373 lines
18 KiB
Plaintext
373 lines
18 KiB
Plaintext
|
Some Thoughts on Computer Game Design
|
||
|
=========================================
|
||
|
|
||
|
I've been thinking about what it is about my favorite games that
|
||
|
I like...I've thought about Game Design on and off over the years,
|
||
|
and have begun to pull some things together for myself.
|
||
|
|
||
|
Here's a start of a breakdown...feel free to add upon it and respond to
|
||
|
individual ideas...I'd like to quote different reactions to these ideas in a
|
||
|
non-profit hypermedia project I'm working on at school, and thought the life
|
||
|
of these groups would have much to add.
|
||
|
|
||
|
Dave Seah
|
||
|
(dis6218@ultb.isc.rit.edu, pccdaves@aol.com)
|
||
|
|
||
|
--- cut here ---
|
||
|
|
||
|
The Player
|
||
|
|
||
|
Why do we play games? We like challenges, and we derive
|
||
|
pleasure when we overcome them. Games provide a safe context
|
||
|
in which we can express our fantasies and dreams. We achieve
|
||
|
a sense of stature and accomplishment by engaging in
|
||
|
stimulating gameplay. Computer games are no different in the
|
||
|
way they provide challenge and stimulation. As game
|
||
|
designers, though, we are responsible for designing every
|
||
|
part of every interaction within the self-contained computer
|
||
|
world. The player has to be able to find and overcome the
|
||
|
challenges we design into a game without feeling unfairly
|
||
|
constrained or manipulated.
|
||
|
|
||
|
For games in which the player plays an active role in a
|
||
|
simulated social environment, emphasize the hero qualities
|
||
|
of the character. By controlling the character throughout
|
||
|
the game, the player establishes an alter ego. That
|
||
|
joystick-controlled blip on the screen is the player, for
|
||
|
all intents and purposes. The game environment becomes the
|
||
|
world, and the player is the protagonist, with the potential
|
||
|
to become a hero. Heros are always above average in their
|
||
|
abilities, for it enables them to go forth and kick-ass in a
|
||
|
definitive manner.
|
||
|
|
||
|
The protagonist must undertake some form of the hero's
|
||
|
journey. This can take the form of a developmental cycle, as
|
||
|
it is in role playing games (RPGs.) A new character in the
|
||
|
Ultima series, for example, starts out as a naked
|
||
|
stripling, equipped with the wimpiest of weapons and armor.
|
||
|
The character grows in experience by exploring the world,
|
||
|
slaying monsters and engaging in quests. Eventually, the
|
||
|
protagonist achieves a level of ability that is truly epic.
|
||
|
The player experiences a vicarious sense of accomplishment
|
||
|
through the actions and ultimate success of his/her
|
||
|
character.
|
||
|
|
||
|
In games that emphasize manual dexterity, the hero's journey
|
||
|
is externalized. In an arcade game, the player usually
|
||
|
controls some kind of ship. The ship itself may already be
|
||
|
imbued with awesome weaponry and abilities; by surviving and
|
||
|
wreaking destruction on the computer world, the player is
|
||
|
shown to be a hero (or at least skilled) to his or her
|
||
|
peers.
|
||
|
|
||
|
A good example is the original version of Wing Commander. In
|
||
|
this game, a chalkboard kept track of how many enemy kills
|
||
|
were attributed to the player's character. It lists the
|
||
|
game's non-player characters (NPCs) ranks as well, and the
|
||
|
player could see how well he is doing as the story
|
||
|
progresses. As the player grows more experienced, he moves
|
||
|
up in the ratings. The chalkboard also makes it possible for
|
||
|
players to compare their skills with their friends. "I
|
||
|
fragged 105 furballs before I finished the game" was a
|
||
|
common boast on the computer networks. In Wing Commander II,
|
||
|
the chalkboard was moved to a less prominent area, and the
|
||
|
emphasis was placed on the wooden story line, drawing the
|
||
|
player into a simulated social environment.
