การออกแบบเกม (Game Design)
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การออกแบบเกมการออกแบบเกม(Game Design)(Game Design)
รหสวชา รหสวชา SA303 SA303 ภาคตน ปการภาคตน ปการศกษาศกษา 25532553
ดรดร..ยอดธง รอดแกวยอดธง รอดแกว
สาขาวชาคอมพวเตอรแอนเมชน คณะสาขาวชาคอมพวเตอรแอนเมชน คณะวทยาศาสตร มหาวทยาลยหอการคาไทยวทยาศาสตร มหาวทยาลยหอการคาไทย
Office HoursOffice Hours►ออ..ดรดร..ยอดธง รอดแกวยอดธง รอดแกว►หองพกอาจารยสาขาวชาวทยาการหองพกอาจารยสาขาวชาวทยาการ
คอมพวเตอร อาคาร คอมพวเตอร อาคาร 1 1 ชน ชน 22►เวลาปรกษา วนจนทรเวลาปรกษา วนจนทร, , วนพฤหสบดวนพฤหสบด
- 13001500. .- 13001500. . นน..
LocationsLocations► http://http://sc-animationsc-animation.mypage.mypage .utcc.ac.th/ .utcc.ac.th/► http://http://rodkaewyrodkaewy.mypage.utcc.ac.th/.mypage.utcc.ac.th/► http://http://sciencescience.utcc.ac.th/lecturer/.utcc.ac.th/lecturer/
rodkaewyrodkaewy//
ประมวลรายวชา ประมวลรายวชา (Course (Course Description)Description)
► ศกษาและออกแบบเกมทนาสนใจ ศกษาและออกแบบเกมทนาสนใจ ((ไมนาสนใจไมเอาไมนาสนใจไมเอา))► โดยเนนทเทคโนโลยของซอฟตแวรดานตางๆ เพอโดยเนนทเทคโนโลยของซอฟตแวรดานตางๆ เพอ
การพฒนาเกม การพฒนาเกม ((ฮารดแวรกสนใจแตไมเนนฮารดแวรกสนใจแตไมเนน))►การออกแบบเกมแบบโตตอบ การออกแบบเกมแบบโตตอบ (Interactive)(Interactive)►การออกแบบสวนตดตอเกม การออกแบบสวนตดตอเกม (User Interface)(User Interface)►การออกแบบเนอหาของเกมใหนาสนใจ การออกแบบเนอหาของเกมใหนาสนใจ (Story)(Story)
วตถประสงควตถประสงค (Course Objective)(Course Objective)► เพอใหนกศกษาใจหลกการเกยวกบการออกแบบเกมเพอใหนกศกษาใจหลกการเกยวกบการออกแบบเกม
วตถประสงคเชงพฤตกรรม วตถประสงคเชงพฤตกรรม (Behavioral (Behavioral Objectives)Objectives)
►สามารถอธบายถงประเภทของเกมตางๆ ไดสามารถอธบายถงประเภทของเกมตางๆ ได►สามารถใชเทคนคตางๆ ในการออกแบบเกม และสามารถใชเทคนคตางๆ ในการออกแบบเกม และ
เขยนเอกสารออกแบบเกมเขยนเอกสารออกแบบเกมได ได (Game Design (Game Design Document – GDD)Document – GDD)
►สามารถนำาหลกการออกแบบเกม เพอนำาไปประยกตสามารถนำาหลกการออกแบบเกม เพอนำาไปประยกตใชในการพฒนาเกมไดใชในการพฒนาเกมได
เนอหาในวชาน เนอหาในวชาน ► เกรน เกยวกบอาชพนกออกแบบเกรน เกยวกบอาชพนกออกแบบ
เกม เกม ►นกออกแบบเกมทมชอเสยงนกออกแบบเกมทมชอเสยง►ประวตของวดโอเกมประวตของวดโอเกม►ชนดและประเภทของเกมชนดและประเภทของเกม►การออกแบบสวนตดตอของเกมการออกแบบสวนตดตอของเกม►การออกแบบเนอเรองการออกแบบเนอเรอง►การออกแบบตวละครการออกแบบตวละคร►การเขยนเอกสารออกแบบเกมการเขยนเอกสารออกแบบเกม
►การออกแบบกฎกตกาของเกมการออกแบบกฎกตกาของเกม►ความสนกความสนก► เกมดงๆ กบสถตและความสำาเรจเกมดงๆ กบสถตและความสำาเรจ►การออกแบบฉากการออกแบบฉาก►กรณศกษา กรณศกษา ((อาจจะเชญผทอาจจะเชญผท
เชยวชาญออกแบบเกมในวงการเชยวชาญออกแบบเกมในวงการพฒนาเกมไทยมาบรรยายพฒนาเกมไทยมาบรรยาย))
► นกศกษานำาเสนอผลงานการนกศกษานำาเสนอผลงานการออกแบบเกมหนาชนเรยนออกแบบเกมหนาชนเรยน
การวดผลการวดผล► ไมมการเขยนโปรแกรม วดผลโดยการ เขยนเอกสารออกแบบไมมการเขยนโปรแกรม วดผลโดยการ เขยนเอกสารออกแบบ
เกมเกม► ไมมสอบกลางภาคไมมสอบกลางภาค► สอบปลายภาค สอบปลายภาค 40 40 คะแนนคะแนน► งานเดยว งานเดยว 30 30 คะแนน คะแนน ( ( ทงหมด ทงหมด 3 3 ครง ครงละ ครง ครงละ 10 10
คะแนน คะแนน ))► งานกลม งานกลม 20 20 คะแนน คะแนน ( ( แบงเปนเอกสารออกแบบเกม แบงเปนเอกสารออกแบบเกม
