
The third person view can allow for a more interesting game play as the player is not acting as the character but a viewer from over the shoulder or behind them.


The Last Of Us has made great use of the third person view mode. When playing you have an ability which lets you use your characters hearing to tell where the enemy's are.

Just Cause is a action adventure game which also uses the third person view and this view was used because you can do stunts on vehicles, do base jumping and this would be less interesting if it was in first person.






Scrolling

In scrolling view the players view is normally locked to the side of the character and the screen will move depending on which direction the player moves.


Jetpack Joyride is a side scrolling game which is a quite popular mobile game. The game will scroll faster the longer you stay alive and this can make it very difficult to continue.









A game called Terraira is an adventure sandbox game like MineCraft but instead of it being 3D and first person it is a side scrolling. The screen will respond to the players movement.





Aerial
Aerial is more commonly know as top down view. It is mostly used in games where the player is an omnipresence instead of a single character. Aerial view has been used mostly in arcade games as them to keep to simple graphics but also keep the player interested.



In most of handheld pokemon games the player will be looking down on the game world and all the buildings and other objects are kept at the same angle to keep the game simple. the more newer Pokemon games are no longer aerial but are now third person







The aerial view is very useful when the player is omnipresent as it allows you to see everything that is happening like in the indy game Interplanetary. In this game you have to defend a planet you have been assigned but you also have to destroy the enemy's planet. You can view their planet as long as you have built enough intelligence buildings to get past their counter measures. The games can range from 10 minutes to 1 hour depending on how each player acts.




Context Sensitive
The players perspective may change for a certain event. This can be activated by the player like in Skyrim or Fallout, but it's mostly happens in a cut scene or by the environment.




In both of Bethesda role playing series the play can choose whether to play in third or first person by pressing an assigned button or key. On the console version it is changed by pressing down on one of the joysticks and on the PC version it is changed by pressing the "f" key. In the COD series when you can join a third person view match where instead of it being the normal FPS the players view is in third person.


In some games the perspective may change in certain areas. The new COD: Advanced Warfare has some cut scenes where you view your character like your watching a movie instead. This is unusual as in the rest of the series cut scenes weren't used too much in the





Full Motion Video
Full motion video is an uncommon perspective as it is difficult to do as it uses pre-recorded video for each action. FMV allows for much better graphics as the computer or console doesn't need to render any 3D graphics but it only offers limited game play.


Dragon's Lair was the first arcade machine which used FMV. It had the best graphics compared to the other games around at the time, the games cartoon style graphics were short animated clips. The problem with FMV is that the game play is limited as the character will repeat the same set of animated clips. At the time FMV was revolutionary as arcade machines had only 8 to 16 bit games so the high quality graphics were outstanding at the time.





Characterisation
A game which focuses on single player needs to have a character that can convey the story and fit into the planned story. This is why creating a good character takes a games company a long time to get them perfect.


Most game characters will go through many stages starting from concept art to the in game design players get to use. The reason for this is so the player can connect to the character as if they were real. In game where you need make decisions the players character needs to react to the decisions you make and they need to effect the player.





Interaction
 The player will need to activate something in a game to progress further. Most games will have some form interaction, it can be as simple a button press.


In the portal series each level has some kind of puzzle which requires interaction from the player. The puzzles will get more difficult but the player will always activate some kind of button or switch.









There is a game/teaser called P.T. which is a demo for the upcoming Silent Hill game and the only way you interact which the game is by looking at certain items in a order. As you walk through the hall way you may see things that look out of place and when you look at them the hall way changes.




Graphics
The graphics can be a defining part of a game as realistic graphics may pull more people to play the game but graphics doesn't always mean a better game.

The games Battlefield 3&4 are known for having some off the best looking graphics and a good story as well. The COD series is know for having good graphics but it did suffer from a poor story in Blacks Ops 2 and Ghost.

A developer needs to balance good graphics or a good graphics style with a good story as well. The new Call Of Duty has done this with a good campaign and nice looking graphics as well.

Game play
The game play is the most important element in a game. This shows in older games as they have very good game play even though the graphics may not be as good as new games.



Games don't always need to have super fancy graphics if the game play keeps the player interested. A good example game of this is the popular sandbox, MineCraft. People who play it aren't bothered by the 16x16 texture size because the game allows the player to do what they want.




Interaction Model
The player can interact with the game world in a few different ways and the interaction model can affect how the game is played.


Avatar
In most game the player will play as a character in the game. An avatar will go threw many different designs before the game is released.


The player may control a single character in a game or they may control multiple characters like in Grand Theft Auto 5 where you can swap between 3 different character.








Omnipresence
The omnipresence model is more known as god mode, this is when you manage large areas and your not controlling a single character.


As you can guess in a game where you manage very large area's like you do in the game series, Civilization you manage different country's and you have to make sure that your country survives.


Single Player
Single player was the beginning of gaming and it is still the main form for games today. Most single player games today will also have some for of multiplayer as well.

Bethesda is know for making The Elder Scrolls and the Fallout series. Both of the series are single player only but yet they are almost more popular that the COD series because they both offer a good story which the play gets into. These games don't need multiplayer as the story keeps them interested as they will be making choices that affect the entire story and will change how the game is played.

Both of the series have a totally different story. TES series is set in a complete different universe than ours as there is magic and monsters. In the Fallout universe you are in a post apocalyptic world trying to survive.