|
||
|
|
||
|
Game Environment
|
||
|
|
||
|
As the player establishes and sets goals in the context of
|
||
|
the game, the game must respond in kind by providing some
|
||
|
kind of feedback. Without feedback, the player will feel
|
||
|
lost and impotent, trapped inside an artificial world
|
||
|
instead of participating in it. The interactive gaming
|
||
|
experience must support the actions of the player, not
|
||
|
thwart them.
|
||
|
|
||
|
To maintain the illusion of a functioning, living world, the
|
||
|
game designer has to ensure that there is some minimum
|
||
|
interaction between the player's character and the simulated
|
||
|
environment. As an example, the Super Nintendo version of
|
||
|
Zelda provides lots of audio-visual feedback. As the
|
||
|
player's character walks through tall grass, a rustling
|
||
|
sound is heard, and the character's body below the waist is
|
||
|
swallowed up. When walking in a shady forest, shadows fall
|
||
|
across both the ground and the character. NPCs on the screen
|
||
|
react to the presence of the player in a variety of ways or
|
||
|
not at all. The player is drawn into the game because the
|
||
|
game environment interacts with his/her character. The high
|
||
|
level of interaction between player character and game
|
||
|
environment is enjoyable in itself.
|
||
|
|
||
|
The player should also receive some kind of feedback on
|
||
|
his/her progress. In arcade games, this is accomplished with
|
||
|
some kind of indicator (score, level, etc). The player
|
||
|
ideally feels that he or she is in control at least most of
|
||
|
the time. All hell may be breaking loose, but the player
|
||
|
should know how much that is affecting his/her character.
|
||
|
The rule of thumb is that for every action, there should be
|
||
|
some kind of feedback or reaction.
|
||
|
|
||
|
The game universe should have well-established conventions
|
||
|
of how things work -- its own "law of physics." If the
|
||
|
laws change, there must be a rational explanation. Arbitrary
|
||
|
changes, especially those that impact the player's
|
||
|
character, can have a negative impact on the gaming
|
||
|
experience.
|
||
|
|
||
|
Premise and Player's Expectations
|
||
|
|
||
|
The player must know what to expect from the game world,
|
||
|
journey or no journey. Usually, some rudimentary explanation
|
||
|
is given to explain the game world. Ignoring purely abstract
|
||
|
games like Go or Checkers, the game designer must establish
|
||
|
both premise (story) and setting. The premise helps
|
||
|
establish an initial motivation for why the game is the way
|
||
|
it is, and the setting helps establish the tone. This can
|
||
|
take rather trivial forms, but if the scope of the story
|
||
|
matches the scope of the game, then I have no argument
|
||
|
against it. By "scope of the game", I mean the range of
|
||
|
possible associations and interactions. A complex political
|
||
|
thriller as the story and setting for a straight shoot-em-up
|
||
|
arcade game doesn't carry much credibility. Likewise, a game
|
||
|
that is based on a popular movie is asking for trouble.
|
||
|
People will carry their memories of the movie over to their
|
||
|
expectations of the game, and are setting themselves up for
|
||
|
disapointment.
|
||
|
|
||
|
For the designer's expectations of the game, it is important
|
||
|
to set the challenge clearly. You know what kind of
|
||
|
experience you want to deliver, so make that clear right up
|
||
|
front when establishing the story and setting. The premise
|
||
|
(or premises) of the game will vary wildly. If a game is
|
||
|
intended to be a visually confusing, surreal exploration of
|
||
|
the inner mind, then let it be said up front. If the game is
|
||
|
intended to be an accurate, uncompromising World War II
|
||
|
simulation of the Battle of the Bulge, then different
|
||
|
expectations are set. The designer must set these guidelines
|
||
|
explicitly, and adhere to them. The game experience should
|
||
|
fully support the premise and the player's expectations.
|
||
|
|
||
|
Consider two space gaming genres: the side-scrolling
|
||
|
"shoot-em-up" (or shooter) and the space combat simulator.