12 12 คะแนน การนำาเสนอในชนเรยน คะแนน การนำาเสนอในชนเรยน 8 8 คะแนน คะแนน ))► การเขาชนเรยน การเขาชนเรยน ((สมเชคชอ หรอตอบคำาถามสมเชคชอ หรอตอบคำาถาม ) 10 ) 10 คะแนนคะแนน► การสงงาน การสงงาน 11สงชาดกวาไมสงสงชาดกวาไมสง 2.2.สงชาลดคะแนนตามลำาดบสงชาลดคะแนนตามลำาดบ 3.3.การสงงานมผลตอการพจารณาเกรดทกกรณการสงงานมผลตอการพจารณาเกรดทกกรณ
ขอตกลง วธเรยนในหองขอตกลง วธเรยนในหอง► เรยนสนก ลกนงสบาย อภปรายปญหา ไดวชาความรเรยนสนก ลกนงสบาย อภปรายปญหา ไดวชาความร► ตอบคำาถามบอยๆ ตอบคำาถามบอยๆ ((มสวนรวมในชนเรยนมสวนรวมในชนเรยน ) ) ไดคะแนนพเศษไดคะแนนพเศษ► พยายามเขาชนเรยนทนเวลาพยายามเขาชนเรยนทนเวลา► เปดโทรศพทได ขอใหตงเปนแบบเสยงเตอนเบาๆ หรอระบบสน เปดโทรศพทได ขอใหตงเปนแบบเสยงเตอนเบาๆ หรอระบบสน
ถาจะรบโทรศพทขอใหสนๆ เฉพาะเรองดวน ถาจะคยนานๆ เชญถาจะรบโทรศพทขอใหสนๆ เฉพาะเรองดวน ถาจะคยนานๆ เชญขางนอกหองคยเสรจกลบมานงเรยนตอได ไมวาอะไรขางนอกหองคยเสรจกลบมานงเรยนตอได ไมวาอะไร
► คยกนได ถาไมทำาเสยงดงรบกวนเพอนๆ ในชน คยกนได ถาไมทำาเสยงดงรบกวนเพอนๆ ในชน ((แนะนำาใหใชแนะนำาใหใชทาทางภาษามอประกอบทาทางภาษามอประกอบ ) ) ถาจะมานงคยกนอยางเดยวไมไดเจอถาจะมานงคยกนอยางเดยวไมไดเจอกนนาน เชญคยขางนอกหองกนนาน เชญคยขางนอกหอง
► มปญหาสงสยในเนอหาวชาทกำาลงสอน ยกมอถามไดมปญหาสงสยในเนอหาวชาทกำาลงสอน ยกมอถามได► อยาลมวา คณจายเงนมาเรยนแลวนะ วชานไมมเปดสอนขางอยาลมวา คณจายเงนมาเรยนแลวนะ วชานไมมเปดสอนขาง
นอก พยายามใชเวลาใหเกดประโยชนนอก พยายามใชเวลาใหเกดประโยชน
เอกสารประกอบและอางองเอกสารประกอบและอางอง► หนงสอหนงสอ
John Feil and Marc Scattergood, John Feil and Marc Scattergood, Beginning Game Beginning Game Level DesignLevel Design, Thomson 2005, ISBN , Thomson 2005, ISBN 15920043421592004342
Andrew Rollings and Dave Morris, Andrew Rollings and Dave Morris, Game Game Architecture and Design : A New EditionArchitecture and Design : A New Edition, New , New Riders Games 2004, ISBN Riders Games 2004, ISBN 0735713634 0735713634
Tracy Fullerton, Christopher Swain and Steven Tracy Fullerton, Christopher Swain and Steven Hoffman, Hoffman, Game Design Workshop: Designing, Game Design Workshop: Designing, Prototyping and Playtesting GamesPrototyping and Playtesting Games, CMP , CMP Books 2004. ISBN 1578202221Books 2004. ISBN 1578202221
Richard Rouse, Richard Rouse, Game Design: Theory and Game Design: Theory and PracticePractice (2 (2ndnd Edition), Wordware 2001, ISBN Edition), Wordware 2001, ISBN 1556229127 1556229127
Lee Sheldon, Lee Sheldon, Character Development and Character Development and Storytelling for GamesStorytelling for Games, Thomson, ISBN 1-, Thomson, ISBN 1-59200-353-259200-353-2
เอกสารประกอบและอางองเอกสารประกอบและอางอง►InternetInternet
Staffan Bjork, Staffan Bjork, Game Design.Game Design. http://www.sloperama.com/http://www.sloperama.com/ GamasutraGamasutra wikipediawikipedia googlegoogle
►Slide & SheetsSlide & Sheets Subtitle in EnglishSubtitle in English บรรยายไทยบรรยายไทย
►G A M E D E S I G NG A M E D E S I G N
GameGameDesignDesign
การการออกแบบออกแบบ
เกมเกม
http://en.wikipedia.org/wiki/Game_design
Visual Arts
ภาพศลป
Production Process
กระบวนการผลต
Narrative
การเลาเรอง
Game Mechanics
ระบบเกม
Programming
การเขยนโปรแกรม
Audio
เสยง
Game Mechanics / Game Play
ระบบเกม/ระบบการเลนเกม
http://en.wikipedia.org/wiki/Game_mechanics
Game Mechanics Game Mechanics ระบบเกมระบบเกม
Start
เรมเกม
"Game Play"
วธการเลน
Goal
เปาหมาย
ผเลนเกม มอะไรกอนเลน เกม
บาง?
