Sunday 20 October 2013

The Visual Experience

So this blog is going to be focusing main on the aesthetic of games today and will probably be really shitty since I got a total of 2 hours of sleep last night, I'm slowly dying because I think I'm getting sick again after Halloween Haunt (it's this huge Halloween event at the amusement park near my house which my friends and I go to every year for our friend's birthday. It was cold and wet and we decided to be be really smart and go on roller-coasters as well as the mazes, which we are all paying for now) and the copious amounts of alcohol we had last night (actually it was this morning) was ridiculous (On a side note we had a drinks based on all the Eevee evolutions which were soooooo good, look them up people). Ok now enough babbling and on to my probably really sucky blog post, yeaaaaaaaah!
 

Now as a game design (or any designer really) you need to really think about the visual experience that your game aesthetics presents to the players. You need to ensure that the colors and patterns you use in your visuals work well with each other and convey the visual experience you want to create. Now you can do this be using visual reactions, which are aspects of the game aesthetics that cause reactions from the players. These reactions can be Aesthetic sensibility, Primal Reactions and Taught Reactions.
Next I'm going to briefly discuss Christopher Alexander's 15 Properties of Living Structures (I apologies it's most likely going to get really shitty in a moment cause I feel like I'm dying, also Here's more info on Christopher Alexander).

  1. Levels of Scale
    • Telescoping goals
    • Fractal Interest Curves
    • Nested game world structures
    • Balanced range of sizes for environments, entities, challenges, and player actions
  2. Strong Centers
    • Strong areas of focus or weight for environments, entities, challenges, story and characters
  3. Boundaries
    • limitations for space, rules and actions
    • Are often not very clear
  4. Alternating Repetition
    • repeat elements to give sense of order and harmony in environment and challenges
    • shape of tiles
    • Cycle of level/ boss/ level/ boss
    • pacing of tense/ release/ tense/ release
  5. Positive Space
    • Complementary shapes
    • well-balanced game
    • backgrounds reinforce rather than detract
    • keep focus on player challenges
  6. Good Shape
    • simple forms that are pleasing 
    • create powerful centers from simplicity
      • environments
      • entities
      • challenges
  7. Local Symmetries
    • Small internal symmetires work best
    • better than overall symmetries
  8. Deep Interlock and Ambiguity
    • Looping and interconnected structures promote unity and grace
      • environments
      • story
      • challenges
  9. Contrast
    • using strong opposites to achieve
      • unity
      • focus
      • emphasis
    • Between
      • opponents
      • controllable things
      • reward and punishment
  10. Gradients
    • Proportional use of space and patterns to promote harmony in environments, story, and challenges
    • gradually increasing challenge curve
    • complexity of puzzles increases as game progresses
  11. Roughness
    • texture and imperfection conveys uniqueness and life in environments, entities, challenges and story
    • Roughness for storytelling effects are seen in Portal 2
  12. Echoes
    • a pleasing, unifying repetition
    • interest curves, fractals
    • similarities repeat in environments, challenges and story
  13. The Void
    • create calm and contrast through empty spaces and pauses in challenges
    • large open spaces help focus attention on few important objects
  14. Simplicity and Inner Calm
    • uses only the essentials and avoids extraneous elements
    • single, well-balanced rules
      • emergent properties
  15. Not-Separateness
    • Well-connectedness of rules
    • All elements in the game are connected and complementary
    • Story revisions
      • see how your enemies are made


Play Space and Level Design

Hello all and welcome back to the world of The Rants of an Angry Game Dev girl, travel carefully and in groups cause its a scary place (now again I really don't know why anyone actually reads this because I'm not funny like seriously). Now so this blog will probably kinda sucky cause I'm slightly hungover, hanging out with my friends while playing Pokemon X (we all have Pokemon X and have been wonder trading and trading with each other, we are clearly so cool). Now today we will be focusing on Play Space and Level Design, which are important aspects of game development.