|
||
|
In a classic shooter like Defender, the premise is pretty
|
||
|
simple: Destroy all the waves of attacking aliens and
|
||
|
protect your people. The gameplay is simple to understand,
|
||
|
though the game itself requires superb eye-hand coordination
|
||
|
of a level that is seldom seen today. For the gamer, the
|
||
|
premise is secondary to the nerve-racking adrenaline rush of
|
||
|
playing which is the main reason for playing. As a more
|
||
|
recent example, the space combat simulator X-Wing is based
|
||
|
on the Star Wars universe. Since it is based on the popular
|
||
|
movie, players expect a lot from the game. The premise is
|
||
|
that you are a rookie joining the Rebel Alliance. Although
|
||
|
you can jump right into the missions and just start blasting
|
||
|
TIE fighters, you are encouraged to go through the training
|
||
|
process. Animated sequences and accurate portrayal of the
|
||
|
Star Wars universe build the framework in which you play the
|
||
|
game, and an included novella sets the tone for your tour of
|
||
|
duty: You are a new recruit, and the Alliance is being
|
||
|
ruthlessly hunted down by the Imperial fleet. You are not
|
||
|
just flying any old spacecraft...you are flying an X-wing,
|
||
|
escorting a crucial shipment of grain through dangerous
|
||
|
Imperial patrols! There is a sense of an expanded game
|
||
|
universe that exists outside the confines of the game,
|
||
|
carefully reinforced with information from the mission
|
||
|
briefing screens, but the story isn't stated overtly. You
|
||
|
are not Luke Skywalker, but you know that he's out there
|
||
|
somewhere fighting the same cause.
|
||
|
|
||
|
Balancing of Goals
|
||
|
|
||
|
From the initial motivation, the player can form (or be
|
||
|
informed of) several long-term goals. The default goal is to
|
||
|
win the game. Other long term goals may be to "find the
|
||
|
Golden Sword" or "Return Peace to the Land." Players will
|
||
|
formulate a number of short-term goals along the way. "To
|
||
|
find the Golden Sword, I have to talk to everyone," or "To
|
||
|
return peace to the land, I need to collect the Peace
|
||
|
Crystals." Shorter term goals might be, "To get to the
|
||
|
next level, I have to blow up all these ships," or "I have
|
||
|
to find the Power Booster if I want to survive!" Some
|
||
|
short-term goals are standing goals. These goals are always
|
||
|
on the player's mind, as they continually contribute to the
|
||
|
well-being of the character. For example, "I better not get
|
||
|
hit by enemy blaster fire, or I'll lose a ship." The game
|
||
|
designer manages the difficulty of these goals, and the
|
||
|
player juggles them.
|
||
|
|
||
|
For flexibility, I like to allow flexible goal completion.
|
||
|
In other words, I like to allow some leeway in the order
|
||
|
that goals are brought to completion. There is no single
|
||
|
order that guarantees success. Putting together a structure
|
||
|
that allows this is not trivial, and it depends on the kind
|
||
|
of game. To take an old example, consider the classic Apple
|
||
|
II game, "Castle Wolfenstein." The object (long term goal)
|
||
|
of the game is to escape from a Nazi castle during WWII,
|
||
|
initially armed with nothing but a pistol. Finding the "War
|
||
|
Plans" was a secondary long-term objective. Since the game
|
||
|
begins with the player trapped in a guarded room, clad in
|
||
|
bright purple prisoner duds, the short term goal is to get
|
||
|
out of the room without getting captured or shot. As the
|
||
|
player moves from room to room, the standing goals are
|
||
|
finding uniforms, keeping stocked with ammunition, and
|
||
|
keeping the SS from getting on your tail.
|
||
|
|
||
|
Balance short term with long term goals. You want short term
|
||
|
goals, punctuated by moments of sheer terror. This is part
|
||
|
of the "hero building" process. The short term goals
|
||
|
should be immediate and compelling. This can be something as
|
||
|
simple as "blow up more bad guys." Long term goals should
|
||
|
be what drives the short term goals, giving them purpose and
|
||
|
meaning. Not all games need purpose and meaning. DOOM is a
|
||
|
good example: the gameplay is so compelling that you have no
|
||
|
time to think about any long-term goals other than,
|
||
|
"survive." It is the most absorbing game of its kind on
|
||
|
any platform, in my opinion.