กฎ กตกา วธการ
ลกษณะ
การวดผล แพ ชนะเกม
Game DesignGame Design► Game design is the core of a gameGame design is the core of a game► Still under developed areaStill under developed area► Make clear vision of a game for Make clear vision of a game for
communicate with team communicate with team (programmer/artist/project (programmer/artist/project manager/funding)manager/funding)
► bad design => bad game (absolutely) !bad design => bad game (absolutely) !► good design => good game ! (more factors)good design => good game ! (more factors)
Game DesignerGame DesignerA game designer is a person who A game designer is a person who
designs games. The term can designs games. The term can refer to a person who designs refer to a person who designs video games, or one who designs video games, or one who designs traditional games such as board traditional games such as board games.games.
Game Making ProcessGame Making Process
IdeaDesign Document
Research& DevelopmentTesting Rel
ease
requirements
limitations
market research
GameDesign
er
funding
pitching
funfeel
qualitybug
packaging
customer support
The role of the Game The role of the Game DesignerDesigner
The game designer envisions how a The game designer envisions how a game will work during play. He/She game will work during play. He/She creates the objectives, rules, and creates the objectives, rules, and procedures, thinks up the dramatic procedures, thinks up the dramatic premise and gives it life, and is premise and gives it life, and is responsible for planning everything responsible for planning everything necessary to create a compelling necessary to create a compelling player experience.player experience.
Design ProcessDesign Process
Target Group/facts /fiction
idea/requirements/fun
implement"able" idea
document prototype
Game Design Document
involve
analyse
evaluatesatisfy
require more data?
pre-history game designerpre-history game designerEarly in the history of video games, game Early in the history of video games, game
designers were often the lead programmer designers were often the lead programmer or the only programmer for a game (1970)or the only programmer for a game (1970)
As games became more complex and As games became more complex and computers and consoles became more computers and consoles became more powerful (allowing more features), the job powerful (allowing more features), the job of the game designer became a separate of the game designer became a separate function. => Lead Programmer & Game function. => Lead Programmer & Game DesignerDesigner
be a game designerbe a game designer►The ideas are easy, the writing is the The ideas are easy, the writing is the
hard part.hard part.►The most challenging positionThe most challenging position►The most impact of a gameThe most impact of a game►Many people want to beMany people want to be►Many people have come and failedMany people have come and failed► It is hard to successIt is hard to success
to be a good game designerto be a good game designer► Good writing skill/ good telling story/ good Good writing skill/ good telling story/ good
communicationcommunication► Good ability to express dream to realityGood ability to express dream to reality► Know limitation (hardware/ software Know limitation (hardware/ software
/technic/ people /funding /timing/ resources)/technic/ people /funding /timing/ resources)► Know game target group/audienceKnow game target group/audience► Be leaderBe leader► Have some own good ideaHave some own good idea► Know/play good gamesKnow/play good games► Experience!Experience!
"Fun"damentals of game "Fun"damentals of game designdesign
►FUN: games are about one thing: FUN: games are about one thing: entertaining people, games are entertaining people, games are supposed to be fun.supposed to be fun.
►AUDIENCE: Do for many people enjoy AUDIENCE: Do for many people enjoy game, not just one or two.game, not just one or two.
►GENRE: Do what people expect from GENRE: Do what people expect from game genre.game genre.
►KNOW YOUR SELF: You need to know KNOW YOUR SELF: You need to know what you think is FUN about games.what you think is FUN about games.
Real Game Designer Real Game Designer (who (who knows?)knows?)
