Computer Game Genres in Lectures

 
 
 
CSE 420
CSE 420
 
Lecture #2 Genres of Computer Games
Lecture #2 Genres of Computer Games
 
L
 
L
i
n
e
 
L
 
Computer Games
Computer Games
 
Part 1
Part 1
 
Lecture #2  Genres of Comp. Games
 
2
 
Objectives
 
Identify the qualities that set action games
apart from other genres
Recognize the distinct subgenres of action
games and their particular features
Use the characteristic features of action
games, such as levels, lives, and powerups,
to design games of your own
Know the design limitations imposed by
placing the player under time pressure
 
Lecture #2  Genres of Comp. Games
 
3
 
Objectives
 
(Cont.)
 
Know the definition of a strategy game and
be familiar with the types of challenges that
strategy games offer
Define the set of orders that a strategy player
will be able to give in your game
Design a balanced set of units for use in a
war game, including defining the attributes
that govern their behavior
 
Lecture #2  Genres of Comp. Games
 
4
 
Objectives 
(Cont.)
 
Compute the relative values of offensive and
defensive units
Understand Lanchester’s laws and how they
affect the relative strengths of forces of
different size
Create a technology tree of upgrades for the
units that you have designed
 
Lecture #2  Genres of Comp. Games
 
5
 
Objectives 
(Cont.)
 
Choose a system of logistics for your game
and design the mechanism by which it works
Know the most common types of artificial
opponents and their strengths and
weaknesses
 
Lecture #2  Genres of Comp. Games
 
6
 
Know the definition of role-playing games and
the game mechanics common to them
Understand the history and evolution of role-
playing games from tabletop to computer
Design character attributes for a role-playing
game
 
Objectives 
(Cont.)
 
Lecture #2  Genres of Comp. Games
 
7
 
Objectives 
(Cont.)
 
Define a world and setting suitable for a role-
playing game
Understand the use of experience points and
character level for this genre
Know the different gameplay modes within
this genre
 
Lecture #2  Genres of Comp. Games
 
8
 
8
 
Objectives
 
(Cont.)
 
Know the definition of athletic sports games
and be familiar with the types of challenges
that these types of sports games offer
 
Understand the challenges of meeting
players’ expectations about a real-world
game in a video game implementation
 
Lecture #2  Genres of Comp. Games
 
9
 
9
 
Objectives 
(Cont.)
 
Know the basics of adapting a physical sports
game mechanic to a virtual world
Understand the design complexities for
physics, AI, and player skill ratings required
for a sports game
Use flowcharting to help define AI states
within a sports game
 
Lecture #2  Genres of Comp. Games
 
10
 
10
 
Objectives 
(Cont.)
 
Know the issues involved in licensing sports
organizations, teams, and players, including
the use of names and images
 
Understand mapping known physical game
play mechanics to computer-human interface
devices
 
Lecture #2  Genres of Comp. Games
 
11
 
What Are Action Games?
 
An action game is one in which the majority
of challenges presented are tests of the
player’s physical skills
Puzzle-solving, tactical conflict, and
exploration challenges are often present as
well
Fastest action games are called twitch games
 
Lecture #2  Genres of Comp. Games
 
12
 
Action Game Subgenres
 
Shooters
Most familiar and popular subgenre
Players use a ranged weapon
2D shooters
Top-down or side-view perspective
Players are under constant attack so shoot everything
Unlimited ammunition
Unrealistic physics
 
Lecture #2  Genres of Comp. Games
 
13
 
Action Game Subgenres 
(Cont.)
 
Shooters 
(cont.)
3D shooters
Cutting edge of game hardware
Physics are more realistic than 2D shooters
Can be first-person or third-person perspective
Further subgenres:
Rail-shooters
Tactical shooters
Survival horror
Arena games
 
Lecture #2  Genres of Comp. Games
 
14
 
Action Game Subgenres 
(Cont.)
 
Platform games
Cartoonish games in which an avatar moves
through a vertically exaggerated environment,
jumping on and off platforms
Most actions are jumps
Highly unrealistic physics
Most 2D side-scrolling games with humanoid
avatar are platform games
Super Mario Bros.
 is the classic example
 
Lecture #2  Genres of Comp. Games
 
15
 
Action Game Subgenres 
(Cont.)
 
Fighting games
Physical challenges test reaction time and timing
Simulate hand-to-hand combat
May use a few ranged weapons
Two major categories: one-on-one and mêlée.
Serious boxing games usually classed as sports games
Actions include maneuvering, attacking, and
defending
Combo moves are common
Play is largely 2D in the plane of the video screen
 
Lecture #2  Genres of Comp. Games
 
16
 
Action Game Subgenres 
(Cont.)
 
Fast puzzle games
Require player to solve problems quickly
Simple, abstract, limited control set
Tetris
 is the archetypal fast puzzle game
Casual gamers enjoy this subgenre
Ideal for handheld devices and cell phones
 
Lecture #2  Genres of Comp. Games
 
17
 
Action Game Subgenres 
(Cont.)
 