|
||
|
|
||
|
Another aspect of goal-setting that I like is the idea of
|
||
|
open play. In the case of Castle Wolfenstein, the goal of
|
||
|
the game is to escape with the war plans. However, the
|
||
|
player can take as long as he/she wants. In fact, the player
|
||
|
can choose to use the game as an open play environment,
|
||
|
effectively creating a new game. A common game was "Nazi
|
||
|
hunting", in which players would just run around shooting
|
||
|
everyone. Other players would try to get out of the castle
|
||
|
as quickly as possible, ignoring all other aspects of the
|
||
|
game. Castle Wolfenstein did not punish the player, because
|
||
|
its structure was open enough to contain these kind of
|
||
|
alternate games.
|
||
|
|
||
|
Gameplay
|
||
|
|
||
|
Part of the pleasure in a game comes from interacting with
|
||
|
it. I enjoy controlling characters on the screen, making
|
||
|
them solve problems or overcome challenges. I also derive
|
||
|
satisfaction at overcoming those challenges with skill and
|
||
|
dexterity. I set a limited goal ("solve the puzzle") and
|
||
|
then I reach it ("puzzle solved.")
|
||
|
|
||
|
The player should be able to do any action that seems
|
||
|
reasonable, given the premise of the game and the goals
|
||
|
formed based on those premises. If there is a situation in
|
||
|
which the natural response would be to run like hell, then
|
||
|
the character should be able to do just that. There should
|
||
|
be a counter or defense for every move. If you are shot at,
|
||
|
you should be able to move out of the way. If attacked, you
|
||
|
should be able to counter-attack, or at the very least be
|
||
|
allowed to escape. In the event that the player has just
|
||
|
made some horrible tactical mistake, this should be made
|
||
|
very clear so the player knows that it was "his fault."
|
||
|
There should also be the knowledge that, "there is another
|
||
|
way."
|
||
|
|
||
|
The player will also want some way to gain an advantage,
|
||
|
however temporary, by changing the rules slightly. For
|
||
|
example, in the arcade game Assault, your highly-
|
||
|
manueverable tank can enter "jump zones" that propel it
|
||
|
above enemy vehicles on the ground, giving the player a
|
||
|
unique advantage. Players want the biggest guns and the best
|
||
|
armor. Give them a way of earning that advantage, and then
|
||
|
give them a reason for really needing it.
|
||
|
|
||
|
When placing constraints on the player's action, there must
|
||
|
be a rationale. The premise may help establish why these
|
||
|
constraints exist. If the player's magic hammer has been
|
||
|
able to smash all walls, then it has to work all the time
|
||
|
unless a "Special Wall" is encountered. The hammer must
|
||
|
react with the wall in some way, perhaps signaled by a
|
||
|
different noise or animation sequence. If something has
|
||
|
worked in the past, it should work the same way in the
|
||
|
future, unless some kind of new variable has entered into
|
||
|
the picture. Make that variable clear, but you don't have to
|
||
|
give away all its secrets.
|
||
|
|
||
|
Don't forget to emphasize the heroic, epic quality of the
|
||
|
player's struggle. Explosions must be large and gratifying.
|
||
|
Climactic duels with the villian must satisfy! The player
|
||
|
wants to look good, so provide those opportunities that
|
||
|
reward dexterity, cleverness, and experience.
|
||
|
|
||
|
Japanese arcade games often reward pattern memorization.