Now as a level designer your main goal is to design HOW a player is confronted with the games rules, it is the interpretation of the rules. Now some people mistake the purpose of level design and thinks that they are in charge of the level's rules and mechanics but that's the job of the game designer (and now you know and knowing is half the battle!!). LEVEL DESIGN IS PUTTING THEORY INTO PRACTICE, this is really important to remember wen looking at level design.
In level design you need to be able to understand how to show players the game's mechanics, whether it's finding and using a new weapon. learning a new ability or teaching a new game mechanic, like the hookshot in The Legend of Zelda games. Your goal as a level designer is to teach players how to use these mechanics by breaking down the components and making sure that the rules are understood (this is really important stuff so don't mess it up!). Just explaining the mechanic in the level is a little boring so when introducing the mechanic, level designers should try and make an interesting setting for introducing and learning the mechanic. The best way to make the implementation of new mechanics is to challenge players to use it, insert obstacles and challenges, apply rules and then turn them upside down, among other things to test both the mechanic and the player's skill with the mechanic.
Now I mentioned teaching the player but what exactly are you teaching them? Well you can teach the players anything,  take for example Gucamelee, the games teaches you many different abilities and fighting techniques/ combos throughout the levels. These help the player learn and progress through the level and reveal more information. As a level design you want to try and teach your players:
  • The Physical rules of your environments, like gravity and Physics which is one of the most important thing to teach the players
  • The abilities of the player's in-game character, obviously this is another important aspect of what level designers need to teach to players.
  • The behavior of enemies, ever play the old Mario games well the level designers had to design some way to teach players how the enemies move and attack.
  • The game's reward systems, level designers need to teach players what types of rewards and achievements players can get in the game to help motivate them while playing.
 Now Level Design has a few golden rules that must always be followed:
  1. BE CONSISTENT
    • The mechanics must always stay the same, be consistent in your mechanics (this is the most important thing to remember if you only remember one thing from this blog REMEMBER THIS DO YOU UNDERSTAND ME)
  2.  Don't require skills in a level that you haven't taught the player in a safe environment first
    • Don't throw players into the game space without teaching them the player skill first, this not only doesn't allow players to discover the mechanics but it can allow piss them off
  3. Always teach main goals and rules first
    • This can be done in many different ways but it is important to be done at the beginning of the level or the game.
     
 Now another important thing to think about as a level designer is the WHAT? WHY? and HOW? Think about what you are trying to achieve, whether in a level or in the game as a whole, what do you as a designer want to achieve with your game. Think about what External and Internal goals you will have in the game, how you reward players, what players can do to achieve something, etc.
The Game Design Hierarchies are important to keep track about how and what you are doing with your level design. It's all about how each aspect works with the level design, how the work, how they are being made and how they are implemented.  Each level has it's own hierchy that can cover everything from External Design Goals, to Level Goals to Gameplay Action, etc.

Now there are few different types of levels; Linear, Semi-Linear and Non-Linear. Each have different pros and cons and depending on the type of game and gameplay work better than others.

Linear Levels


PROs                                                                         CONs

Perfect control for LD
Constrained player freedom
Determine order of events
Things might happen regardless of player actions
Pacing
Gameplay events might be forced on players
Consistency

Story Development

Learning Curve



Semi-Linear Levels


PROs                                                                        CONs

Reasonable directorial control for LD
Lead players by nose when uninspired
Enough Freedom for players to feel they are authoring their experience
Leaving players to own devices at inappropriate times
Create illusion of player freedom
Logical inconsistency (game play actions once possible should always be possible)

Non-Liner Levels


PROs                                                                        CONs

Maximum control for players
Extremely hard to test
Take responsibility for their own failures
Very hard to design robustly
Sense of gameplay ownership
Players may break the game with unforeseen actions
Free content
Loopholes in gameplay logic


There are a few different Level Design Methods, (which I'm kinda too tired to list) that can be seen in the picture below:


