GDW: Exercises & Reading & Research


 Week 7:

Exercises :

  • 3.3: Interaction Patterns (p62) 

Single-player vs. Game: Sekiro, Death stranding, Legend of Zelda

Multiple Individual Players vs. Game: Pokemon Sword and shield, Halo, Doom

Player vs. Player: Dungeons & dragons, Tetris competitions

Unilateral competition: Dead by Daylight

Multilateral players: Gang Beast

Cooperative play: Lovers in the dangerous spacetime, Human Falls Flat

Team Competition: Overwatch, League of Legend 

  • 3.4: Objectives (p71) 

Katana Zero - Exploration/rescue or escape

Tetris - alignment

Gris - rescue or escape

Fran bow - Solution

Yuppie Psycho - rescue or escape

Beat saber- alignment

Crazyracing Kartrider - Race

Pokemon: Heart Gold and SoulSilver - constructions

Super Mario 3d world - Rescue or Escape 

Cuphead - rescue or escape

From this list, I realized I like to rescue or escape objective games. 

  • 3.5: Procedures for Blackjack (p73) 

Before starting the game, choose one person as a dealer. Then, the dealer shuffles one to eight decks of cards. The player to the left goes first and must decide whether to “stand”(not ask for another card) or “hit” (ask for another card). They ask the dealer for additional cards one at a time, until close to total 21 or goes “bust”(over 21). If the number is 21, the player loses and the dealer collects the bet.

  • 6.6: Do It (p177) 


  • 10.8: Symmetrical versus Asymmetrical (p321) 

I am working on the new multiplayer project with three other teammates. The condition is to create an asymmetrical multiplayer of 2 to 4. For now, we are planning to have 4 players which have different abilities to solve the puzzles.

Reading :

  • GDW Chapter 3: Working with Formal Elements (pages 55—90) 

Formal elements form the structure of a game. (objectives, rules, procedures, player, resources, conflict, boundaries and outcome) ← essence of game

I need to look back you the playtesting and figure out what kind of objectives support the goal of my game. The number of players could affect the system where some player’s roles will differ from others. However, games within different roles need a balance of roles.

Player interaction patterns:

  • Single-player vs game: this is a game structure in which a single player competes against a game system. The most common pattern for digital gaming. Mobile games, console games, and PC games. No other players are in this pattern, tend to include puzzles or other play structures to create conflict.
  • Multiple individual players versus game: multiple players compete against a game system in the company of each other. Action is not directed toward each other, and no interaction between participants is required or necessary.
  • Player vs player: this is a game structure in which 2 players directly compete. Strategy game/competitive players. 
  • Unilateral competition: This is a game structure in which 2 or more players compete against one player. An interesting model for combining cooperative and competitive gameplay.
  • Multilateral competition: 3 or more players directly compete for .3 to six players is an ideal group size for direct competition
  • Cooperative play: 2 or more players cooperate against the game system.
  • Team competition: 2 or more groups compete

Based on these patterns, I tempt to make single-player vs game the most. Probably it is the easiest, in mechanic wise, to create.

objectives:

The objective is a goal for players to achieve. They define what players are trying to accomplish within the rules of the game. Objective = challenging but achievable to players → this will set the tone. (objective to capture or kill will have a very different tone from a game in which the objective is to spell more). There are partial objectives, mini-objectives, that help the players to accomplish the main objective. This affects the formal system.

Types of objectives:

  • Capture: take or destroy something of the opponent's while avoiding being captured or killed.
  • Chase: to catch an opponent or elude one
  • Race:
  • Alignment:
  • Rescue or escape:
  • Forbidden act: get the competition to break the rules by laughing, talking, letting go, making the wrong move or otherwise doing something they shouldn’t. 
  • Construction
  • Exploration
  • Solution: solve a problem or puzzle 
  • Outwit: the objective in a game of wits is to gain and use knowledge in a way that defeats the other players.

I did not realize how many objectives there are. I believe objectives create the motivation for the players to keep on the game.

Procedures:

Methods of play and the actions that players can take to achieve the game objectives.

Types of procedures: 

Starting action: how to put a game into play

Progression of action: ongoing procedures after the starting action

Special actions: available conditional to other elements or game state

Resolving actions: bring gameplay to a close

System procedures:

As a designer, you need to be sensitive to constraints and find creative and elegant solutions so that the procedures are intuitive to access and easy to remember. 

Rules: 

Rules define game objects and define allowable actions by the players.

A rule can also close a loophole in the game system

→ too many rules might make it difficult for the players to manage their understanding of the game.

Rules determining effects: 

Rules also can trigger effects based on certain circumstances. If something happens there is a rule that something results. - if you fail other players get a chance to play.

Defining rules: affected by your play environment → rules need to be clear to players. More complex the rules are more demand from players to comprehend them.

  • GDW Chapter 10: Functionality, Completeness, and Balance: Symmetry & Asymmetry (p319—324) 

The goal is to make the system fair so that all players have an equal opportunity to win. (does not mean the same resources and abilities).

Symmetrical games: each player gets the exact same starting conditions and access to the same resources and information.