►blank pageblank page
Real Game Designer Real Game Designer (who (who knows?)knows?)
slides from Staffan Bjork
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Will WrightWill Wright►Maxis, Inc.Maxis, Inc.►Raid on Bungling Bay, 1984Raid on Bungling Bay, 1984►SimCity, 1989SimCity, 1989►SimAnt, 1991SimAnt, 1991►The Sims, 2000The Sims, 2000►The Sims Online, 2002The Sims Online, 2002►SimCity 4, 2003SimCity 4, 2003►The Sims 2, 2004The Sims 2, 2004
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Will Wright on DesignWill Wright on Design►Making dynamic modelsMaking dynamic models►““put the player in the design role”put the player in the design role”►““large solution space” -> “much large solution space” -> “much
stronger feeling of empathy”stronger feeling of empathy”►Creates “interactive toys”Creates “interactive toys”
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Shigeru MiyamotoShigeru Miyamoto►Donkey Kong, 1981Donkey Kong, 1981►Super Mario Bros., 1985Super Mario Bros., 1985►Super Mario 64, 1996Super Mario 64, 1996►The Legend of Zelda: The Legend of Zelda:
Ocarina of Time, 1998Ocarina of Time, 1998►The Legend of Zelda: The Legend of Zelda:
Majora's Mask, 2000Majora's Mask, 2000►Pikmin, 2001Pikmin, 2001►Super Mario Sunshine, Super Mario Sunshine,
20022002
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Shigeru Miyamoto on DesignShigeru Miyamoto on Design► "A delayed game is eventually "A delayed game is eventually
good, a bad game is bad good, a bad game is bad forever“forever“
► Inspiration from childhood Inspiration from childhood memoriesmemories Exploring wilderness and caves Exploring wilderness and caves
(Zelda)(Zelda) Attacked by dog on chain (Chain Attacked by dog on chain (Chain
Chomp)Chomp)
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Sid MeierSid Meier►Solo Fight, 1984Solo Fight, 1984►Sid Meier’s Pirates!, 1987Sid Meier’s Pirates!, 1987►Railroad Tycoon, 1990Railroad Tycoon, 1990►Civilization, 1991Civilization, 1991►Colonization, 1994Colonization, 1994►Sid Meier’s Gettyburg!, 1997Sid Meier’s Gettyburg!, 1997►Sid Meier’s Alpha Centauri, 1999Sid Meier’s Alpha Centauri, 1999►Civilization IV, 2005Civilization IV, 2005
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Sid Meier on DesignSid Meier on Design► ““be able to play the game and understand it as quickly be able to play the game and understand it as quickly
as possible”as possible”► ““If a player feels there is something they would like to If a player feels there is something they would like to
do that the game is not letting them do then that is a do that the game is not letting them do then that is a failure of the game”failure of the game”
► ““a series of interesting choices”a series of interesting choices”► most acclaimed games were inspired most acclaimed games were inspired
by board games designed by Francis Tresham vf by board games designed by Francis Tresham vf 1829 (Railroad Tycoon)1829 (Railroad Tycoon) Civilization (Civilization)Civilization (Civilization) Spanish Main (Pirates!) maybeSpanish Main (Pirates!) maybe
► ““one more turn”one more turn”
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Chris CrawfordChris Crawford► Eastern Front (1941), 1981Eastern Front (1941), 1981► Balance of Power, 1985Balance of Power, 1985► Balance of the Planet, 1990Balance of the Planet, 1990► Storytron (Erasmatron), 1992-Storytron (Erasmatron), 1992-
2006?2006?► Suggested ReadingSuggested Reading
Crawford, C. Crawford, C. The Art of Computer The Art of Computer Game DesignGame Design, 1992., 1992.
Crawford, C. Crawford, C. The Art of Interactive The Art of Interactive DesignDesign, 2002., 2002.
Crawford, C. Crawford, C. Chris Crawford on Game Chris Crawford on Game DesignDesign, 2003., 2003.
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Chris Crawford on DesignChris Crawford on Design► ““It’s easier to learn from turkeys than from masterworks”It’s easier to learn from turkeys than from masterworks”► ““Accept full moral responsibility for the games you design”Accept full moral responsibility for the games you design”► ““Always delete clever ideas that don’t add to the design”Always delete clever ideas that don’t add to the design”► ““The logic of the game dominates; pick a topic to fit it”The logic of the game dominates; pick a topic to fit it”► ““Lose the storyboards”Lose the storyboards”► ““Conceptualize your design in terms of its challenge, not Conceptualize your design in terms of its challenge, not
its topic”its topic”► ““Keep the player on the razor edge of failure, Keep the player on the razor edge of failure,
but don’t let him fall”but don’t let him fall”► ““Those who would build the future must Those who would build the future must
understand the past”understand the past”
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Peter MolyneuxPeter Molyneux► Populous, 1989Populous, 1989► Powermonger, 1990Powermonger, 1990► Theme Park, 1994Theme Park, 1994► Magic Carpet, 1994Magic Carpet, 1994► Syndicate, 1993Syndicate, 1993► Dungeon Keeper, 1997Dungeon Keeper, 1997► Black & White, 2001Black & White, 2001► Fable, 2004Fable, 2004► The Movies, 2005The Movies, 2005► Black & White 2, 2005Black & White 2, 2005
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Peter Molyneux on DesignPeter Molyneux on Design► ““interfaces are paramount”interfaces are paramount”► ““designing a game in not thinking up a storyline but designing a game in not thinking up a storyline but
about what the player does and sees while playing your about what the player does and sees while playing your idea.”idea.”