Action-adventure
Hybrid combines action and adventure
Games include physical challenge, story,
inventory, and dialog
Dance and rhythm games
Challenges player’s sense of rhythm
Press buttons to make the avatar dance
Specialized hardware common: dance mat, conga
drums, maracas
Popular with girls
less pointless violence
 
Lecture #2  Genres of Comp. Games
 
18
 
Action Game Subgenres 
(Cont.)
 
Other action games
No shooting, hand-to-hand fighting, or abstract
puzzle-solving
Use skills such as maneuvering and path planning
 
Lecture #2  Genres of Comp. Games
 
19
 
Game Features
 
Progression
Levels usually completed in linear sequence
Levels often grouped by theme and end with a boss
Fixed challenges are easier to build, but repetitious
If killed, avatars reappear at a checkpoint
Level exits, level warps, and teleporters
Level exits lead to the next level
Level warps exit the level and jump ahead several levels
Teleporter jumps within the same level
 
Lecture #2  Genres of Comp. Games
 
20
 
Game Features 
(Cont.)
 
Planning your pacing:
1.
Brainstorm ideas for moments of excitement
2.
Order ideas by priority
3.
Create a story framework
4.
Rate key events for intensity, and sequence them
5.
Rate and sequence story plot points
6.
Set the time between high-intensity events
7.
Evaluate the trends
8.
Begin constructing levels
9.
Iteratively test, review, and adjust
 
Lecture #2  Genres of Comp. Games
 
21
 
Game Features 
(Cont.)
 
Challenges
Avatars typically faced by three kinds of problems
Passive obstacle impedes movement without threat
(wall)
Stationary danger attacks approaching avatar (electric
fence)
Active dangers attack and move around
 
Lecture #2  Genres of Comp. Games
 
22
 
Game Features 
(Cont.)
 
Challenges 
(cont.)
Waves
—e
nemies attack in groups
The big boss guards the end of the themed level
Wildcard enemies break up the predictability
Locked doors partition levels and control progress
Monster generators or spawn points cause new
enemies to appear
 
Lecture #2  Genres of Comp. Games
 
23
 
Game Features 
(Cont.)
 
Player actions
Routine actions include maneuvering an avatar,
aiming and shooting, collecting and selecting,
manipulating objects, and fighting moves
Smart bomb clears enemies from the immediate
area
Hyperspace escape immediately moves the
player at the risk of unexpectedly entering a
dangerous area
 
Lecture #2  Genres of Comp. Games
 
24
 
Game Features 
(Cont.)
 
Core mechanics are simple and obvious
Lives provide several reprieves from death
Energy is replenished by collectibles or powerups
Powerups increase strength
Collectibles are common but not required
Increase the score
Unlock secret levels or cause special bonus events
 
Lecture #2  Genres of Comp. Games
 
25
 
Game Features 
(Cont.)
 
Core mechanics 
(cont.)
Timer counts down time to events and
catastrophes or the amount of time left to finish
the level
Score indicates progress
 
Lecture #2  Genres of Comp. Games
 
26
 
Game Features 
(Cont.)
 
Victory conditions
Only arcade (or arcade-like) games don’t have
victory conditions
Including a structured story means the game will
end
Interaction model
Avatar is most common
Puzzle manipulation model (
Tetris
) or
omnipresent model (
Lemmings
) also used
 
Lecture #2  Genres of Comp. Games
 
27
 
Game Features 
(Cont.)
 
Camera models
2D camera models
Includes side-scrolling and top-scrolling perspectives
Continuous, variable, and parallax scrolling
3D first person is tied to the avatar with a limited
field of view
3D third person lets the player see the avatar
Many offer both, switchable at player option
Resident Evil 4 
combines these somewhat,
moving camera to just behind avatar’s shoulder
 
Lecture #2  Genres of Comp. Games
 
28
 
Game Features 
(Cont.)
 
Camera models 
(cont.)
Gameplay implications of 2D and 3D
In 3D, it is difficult to tell the speed or distance of objects
that come directly toward the player
3D games use the environment to present challenges
In 3D, enemies can hide and sneak up on the avatar
Context-sensitive models
Camera moves depending on the circumstances
Not a good model for fast action games
Sudden changes of camera position are disorienting during
high-speed action
 
Lecture #2  Genres of Comp. Games
 
29
 
Game Features 
(Cont.)
 
User interface features
Display only as much as the player needs to know
Keep it onscreen
Use indicators rather than numbers or text
Draw attention to critical information
Maps and mini-maps can be shown as
transparent overlays; keep them simple
Use color to identify characters and objects
Controls should be as simple as possible
 
Lecture #2  Genres of Comp. Games
 
30
 
What Are Strategy Games?
 
The majority of challenges are strategic
conflict
Player chooses from a variety of potential
actions or moves at most points in the game
Victory is attained by superior planning and
taking the best actions; chance must not play
a large role
Other challenges may also be present;
physical challenges play little or no part
 
Lecture #2  Genres of Comp. Games
 
31
 
Game Features
 
Two main subgenres
Classical turn-based games
Pure strategy games tend to be turn-based
In multiplayer turn-based computer games, players often
choose their next move simultaneously
Real-time strategy games
Developed after turn-based games
RTSs add time pressure to strategy games
 
Lecture #2  Genres of Comp. Games
 
32
 
Game Features 
(Cont.)
 