Asymmetrical games: give different abilities, resources, rules or objectives, the game is asymmetrical. However, the game must still be fair. The designer → tweaks the variables so that the system balances out. Asymmetrical game is used to create conflicts and competitions from the real world.

Asymmetrical objectives: another type of asymmetry involves offering each player different objectives. 

Ticking clock: weak defender must fend off a strong attacker. The defender's objective is to hold out for a set amount of time. the attacker’s objective is to kill all defenders before time runs out.

Since we started the asymmetrical game for the third project, this reading helped what kind of variables to adjust when you are clueless. Abilities are the easiest way to tackle for our game and we will add the story within objectives.

  • GDW Chapter 12: Team Structures (p383—410) 

I think we did this reading before but team structure in the bigger company and the smaller company seems different. In smaller companies, you get to have more than one task. This means more responsibilities on your shoulders. However, in the bigger company, you get to do a specific job but a very compressed environment.  

Research :

  • Crawl (Steam/Xbox/PS4/Switch) by Powerhoof 

Crawl is a 2D pixel indie game developed by Powerhoof. This game is up to 4 players. The game starts with one player as the hero and others ad spirits who possess traps and monsters in the environment to kill and this replaces the hero. The environment or dungeon is randomly generated. The player who killed the hero becomes the hero in the next turn. The game ends when the hero defeats the boss, who controlled by other players. This game is a unilateral competition where creates the asymmetrical powers and roles for the players. 

Week 8:

Exercises :

  • 3.6: Rules Restricting Actions (p77) 

Twister: hands and feet are not allowed to be placed on the same dots

Pictionary: the Only drawer can see the words

Scrabble: Words should be from the dictionary

Operation: each organ should be placed on the right place according to the shape and sizes

 Pong: movement is only up and down and no accelerations.

  • 3.7: Rules for Blackjack (p77) 

I do not remember most of the rules because I found it complicated. However, I remember you can use multiple cards to split ace and the dealer should pay attention to all the players. 

I realized I missed a lot of rules where the ace can be split too. Ace can also 10 or 1. Without this, it was hard to make 21 because the 1 is so useful number. 

  • 3.8: Utility and Scarcity (p78)

Scrabble - alphabet tiles are resources of this game where if the player has more words or commonly used alphabet, the player will have more chances to receive more points. Also, less the resources left at the end, less the point will be deduced.

Call of Duty - Weapons, bullets for weapons and perhaps money are resources on this game. Players need powerful weapons to defeat the opponents, which in result will earn money for the new and stronger weapons. 

  • 3.9: Resource Types (p83) 

Starcraft 2: 

  • Minerals: this is the main resource of the game to build the base
  • Vespene Gas: some buildings in this game need to build on top of Vespene Geyser before mining is possible.
  • Supply: the production of almost every unit requires to supply. 

Reading :

  • GDW Chapter 5 Sidebar: A Conversation with Will Wright (p150—154) 

Will Wright said he is always enjoyed making things. He said he wants to enable the creativity of the player. From this reading, I thought he is experimental and brave with his game design where he enjoys the unpredictable outcome. It feels like he creates the platform for others to play with and he enjoys watching what players come up with. 

  • GDW Chapter 9: Playtesting (p271—272, p283—288, p302—304) 

Playtesting is a methodology borrowed from the game design where unfinished projects are tested on an audience. This really important process because you get to experience play tester’s true reaction to the games and find the bugs of the games. However, while playtesting, do not explain a thing because it might ruin the authentic reactions from the game. Actually, answer the questions with a question to know why they are confused and what they expect the buttons to be. 

Research :

  • Killer Queen (Arcade) by Nik Mikros and Josh Debonis 

Killer Queen is a real-time arcade game. It is a fast-paced 5 versus 5 arcade game. Players on one cabinet play against five players on a second cabinet to go head to head in a fight for glory teams. The team who completes one of three objectives first wins the game. The queen on each team starts the game. The hives on the top middle are where the start and the respawning point is. This game systemically well balanced for all the players what everyone has a fairly equal amount of power to compete with each other.

Week 9:

Exercises :

  • 3.10: Conflict (p84) 

Tetris: the conflict comes from obstacles because the shapes should create a horizontal alignment without a hole on the raw to get the point. It gets faster. 

Frogger: also the conflict comes from obstacles. The frog avoids horizontally moving obstacles to cross the road/river.

Bomberman: the conflict is a combination of obstacles and opponents. The player should avoid the opponent’s attack and place the bomb to attack.

Minesweeper: The player must avoid the bombs by getting the numbers to surround the unclicked tiles.

Solitaire - the player must rearrange the 4 types of shape (heart, clover, space, and diamond) on the mixed piles and ordered cards.

  • 3.11: Boundaries (p89) 

Physical: Players cannot explore the map like in the PC games. The player should use the imagination to think about it. Since it is in a fixed position, players cannot place unless they are all in one area.

Conceptual: It would be hard to set the boundaries of what is evil or level of violence, moral, power differences between players and etc.