► ““Next time we will do it right”Next time we will do it right”► ““There’s no democracy in game design, just inspiration”There’s no democracy in game design, just inspiration”
““Idea has to come from one person”Idea has to come from one person”► ““Focus on elements that cannot be seen elsewhere”Focus on elements that cannot be seen elsewhere”
““Make it like [game X] but better does not work”Make it like [game X] but better does not work”
► ““writing design documents is stupid”writing design documents is stupid” But Fable II’s design document weighs in But Fable II’s design document weighs in at 1,000 at 1,000
pagespages
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Gary GygaxGary Gygax► Dungeons & DragonsDungeons & Dragons, 1974, 1974► Advanced Dungeons & Dragons, Advanced Dungeons & Dragons,
19771977► Mythus, 1992Mythus, 1992► Lejandary Adventures, 1999Lejandary Adventures, 1999
► Suggested ReadingSuggested Reading Dear, William C. Dear, William C. The Dungeon Master: The Dungeon Master:
The Disappearance of James Dallas The Disappearance of James Dallas Egbert IIIEgbert III
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Gary Gygax on DesignGary Gygax on Design► On GamesOn Games
““interesting diversion from everyday life”interesting diversion from everyday life” ““chance to excel”chance to excel” “… “… and if you're playing in good company you and if you're playing in good company you
don't even mind if you lose because you had the don't even mind if you lose because you had the enjoyment of the company during the course of enjoyment of the company during the course of the game”the game”
► On Dungeons & DragonsOn Dungeons & Dragons Variation on medieval small battles because Variation on medieval small battles because
the guys got tired playing the original the guys got tired playing the original ““Even when you're playing miniatures, Even when you're playing miniatures,
there's still some role-playing aspect”there's still some role-playing aspect”
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Warren RobinettWarren Robinett
►Adventure, 1978Adventure, 1978 Part was spun-off as superman Part was spun-off as superman
game…game…
►First Easter EggFirst Easter Egg
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Roberta WilliamsRoberta Williams
►King’s QuestKing’s Quest I, 1984 I, 1984►King’s Quest II, 1985King’s Quest II, 1985►King’s Quest: Mask of Eternity, 1998King’s Quest: Mask of Eternity, 1998
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Janet JensenJanet Jensen►Gabriel Knight SeriesGabriel Knight Series
Sins of the Fathers, 1993Sins of the Fathers, 1993 The Beast Within, 1999The Beast Within, 1999 Blood of the Sacred, Blood of the Damned, 1999 Blood of the Sacred, Blood of the Damned, 1999
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Steve JacksonSteve Jackson► Ogre, 1977Ogre, 1977► Car Wars, 1981Car Wars, 1981► Illuminati, 1983Illuminati, 1983► Toon, 1984Toon, 1984► GURPS, 1986GURPS, 1986► Illuminati: New World Order, 1997Illuminati: New World Order, 1997► Suggested ReadingSuggested Reading
Schuessler, N. & Jackson, S. Schuessler, N. & Jackson, S. Game Game Design – Volume 1: Theory and Design – Volume 1: Theory and PracticePractice, 2005 (1981), 2005 (1981)
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Steve Jackson on DesignSteve Jackson on Design► ““the more factors are explicit […] the less playable [the the more factors are explicit […] the less playable [the
game] will become”game] will become”► ““Don’t just proofread – PLAY”Don’t just proofread – PLAY”► ““There is no excuse for failure to playtest a design There is no excuse for failure to playtest a design
thoroughly before putting it on the market; it indicates thoroughly before putting it on the market; it indicates either gross ignorance, total egotism, or an absolute either gross ignorance, total egotism, or an absolute lack of interest in giving the gamer his money’s worth.”lack of interest in giving the gamer his money’s worth.”
► After playtesting, do blindtest, “new playtesters After playtesting, do blindtest, “new playtesters are exposed to the game are exposed to the game without without the benefit of the benefit of advice from the designer or other experienced advice from the designer or other experienced players.”players.”
► After blindtesting, do proof playtesting, “an After blindtesting, do proof playtesting, “an extra stage of blindtesting extra stage of blindtesting and and another round another round of designer playtesting … using only “proof of designer playtesting … using only “proof copies” of the finished rules, maps, and charts.”copies” of the finished rules, maps, and charts.”