Sunday 13 October 2013

Guest Lecture: Shine

So for our 6th lecture we had a guest speaker come in to talk to our class (He's a 4th year student in my program). Basically he came to talk to us about his experience working an internship with Ubisoft (he's so lucky) and the game they were working on called Shine. Now all the interns were students picking through Academia, which a ton of students submitted games for, one of which was chosen and created. The game they worked on was called Shine, which is a 3rd person action/stealth game where your character is trapped in darkness (Unfortunately i cant tell you all about the game since I don't really know much about it and I was kinda dying of a really bad cold when we had this lecture so I missed some of what he talked about).
To find out more check out the official Website Here
Now this lecture was a really interesting experience because not only were we able to talk to this 4th year (who we had absolutely no classes with and most likely would have never been able to talk to him about his experience) but it also gave us something to look into and inquire about regarding setting up internships in the future for ourselves. During this lecture we were able to hear about how it was to actually work in a real fame development studio (and I think this might have finally cemented into the heads of some of my fellow students that pulling all nighters to do work isn't a good idea or what developers actually do). It gave us a chance to find out what Game Developers are looking for when they hire new employees, which will really help in the future when we are all looking for jobs.

I think this lecture was a good experience for my class to have because it really helped open some of our eyes to what is important to be focusing on especially in our careers as game developers. I know for sure that I am going to start looking into internship options next year during my 4th year or even my extra year (since I need to now finish my minor and some classes I'm behind in).

Digital Prototyping

So this blog will be focuses on my lecture about Digital Prototyping (So I was planning on doing this earlier but I got Pokemon X yesterday and it kinda consumed my life). So Digital Prototyping is an important aspect of Game Design, because it allows game designers to test the aspects and features of their game. Now there are a few different processes of digital prototyping that I will discuss in this blog (which will probably be a short blog cause 1. It's Thanksgiving weekend where I live 2. I'm still kinda of sick and 3. I wanna play more Pokemon).





















Now there are four areas of Digital Prototyping, which come from a development director named Eric Todd, who identified the following aspects:
  • Game Mechanics
  • Technology
  • Kinesthetics
  • Aesthetics

 GAME MECHANICS 

  •  These are the formal aspects of the game, which I discussed in an earlier blog, Here.
  • When prototyping Game Mechanics should be simple, they don't always have to be the completed, complicated game code.
  • You should focus on a particular design question (start with your core Mechanics and then work your way up from there).
  • Start with a spreadsheet and start adding the the game logic in order to develop the right rules and balance your game

TECHNOLOGY

  •  This is generally all the software needed to make the game run and work properly.
  • Technology can include the games Graphics, AI,  and Physics; Any specific tech issues of your game.
  • The digital prototype is very heavily based on technology.
  • This is not done in your actual game code, use a another programming language (using something that you can make quick and dirty prototypes).
  • This is good for validating good and removing bad ideas.
  • One of the worst things you can do is build your final game from your prototype code, program in another coding language.

KINESTHETICS

  •  This is what is referred to as the feel of the game and is generally about the controls of your game feel and how they respond.
  • This area of prototyping is extremely important because it tests the types of controls available to the player.
  • You need to be able to test the controls and responsiveness of the interface, this is important in order to ensure the game works and responds correctly.
  • This is generally something that can only be tested in the digital prototyping.

AESTHETICS

  • These are the visual, oral and dramatic aspects of the game.
  • Aesthetics can be anything from Storyboards, Concept Art, Animatics, Interface prototypes and audio sketches.
  • Now with your prototypes, you don't have to add all of you aesthetics, since prototypes do not need to have all their aesthetics done.
  • However having a few aesthetics in your prototype can make all the difference in your prototype.