  • 3.12: Outcome (p90) 

Zero-sum games: Tic Tac Toe, solitaire, rock paper scissors 

Non-Zero-sum games: the legend of Zelda, warcraft, star wars

Zero-sum games only have two end states: win or lose. In contrast to zero-sum, the Non-Zero-sum game has multiple end states in the context of the designer’s decision. The zero-sum game becomes competitive due to the nature of the game, on the other hand, the non-zero-sum game is loose from the competition and explores multiple endings.

  • 3.13: Revised Rules and Procedures (p90) 

Instead of rolling the dice, players can only move depends on their ability. Therefore, on multiples of 3s, players can draw the card and add the ability to the existing abilities. It is possible to attack in order to decrease the opponent's movement by placing dots on the opponents’ stack. This will make the players think about the attack and defense moves to win.

Reading :

  • GDW Chapter 9: Playtesting (pages 271—304) 
  • One-on-one testing: you sit down with individuals and watch over their shoulders or from behind a one-way glass as they play the game. 
  • Group testing: you get a group of people and allow them to play your game together. This works best for physical prototypes.
  • Feedback forms: you give each person who tests your game a standard list of questions to answer after playing and then compare the result.
  • Interview: you sit down face to face with the playtesters and give them an in-depth oral interview after the playtesting session. 
  • Open discussion: you conduct either a one-on-one discussion or a group discussion after a round of playtesting and take notes. Promote a freedom discussion 
  • Metrics: collected all the data of game sessions and analyze to show what features players are using and those they are not.

I prefer one-on-one testing that is on-site and feedback forms because you will get to see their true reaction to the game and know the cruel feedback of my game. 

Research :

  • Lovers in Dangerous SpaceTime by Matt Hammill, Asteroid Base

Lovers in Dangerous Spacetime is a 2D space shooter game by Matt Hammil & Asteroid Base. The game is for one player to four players. Players can switch the battle stations throughout the game. The goal of the game is to rescue captured creatures and fight the boss enemies. There are different stations of weapons, shields, and engines. Since all the parts are controlled by each player, it needs a lot of cooperation and communication to complete the game. There are space gems that players can upgrade during the play. The greatest about this game is the simplicity of the art style and cohesive color palettes. The characters are fairly small so they are designed extremely simple.

Week 10:

Exercises :

  • 4.2: Dramatic Games (p97)

Katana Zero: This game has a fragmented story to foreshadow the greater power and enemies to overcome. The main character’s unknown past seems to involve serious consequences which excite the players to play the second game.

Mis little fortune: Contrast to cute graphics and voice-overs, this game embeds heavy topic of child abuse and death. I feel like the agency of choices makes the players more immersed in the game.

Fran bow: This game is as dramatic as mis little fortune because the story of this game is heavy and dark, however, this game has the choice of dialogues and exploration of the scenes which makes the players more attached to the character. In this way, the game becomes very personalized.

Naruto Shippuden Ultimate Ninja Storm 4: This game is from the really famous comics, therefore the foundation of the story is strong and interesting enough for the players to dive into it. 

Pony Island: This is dramatic in the sense where breaking our perception of the pony. This game is rather creepy than cute. Since the goal is to escape the system of the game, the story is embedded into the mechanic of the game.  

  • 4.4: Goals and Feedback (p100)

Candy crush: the visual feedback from creating the combos and clearing the candies out compel the players to endlessly play the game. The sound effects are well suited to the theme of the candy world and the colorful colors attract the players to start the game. As players complete the level, players go to the next level. This creates competition for users.

Super Mario: This legendary game has the most famous sound effects that are also used on other platforms. Within their sounds, I can immediately know the character is jumping or damaged. Also, the animation of the game end is clear and delightful.  

Overwatch: The interaction between opponents/teammates create different feedback. Opponents show red colors and teammates show yellow or green usually. All the effects and audios are appropriately placed to inform the players clearly.

  •  4.5: Player Types (p104) 

The competitor: Gang Beast

The explorer: Witcher 3

The collector: Yugioh

The achiever: Super meat boy

The joker: Overwatch

The artist: Gris

The Director: League of Legend

The storyteller: Sims

The performer: Just Dance 2019

The craftsman: Minecraft

I tend to be a craftsman or artist. I like to build things in the game, as well as to find out innovative games. 

Reading :

  • GDW Chapter 7: Prototyping Your original Game Idea (p210—232)

In the reading, the way to prototype your original game idea is to isolate the core gameplay mechanisms and build from there. Find the overall goal and repetition.

Research :

  • BaraBariBall by Noah Sasso 

BaraBariBall is a 2D sport multiplayer game developed by Noah Sasso. The game is for 2 to 4 players and this setting creates a competition between teams. The objective is to score the point by dunking the ball into the opposing team’s goal. The orange and white teams shouldn’t touch the color of the ocean, this will deduct the point. There are 3 different types of characters to choose from the start. Each character has unique abilities. The team wins when the player scores 3 points(for player vs player) or 5 points(for team vs team). The restriction of this game is the number of jumps that are indicated with dots around the players. Within those dots, you can mid-air jump until dots run out. Players can simply charge the dots by staying on the flat surface. Players can also attack the opponents by knocking the balls out. When time ends, the team will most point wins the game.

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