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Richard GarriottRichard Garriott► UltimaUltima I: The First Age of Darkness, 1981 I: The First Age of Darkness, 1981► Ultima II: The Revenge of the Ultima II: The Revenge of the
Enchantress, 1982Enchantress, 1982► Ultima IV: Quest of the Avatar, 1985Ultima IV: Quest of the Avatar, 1985► Autoduel, 1985Autoduel, 1985► Ogre, 1986Ogre, 1986► Ultima VIII: Pagan, 1994Ultima VIII: Pagan, 1994► Ultima Online, 1997Ultima Online, 1997► City of Heroes, 2004City of Heroes, 2004► City of Villians, 2005City of Villians, 2005► Tabula Rasa, 2007Tabula Rasa, 2007► Suggested ReadingSuggested Reading
King, B. & Borland, J. King, B. & Borland, J. Dungeons and Dungeons and Dreamers: The Rise of Computer Dreamers: The Rise of Computer Game Culture from Geek to ChicGame Culture from Geek to Chic
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Raph KosterRaph Koster
►LegendMUDLegendMUD►Ultima OnlineUltima Online, 1997, 1997►Star Wars GalaxiesStar Wars Galaxies, 2003, 2003►EverQuest IIEverQuest II, 2004, 2004
►Suggested ReadingSuggested Reading Koster, R. Koster, R. A Theory of Fun forA Theory of Fun for
Game DesignGame Design, 2004., 2004.
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Raph Koster on DesignRaph Koster on Design► Fun is "the act of mastering a problem mentally”Fun is "the act of mastering a problem mentally”► Games are teaching patternsGames are teaching patterns► Create a flow experienceCreate a flow experience► About UOAbout UO
““players don't care about what you wanted there, about players don't care about what you wanted there, about what the dreams were - they only care about what they what the dreams were - they only care about what they have in front of them, and then they proceed to do things have in front of them, and then they proceed to do things you never imagined”you never imagined”
► About SWGAbout SWG ““launched too early from a game design point of view”launched too early from a game design point of view” ““most systems in there were first-pass at best”most systems in there were first-pass at best” ““A large chunk of the blame lies with me, for being over-A large chunk of the blame lies with me, for being over-
ambitious with the design”ambitious with the design”
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Greg CostikyanGreg Costikyan► Toon, 1984Toon, 1984► Paranoia, 1984Paranoia, 1984► Star Wars: The roleplaying game, Star Wars: The roleplaying game,
19871987► Paranoia XP, 2004Paranoia XP, 2004
► Suggested ReadingSuggested Reading► Costikyan, G. Costikyan, G. I have no words and I I have no words and I
must Designmust Design, Interactive Fantasy , Interactive Fantasy magazine, 1994.magazine, 1994.
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Grey Costikyan on DesignGrey Costikyan on Design► ““Games GROW through innovation. Innovation Games GROW through innovation. Innovation
creates new game styles […] but it’s over now.”creates new game styles […] but it’s over now.”► ““Achieving a goal is meaningless if it comes Achieving a goal is meaningless if it comes
without work, if there is no opposition”without work, if there is no opposition”► ““Whenever multiple players are involved, Whenever multiple players are involved,
games are strengthened if they permit, and games are strengthened if they permit, and encourage, diplomacy”encourage, diplomacy”
► ““How can you tell a good game fromHow can you tell a good game from a a bad one? The test is still in the bad one? The test is still in the
playing” playing”
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Ken RolstonKen Rolston► Paranoia, 1984Paranoia, 1984► The Lost Island of Castanamir (D&D), 1984The Lost Island of Castanamir (D&D), 1984► River of Cradles (Runequest), 1992 River of Cradles (Runequest), 1992 ► Paranoia, 5th ed., 1995Paranoia, 5th ed., 1995► Something Rotten in Kislev (WFRP), 1999Something Rotten in Kislev (WFRP), 1999► Elder Scrolls III: Tribunal, 2002Elder Scrolls III: Tribunal, 2002► Elder Scrolls IV: Oblivion, 2006Elder Scrolls IV: Oblivion, 2006► About retiringAbout retiring
“… “… and play stupid paper-and-pencil RPGs”and play stupid paper-and-pencil RPGs” joined Big Huge Games to do a new RPGjoined Big Huge Games to do a new RPG
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John CarmackJohn Carmack►Commander Keen, 1990Commander Keen, 1990►Wolfenstein 3DWolfenstein 3D, 1992, 1992►Doom, 1993Doom, 1993►Quake, 1996Quake, 1996►Doom 3Doom 3, 2005, 2005►Suggested ReadingSuggested Reading
Kushner, D. Kushner, D. Masters of Doom: How Masters of Doom: How Two Guys Created an Empire and Two Guys Created an Empire and Transformed Pop CultureTransformed Pop Culture, , Random House Random House
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John RomeroJohn Romero► Scout Search, 1984Scout Search, 1984► Commander Keen, 1990Commander Keen, 1990► Wolfenstein 3D, 1992Wolfenstein 3D, 1992► Doom, 1993Doom, 1993► Heretic, 1994Heretic, 1994► HeXen, 1995HeXen, 1995► Quake, 1996Quake, 1996► Daikatana, 2000Daikatana, 2000► Hyperspace Delivery Boy, 2001Hyperspace Delivery Boy, 2001► Area 51, 2005Area 51, 2005► Gauntlet: Seven Sorrows, 2005Gauntlet: Seven Sorrows, 2005