|
||
|
Instead of providing a way out, many of the Japanese arcade
|
||
|
games rely heavily on memorization to advance. The reward is
|
||
|
for experience, not necessarily cleverness. By varying a set
|
||
|
of patterns, you can make the game more dynamic and still
|
||
|
reward memorization. For example, in Prince of Persia,
|
||
|
fighting the first few swordsmen is fairly easy if you
|
||
|
recognize a pattern in their fighting style. Later swordsmen
|
||
|
have slightly different appearances, and have different
|
||
|
patterns. I remember encountering the fat swordsman for the
|
||
|
first time and getting slaughtered when I fell in my old
|
||
|
patterns. The best patterns, in my opinion, are the ones
|
||
|
that don't rely on a fixed sequence of actions or moves. The
|
||
|
player instead recognizes of a particular tactic or set of
|
||
|
circumstances that allows him/her to act prudently, while
|
||
|
retaining flexibility in the goal-setting process. An
|
||
|
excellent example is X-Wing. A particular Imperial tactic
|
||
|
that is used over and over is the launching of TIE bombers
|
||
|
after a wave of TIE fighters. The TIE fighters are a mere
|
||
|
annoyance compared to the bombers, but the Fighters must be
|
||
|
dispatched lest they attack lightly-protected Rebel vessels.
|
||
|
Depending on distance and mission, the X-Wing pilot has to
|
||
|
react based on the experience that has been drilled into him
|
||
|
or her.
|
||
|
|
||
|
Graphics and Sound
|
||
|
|
||
|
The demand for high quality graphics and sound in today's
|
||
|
oftware has advanced hundreds of times in capability
|
||
|
since the early days of personal computing. We are no longer
|
||
|
required to use our imagination to equate a blocky, low-
|
||
|
resolution screen image with a rich fantasy world. Today, we
|
||
|
fully expect to see recognizable animated images, and we
|
||
|
increasingly demand music and sound. Games have become less
|
||
|
abstract and more complex, made possible by faster computers
|
||
|
and near-photorealistic graphics.
|
||
|
|
||
|
The visual and audible aspects of a game should mesh
|
||
|
smoothly with all previous aspects of the game. They should
|
||
|
not be the primary focus of the game. Great graphics and
|
||
|
sound should enhance an already great gaming experience, not
|
||
|
usurp it. A mediocre game with great graphics and sound
|
||
|
becomes a "technology showcase" with limited play value. A
|
||
|
brilliantly-conceived game with poor audiovisual design
|
||
|
limits its mass appeal.
|
||
|
|
||
|
Having "good" graphics does not necessarily require
|
||
|
millions of colors and high resolutions. The graphics must
|
||
|
reflect the premise and setting of the game. They must be
|
||
|
clear, well-rendered, and stylistically consistent. Great
|
||
|
graphics will transcend the limitations of resolution and
|
||
|
color. The games from LucasArts are among my favorites.
|
||
|
Although they are seen on a 320x200, 256 color IBM-PC
|
||
|
display, the characterization and visual design stands on
|
||
|
its own. The chunky pixels and blocky graphics fade from
|
||
|
consideration because the game successfully pulls you into
|
||
|
its world.
|
||
|
|
||
|
Engagement of the Senses
|
||
|
|
||
|
To engage the senses is to invite the player into the game
|
||
|
world. The vicarious experience of the player must be
|
||
|
consistent in presentation and context. This is a balance
|
||
|
between all the elements discussed above: Player and
|
||
|
Environment, Story/Setting and Player Expectation, Goal-
|
||
|
Setting and Gameplay, Graphics and Sound.
|
||
|
|
||
|
The game designer can also exploit second- and third-order
|
||
|
experience. These are the subtler details that are not
|
||
|
immediately obvious, but nevertheless contribute to the
|
||
|
depth of the gaming experience (the term "second-order" is
|
||
|
a mathematically expression. In engineering, it distinguises
|
||
|
between a simple model and a more accurate but complex one.)
|
||
|
|
||
|
An excellent example of this is Street Fighter II. On the
|
||
|
surface, this game is just another chop-sockey kung-fu
|
||
|
fighting game. This is a simple categorization. When it was
|
||
|
first introduced, it distinguished itself from other games
|
||
|
by offering silky-smooth, state-of-the-art animation. This
|
||
|
naturally attracted players. What distinguished SF2 from
|
||
|
other "hit-the-button punch-punch-punch" games was its
|
||
|
outstanding second-order design. It wasn't enough to just
|