Now another important aspect of digital prototyping is Designing Control Schemes, Selecting Viewpoints and Effective Interface Design:
  • DESIGNING CONTROL SCHEMES
    •  This is designing the input part of your game controls, games usually consist of an input and AI and an output.
    • You need to understand the controller types handed to you in order to make the best game you can. To do this you must understand the capabilities of your controller.
    • You can start a list of procedures or a control table in order to keep track of your controls and limitations.
    • These procedures are tied to the games state and it is important to remember that more controls doesn't necessarily make a better game.
  • SELECTING VIEWPOINTS
    •  This refers to the viewpoint of the game environment (not the visual aspect/ display of the status).
    • There are 5 types of viewpoints; Overhead view, Side view, Isometric view, First-Person view, and Third-Person view.
    • Selecting a viewpoint for your game sets the degree of access to the state of the game game world and helps place/define the player's relationship to the game objects/characters
    • This aspect includes both the formal and dramatic elements of games, which I discussed in blogs found Here and Here.
  • EFFECTIVE INTERFACE DESIGN
    • Now this aspect includes a few different elements:
      • Player Information Design
      • Form Follows Function
      • Metaphors
      • Visualization
      • Grouping Features
      • Consistency
      • Feedback
Now you can create prototypes a few different way, using paper or technology (a digital prototype). Prototyping is important for the experience design first, technology second and can use numerous different programming languages to test things quickly and efficiently. In addition, you can create prototypes to test your game mechanics and controls using different game engines or level editors, such as Unity, Unreal, and Portal 2.

Thursday 10 October 2013

Grind Quest: Objectives

Welcome everyone to magical world of blogging fellow internet goers, please find snarky and sarcastic blogs to your right and the back button to your left should you wish to leave and never return (either cause you aren't interested, this blog wasn't what you were looking for or my writing style just isn't funny and just sucks). Today in the land of Gamedevia (that's the magical world in which my Game Design & Production II class takes place in, not gonna lie it's pretty entertaining) I the fearless Yuuki-Sama (I name all of my characters in every game that cause it's my nickname and I'm not going to explain how I got it cause it will take all night) will be tackling the Objectives Grind Quest. Now in this quest I must identify 10 of my favorite games (which was surprising hard to do) and name the objective of each game, discuss similarities and talk about what type of games appeal to me. Well now lets get started shall we (please note the games are listed in no numerical order or based on preference):

  • Dishonored
    • I got this game for Christmas last and it quickly became one of my favorite games, the storyline is amazing, the graphics are awesome and there are so many achievements I can get, its awesome. More info on the game can be found Here.
    • Now in Dishonored the main objective of the game is to go through a series of missions in order to take revenge on the man who kills the Empress and protect the princess from harm. There are numerous side objectives you can complete, but the main one is to help bring the rightful heir to the thrown and remove all threats in the way.

  • Assassin's Creed II
    •  So as I mentioned in an earlier blog I love Assassin's Creed, absolutely love the series in fact I have the 4th game on pre-order and there is a spot in my shelf for it.So far my favorite game in the series is Assassin's Creed II, not only is the story line fantastic and intricate (it needed 3 games to finish it), but the graphics are awesome, the main character is literally the best thing ever, and oh my god the amount of achievements I can get. This was one of my first games for my PS3 and you can find out more info Here.
    •  So the objective in this game is to uncover a conspiracy that got your family killed and take down the conspirators, as well as kill the people who betrayed your family. There are a ton of side quests and objectives you can complete that tie in quite nicely with the game's storyline.
  •  Disgaea 4: A Promise Unforgotten
    •  So Disgaea is a popular JRPG series from NIS America (Nippon Ichi Software is a really popular Japanese Rpg game company, their games are awesome!!) which has numerous sequels and spin-offs, and my favorite one is Disgaea 4 (Ok the Prinny games are so entertaining too and are some of my favorites as well). Disgaea 4 not only has my all time favorite Disgaea character, Valvatorez, but also has an interesting and entertaining plot line. Check out this link for more info, click Here.
    • The main objective in the bizarre game is start a revolution to over throw the evil and corrupt government and stop the crazy evil Judge Nemo from destroying both Earth and the Netherworld. There are numerous side quests you can accomplish, and allies you can collect along your journey.
  •  Little Big Planet
     