Multiplayer
Multiplayer is slowly turning in to the most played mode on games today as it allow people to play with their friends and other people.


Multiplayer games are becoming more popular as they allow people to interact with each other and share an experience with their friends.


Narrative
All games have some form story and this needs to be shown to the player so the game needs to be clear on what is happening.

Games can have strange ways of conveying the story. The game Stanley Parable has one of these strange ways, your a man called Stanley and there is a voice telling you what to do but the player can make their own choice and the voice will respond to this.


Storytelling
A single player game relies on having a good story as the player won't be interacting with other people. This means the game has to convey it's story successfully and clearly.



The Fallout games have a good way of telling the story, instead of a cut scene the player receives quests which will overtime tell the player what has happened and what is happening at that point. Some quests will give you some backstory and it may also hint to hidden items of interest.




Game Setting 
When a game is in development the team will spend most of their time think about where the game can be set, the time it's set in, the environment, emotions and ethics. If all of these are done correctly then the game will be a success.

Physical Place
 Games need to be set in a place so the team may use real locations like New York or London, when real locations are used people will want the to be accurate.


If your game is set in a real location the developers need to be accurate with landmarks. In the game Watch Dogs most of the buildings are very accurate to their real life counter parts. The reason some games aren't accurate is because it takes longer to prefect the the buildings so to save time they may create a building that looks alike but is a different building altogether.


Temporal - Historical, Modern, Futuristic
The time the game is set in needs to be reflected in the visual design. A game set in the past would look very different than a game set in a future would.

A game like Assassin's Creed needs to be historical accurate as it is set in the past so the team spends a lot of time researching the events that took place in the time the game is set


Environment
The environment needs to suit the time and place the game is set in as it will affect how the player acts in game.

In Fallout 3 there is a high amount of radiation on some areas. There are vaults in the game which were meant to protect a small amount of people in a nuclear war, one of the them got directly hit by a nuclear warhead and this makes it impossible to reach it as there is a very high amount of radiation there. This also adds to the story as the player has to find another way into the vault as there is a piece of equipment that you require so you have to get information to see if there is another way.


Emotion
A single player game needs to be able to make the player feel how the character would feel in the certain situations.
A game like Mass Effect (ME) makes most players feel upset when they know they can't some one, no matter how hard you try. The game is always throwing different situations at you and you will have to make a choice that may mean you lose a crew member or you may fail to save people.
After clearing an area for a rescue shuttle to land it is shot down a few seconds after a few civilians and a child are loaded into it and this made people wonder if you could have done more to save them.

 Ethical
Some games there will be times where the player has to make a decisions and they may question the choice they made. The ME series is known for having hard decisions to make. In the second game you have to choose different crew members to do certain tasks when your on a suicide mission and depending on how well you have worked with them could mean life or dead for them.
You will lose at least one of them in the final battle and if you have spend a long time ensuring the all have good gear this can make you feel helpless as no matter what you do, someone won't be returning to the Normandy (your ship).

Success
All games have some form mission or quest so the player needs a reason to complete it. The developer will add a few different rewards in for the goals and challenges that are in the game.


 Goals
The goals may seem far-fetched at the start of the game but as you progress it becomes clearer what you need to do in order to succeed.


The Fallout 3 you leave vault 101 to find your father and at the start that seems impossible but after finding a lead you discover why he left and where hes going. In the end you continue with the project your father started and finish it, providing non irradiated water for the people in the wasteland.

Challenges
A game will have some kind of challenges to keep the game play interesting when the story is slowly progressing.




In Fallout: New Vegas (FNV) you can do certain things in game and you will be rewarded with a perk. It can range from healing 10000 points of health with food items to vaporising 1000 enemy with plasma weapons.






  
Rewards
The player will want some kind of reward for completing the game in different modes or difficulty setting. Most games will let you unlock achievements or a trophy's when the player has completed a certain mission or quest but also they may get them from finding hidden objects. Almost all games with a campaign will have hidden items which you can find and if you complete a game on a certain difficulty you will get a reward as well. In multiplayer the player will be able to unlock upgrades to help them perform better and this can be from levelling up to completing challenges.



In COD: Modern Warfare 2 multiplayer you can unlock new weapons and attachments when you level up and complete challenges. This gives a player a reason to play online.


Scoring
A scoring system is more used in multiplayer as people will want to see how well they are doing in a session. In a multiplayer shooter the player will get points depending on where you hit another player. Other games will give points for completing objectives and quests as this is a way for the player to feel rewarded.


Win Conditions
The player needs to know what they have to do to complete the game so the win conditions need to be easy to find out what they are. Most RPG will have tell you what you need to do in order to complete it.



TES: Skyrim's questing system will tell you what you have to do to complete the quest you have chosen.

Difficulty
A game needs to has some kind of challenge it will be boring to play. So most games will have a few different difficulty settings.


They will have a easy setting for people who aren't use to playing games. The normal difficult is what most people play on as it is a challenge for players but it isn't too difficult, the two more settings are recommend for players who are good at the certain game or have played through it already.


Game Balance
 The player will want a challenge but they don't want to spend hours trying to beat one part. If the player  can't complete a section they may become frustrated and not want to play the game so the developer needs to make sure that the game has a good balance of easy and hard.