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John Romero on DesignJohn Romero on Design►““We developed our games in a pretty We developed our games in a pretty
non-disciplined and non-organized way non-disciplined and non-organized way because so much of it was R&D”because so much of it was R&D”
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Warren SpectorWarren Spector►Toon, 1984Toon, 1984►Car Wars, Ogre, IlluminatiCar Wars, Ogre, Illuminati►AD&D, DM’s guide, 2nd ed., 1989AD&D, DM’s guide, 2nd ed., 1989►GURPs, 3rd ed. 1992GURPs, 3rd ed. 1992► Send in the Clones (Paranoia), 1985Send in the Clones (Paranoia), 1985
► Underword: The Stygian Abuss, 1991 Underword: The Stygian Abuss, 1991 ► Ultima VII, Part 2,Ultima VII, Part 2, Serpent Isle, 1993 Serpent Isle, 1993► System Shock,System Shock, 1994 1994► Thief: The Dark Project, 1999Thief: The Dark Project, 1999► Deus Ex,Deus Ex, 2000 2000
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Warren Spector on DesignWarren Spector on Design► ““Learn to program” and “get as broad-based an Learn to program” and “get as broad-based an
education as you can”education as you can”► ““Become an effective communicator”Become an effective communicator”► ““Make games”Make games”► ““giving players power to make choices enhanced the giving players power to make choices enhanced the
gameplay experience”gameplay experience”► ““attaching consequences to those choices made the attaching consequences to those choices made the
experience even experience even more more powerful”powerful” Gargoyle episodeGargoyle episode
► Sequals & Adaptations: Get used to it!Sequals & Adaptations: Get used to it! Safe betsSafe bets Free marketingFree marketing Fan buy-inFan buy-in ““cool sandboxes to play in”cool sandboxes to play in”
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Sandy PetersenSandy Petersen► Call of Cthulhu, 1981Call of Cthulhu, 1981► Runequest, 3rd ed., 1985Runequest, 3rd ed., 1985► Ghostbusters: A Frightfully Cheerful Ghostbusters: A Frightfully Cheerful
Roleplaying Game, 1986Roleplaying Game, 1986► DOOM, 1993DOOM, 1993► Quake, 1996Quake, 1996► Age of Empires: The Age of Kings,Age of Empires: The Age of Kings, 1999 1999► Call of Cthulhu, 2004Call of Cthulhu, 2004► Worked on Worked on
CivilizationCivilization Sid Meier’s Pirates!Sid Meier’s Pirates!
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Sandy Petersen on DesignSandy Petersen on Design►““Be familiar with all types of games, Be familiar with all types of games,
not just computer games”not just computer games”
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Frederick RaynalFrederick Raynal►Alone in the Dark, 1992Alone in the Dark, 1992
Infogrames took over creative controlInfogrames took over creative control Added Cthulhu mythosAdded Cthulhu mythos
►Little Big Adventure, 1995Little Big Adventure, 1995►Little Big Adventure 2, 1997Little Big Adventure 2, 1997
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Gabe Newell & Mike HarringtonGabe Newell & Mike Harrington
►Half-Life, 1998Half-Life, 1998►Half-Life 2, 2004Half-Life 2, 2004
►Suggested ReadingSuggested Reading►Valve. Valve. Half-LifeHalf-Life22: Raising the Bar: Raising the Bar
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Mihn Le & Jess CliffeMihn Le & Jess Cliffe
►Counter-Strike, 1999Counter-Strike, 1999►Counter-Strike: source, 2004Counter-Strike: source, 2004
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Bill RoperBill Roper►Warcraft: Orcs and HumansWarcraft: Orcs and Humans►Warcraft II: Tides of DarknessWarcraft II: Tides of Darkness►Warcraft III: Reign of ChaosWarcraft III: Reign of Chaos►StarcraftStarcraft►DiabloDiablo►Diablo IIDiablo II►HellGate: LondonHellGate: London
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Bill Roper on DesignBill Roper on Design►““You can’t get good at making games You can’t get good at making games
unless you make games”unless you make games”►““tear apart boardgames to prototype tear apart boardgames to prototype
your ideas”your ideas”►““most importantly, never stop playing”most importantly, never stop playing”
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Richard GarfieldRichard Garfield►RoboRally, 1994RoboRally, 1994►Magic: The Gathering,Magic: The Gathering, 1994 1994►The Great Dalmuti, 1995The Great Dalmuti, 1995
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Marc LeBlancMarc LeBlanc►Ultima Underworld IIUltima Underworld II, 1993, 1993►System Shock, 1994System Shock, 1994►Thief, 1998Thief, 1998
►Suggested ReadingSuggested Reading Online articles on Online articles on
Mechanics, Dynamics, AestheticsMechanics, Dynamics, Aesthetics
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Marc LeBlanc on DesignMarc LeBlanc on Design►““Have a critical eye for games”Have a critical eye for games”►““Learn to program”Learn to program”►““Play lots of games”Play lots of games”►““Design the game for [millions of Design the game for [millions of
people], not for you”people], not for you”
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Dr. Ray MuzykaDr. Ray Muzyka► Baldur’s GateBaldur’s Gate, 1998, 1998► MDK2, 2000MDK2, 2000► Baldur’s Gate IIBaldur’s Gate II, 2000, 2000► Neverwinter NightsNeverwinter Nights, 2002, 2002► Star Wars: Knights of the Old RepublicStar Wars: Knights of the Old Republic, 2003, 2003