    •  Little Big Planet has to be one of my favorite games (not the karting version though not a fan) for so many different reasons. The top reasons being I can customized my character any way I want, there's a cute, entertaining storyline to follow and the amount of achievements and items to collect, it's glorious. Click Here for more info.
    • Little Big Planet's main objective is expressed through their tagline; Play, Create, Share. It focuses heavily on user-created content, creating, sharing and exploring player made levels, and playing through the storyline either alone or with friends. While in story mode the main goal of the game is to go through each level and fulfill the creators tasks while collecting stickers and costumes along the way.
  • Guacamelee 
    • So this is one of my more newer games but it quickly became one of my favorite games, from its interesting concept and story to its whimsical art style. This game not only has an engaging and hilarious plot and set of characters, but there are numerous skills and achievements to unlock. More info about this game can be found Here.
    • This game's main objective is to defeat the evil, undead Carlos Calaca who has kidnapped El Presidente's daughter (and apparently your secret crush), while collecting new powers and unlocking hidden areas along the way.
  • Pokemon
    •  Pokemon has made up my childhood since I was about 4 years old(1996 is when pokemon came out I was born 1992 so yeah 4 years old) and has been a constant obsession of mine since then (Anyone excited for the new games?? I can get double fire starters guys, double fire starters!!!!!). Now I know pokemon has pretty much the same plot in every game (but how cares its pokemon) but it's all about catching them all (except for one of my friends who releases his pokemon after catching them, I know he's weird). Check out more info Here!
    • Now Pokemon's main objective (I kinda just said it in my previous point but whatever) is to become a Pokemon Master and catch them all.
  •  Pac-Man
    •  Oh Pac-man, you are an oldie but still a goodie. I love you , my mom loves you (which surprised me when on vacation the arcade in one of the hotels we were at was broken so you could play all the games, with a few exceptions, for free and my mom spent almost 3.5 hours playing Pac-man, man is she good at that game), everyone loves Pac-man and if you don't well your wrong. More Pac-man info Here.
    • Pac-man's main objective, run away from the ghost while collecting all the little dot things and occasionally a cherry. 
  •  Uncharted 2: Among Thieves
    •  Oh Uncharted you wonderful game you, Naughty Dog needs to continue making these games like forever. Seriously guys this game series is awesome, with its amazing story lines, beautiful graphics, and ACHIEVEMENTS!!!! My favorite game in the series definitely has be Uncharted 2 though. More info Here.
    •  Now Uncharted 2's main objective is make your way through numerous enemies, puzzles and environments in order to discover the truth behind Marco Polo's lost fleet.
  •  Portal 2
    •  Portal 2 has by far have to be one of my favorite games, the graphic, game play, story line, everything is fantastic! Seriously this game is awesome, I love it! The puzzles are interesting, I can get achievements and OK let's be honest GLaDOS is just awesome. Here's more info on Portal 2.
    • The main objective of Portal 2 is to utilize the portal gun to make your way through numerous puzzles and challenges.
  • BioShock Infinite
    •  Again this is one of my more recently owned games, but that has noting to do with what makes it one of my favorites. What's not to love about BioShock Infinite (The series is great) from its amazing storyline, to its awesome graphics, oh and let's not forget all the achievements I can get!!! Check out the game info Here.
    • The main objective in BioShock Infinite (well actually I'm still in the middle of this game so I'm still currently figuring this out but you know whatever) is to rescue Elizabeth from capture, and currently some weird stuff is happening and I have a feeling I'm gonna have either waste somebody or overthrown some people.

Similarities: 

So, if like me, you  have noticed something about all these games while going through this list, they are either all really bloody, violent games with intense story lines and pretty graphics or they are puzzle/collection games which are appropriate for children. All the games, with the exception of Pac-Man and maybe Pokemon and Little Big Planet, have an interesting and compelling story line and either have something to do with getting revenge, saving somebody or finding something. Either all my games, especially my favorites, are story driven, violent RPGs/Shooters/Stealth games, where you either have to kill/stop someone, find someone, or find something, or puzzle/collection games. All these games and a few that I didn't list are perfect games for me as an achievement game, there is always something to collect, something to find, some task or objective to complete. Puzzle, Collection and heavy story driven games with awesome graphics and tons of achievements for me to get are definitely the types of games that appeal to me. Now I'm gonna challenge everyone who reads this blog, think about your favorite games and try and figure what makes them your favorite and what aspects attracts you to a game.