Based upon the roleplaying game (d20 version)Based upon the roleplaying game (d20 version)► Jade EmpireJade Empire, 2005, 2005► Neverwinter NightsNeverwinter Nights, 2006, 2006
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Dr. Ray Muzyka on DesignDr. Ray Muzyka on Design►““Be passionate, but self-critical”Be passionate, but self-critical”►““never compromise on quality, but do never compromise on quality, but do
realize that there is a point of realize that there is a point of diminishing returns”diminishing returns”
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Bruce C. ShelleyBruce C. Shelley►Railroad TycoonRailroad Tycoon►CivilizationCivilization►Age of EmpiresAge of Empires
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Bruce C. Shelley on DesignBruce C. Shelley on Design►““Play a lot of games and analyze Play a lot of games and analyze
them”them”►““Think in terms of entertaining a large Think in terms of entertaining a large
audience, not a small one”audience, not a small one”►““it is okay, even encouraged, to it is okay, even encouraged, to
borrow from great games, but be borrow from great games, but be different at the vision level and different at the vision level and innovative at the gameplay level”innovative at the gameplay level”
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Starr LongStarr Long►Ultima OnlineUltima Online►BioforgeBioforge►Wing Commander: PrivateerWing Commander: Privateer►Ultima Underworld 2Ultima Underworld 2►Tabula RasaTabula Rasa
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Starr Long on DesignStarr Long on Design►““play every game you possibly can”play every game you possibly can”►““then analyze them carefully”then analyze them carefully”►““finding inspiration from outside of finding inspiration from outside of
games is extremely important”games is extremely important”►““if you are not having fun making your if you are not having fun making your
game, then your customers will not game, then your customers will not have fun playing it”have fun playing it”
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Lorne LanningLorne Lanning►Oddworld: Abe’s OddyseeOddworld: Abe’s Oddysee►Oddworld: Abe’s ExodusOddworld: Abe’s Exodus►Oddworld: Munch’s OddyseeOddworld: Munch’s Oddysee
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Lorne Lanning on DesignLorne Lanning on Design►““The best ideas will not come from The best ideas will not come from
areas that have nothing to do with areas that have nothing to do with games”games”
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Scott Miller on DesignScott Miller on Design►Founder 3DREALMSFounder 3DREALMS►““Learn from other games and Learn from other games and
designers, but do not copy them.”designers, but do not copy them.”►““must invent something unique and must invent something unique and
compelling (one without the other in compelling (one without the other in not enough)”not enough)”
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Josh HolmesJosh Holmes►Def Jam VendettaDef Jam Vendetta►NBA StreetNBA Street►NBA Live ’98, ’99, 2000NBA Live ’98, ’99, 2000
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Josh Holmes on DesignJosh Holmes on Design►““Think of the consumer”Think of the consumer”►““Fun first” Fun first”
““whenever you have a choice between whenever you have a choice between realism and fun, go with fun”realism and fun, go with fun”
►““Always strive for balance”Always strive for balance”►““Think Big”Think Big”►““Remember Pacing”Remember Pacing”►““Play Bad Games”Play Bad Games”►““Look outside of games”Look outside of games”
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Ron GilbertRon Gilbert►Maniac Mansion, 1987Maniac Mansion, 1987►The Secret of Monkey IslandThe Secret of Monkey Island, 1990, 1990
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Chris TaylorChris Taylor►Founded Gas Powered GamesFounded Gas Powered Games►Dungeon SiegeDungeon Siege►Total AnnihilationTotal Annihilation
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Swedish Game DesignersSwedish Game Designers► Dan GlimneDan Glimne
DrakborgenDrakborgen► Martin WalfiszMartin Walfisz
Ground ControlGround Control► Andreas RomanAndreas Roman
Midtown Madness 3Midtown Madness 3 (Battlefield: Modern Combat)(Battlefield: Modern Combat)
► Mikael EmtingerMikael Emtinger GTRGTR
► Tom SöderlundTom Söderlund BotfightersBotfighters
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LeftoversLeftovers► James Ernest (see book page 76-77)James Ernest (see book page 76-77)► Don Daglow (see book page 104-105)Don Daglow (see book page 104-105)► Rob Daviau (see book page 232-233)Rob Daviau (see book page 232-233)► Graeme Bayless (see book page 243-246)Graeme Bayless (see book page 243-246)► Brian Hersch (see book page 276-277)Brian Hersch (see book page 276-277)► David Perry (see book page 304-305)David Perry (see book page 304-305)► Richard Hilleman (see book page 324-325)Richard Hilleman (see book page 324-325)► Matt Firor (see book page 332-333)Matt Firor (see book page 332-333)► Troy Dunniway (see book page 350-351)Troy Dunniway (see book page 350-351)► Stan Chow (see book page 354-355)Stan Chow (see book page 354-355)► Thai? Thai?