Challenges
Strategic conflict
Conflict is combat between groups of units
Factories generate more units
Players can choose from among a variety of units
Diplomacy and espionage offer alternatives to
combat
 
Lecture #2  Genres of Comp. Games
 
33
 
Game Features 
(Cont.)
 
Challenges 
(cont.)
Exploration challenges
Allow players to investigate unknown territory
Fog of war
—unexplored areas shown in black, and
explored but unpatrolled regions shown dimly
Economic challenges
Players can collect resources to buy units
If the economy is complicated, the game is actually a
hybrid of a strategy game and a construction and
management game, e.g. the 
Civilization 
series
 
Lecture #2  Genres of Comp. Games
 
34
 
Game Features 
(Cont.)
 
Player actions involve giving orders to units
Move to a location
Attack
Stop moving
Hold a position
Establish a formation
Produce new units
Retreat, dash, and patrol are variants of these
 
Lecture #2  Genres of Comp. Games
 
35
 
Core Mechanics
 
Designing units
Units usually fall into types so that all units of a
type share a set of attributes
Some units will also have special unique
capabilities
Rock-paper-scissors (RPS) model is suited only to
simple games
Cannot be balanced for complex game
Doesn’t take into account battlefield conditions
 
Lecture #2  Genres of Comp. Games
 
36
 
Core Mechanics 
(Cont.)
 
Health
Weapons
Range
Shot mass and
velocity (or power)
Accuracy
 
Defensive dodging
Speed
Turn rate
Mass and acceleration
Range of vision
 
Designing units 
(cont.)
Modern war games use numeric attributes to
describe unit’s abilities
Numeric attributes used more often are:
 
Lecture #2  Genres of Comp. Games
 
37
 
Core Mechanics 
(Cont.)
 
Designing units 
(cont.)
Special capabilities include:
Stealth
Flying or sailing
Repair
Transport
Constructing buildings and production of mobile units
Leadership
For every special capability you create for one side, you
must also create a capability of similar military value for
the other side OR a way to defeat the special capability
 
Lecture #2  Genres of Comp. Games
 
38
 
Core Mechanics 
(Cont.)
 
Designing units 
(cont.)
Computing the relative value of units
Value based on time and resources
Equation for attack units:
Attack unit value
 
= maximum health 
 shot power
 
 rate of fire 
 theoretical accuracy
 
 range 
 maximum speed
Equation for defensive units:
Defense unit value
 
= maximum health 
 shot power
 
 rate of fire 
 theoretical accuracy
 
 (range
2
 
÷ 
2)
 
Lecture #2  Genres of Comp. Games
 
39
 
Core Mechanics 
(Cont.)
 
Designing units 
(cont.)
Production rates, unit numbers, and Lanchester’s
laws
Lanchester’s Linear Law: In hand-to-hand combat, the
relative strengths of two armies are simply proportional
to their numbers of troops
Lanchester’s Square Law: For units that can aim and
shoot at one another from a distance and can
concentrate their fire, the strength differential is
proportional to the 
square
 of their sizes
 
Lecture #2  Genres of Comp. Games
 
40
 
Core Mechanics 
(Cont.)
 
Health, morale, and fighting efficiency
Units normally fight at full efficiency until their
health points are gone
If you allow efficiency to be harmed by poor health, the
feedback loop will cause injured units to die very quickly
Morale is represented by a number that increases
or decreases an army’s fighting effectiveness
Morale also usually produces too much feedback
Leadership bonus works better, because
leadership is unaffected by health or morale.
 
Lecture #2  Genres of Comp. Games
 
41
 
Core Mechanics 
(Cont.)
 
Upgrades and technology trees
Researching upgrades
Player must initiate research
Organize upgrades into a sequence
Allow player to choose which upgrade to research
Upgrades can be applied to single units, unit
types, or globally
Upgrades can be temporary or permanent
Create a technology tree to organize large
numbers of upgrades
 
Lecture #2  Genres of Comp. Games
 
42
 
Core Mechanics 
(Cont.)
 
Logistics
Management of supply: the production,
distribution, maintenance, and replacement of
personnel and materials
Strategy games usually have simplified logistics
Supplies and consumable items
Don’t track food and fuel
If ammo is cheap and quickly expended, provide
unlimited supply
Highly destructive ammo should be rare and tracked
 
Lecture #2  Genres of Comp. Games
 
43
 
Core Mechanics 
(Cont.)
 
Logistics 
(cont.)
Supply lines
Route over which fresh troops and war materiel must be
transported from their source to where they are needed
Cutting the supply line is a classic strategy
Most computer war games model movement of troops
accurately, but not materiel such as fuel and ammo
Players don’t want to manage supplies
Realistic supply lines mean creating transport units and
modeling the supplies as individual objects
 
Lecture #2  Genres of Comp. Games
 
44
 
Core Mechanics 
(Cont.)
 
Logistics 
(cont.)
Abstracting the distribution process
A supply is “magically” available wherever it is needed
Completely abstracting distribution can cause exploits
Alternative is verifying that supply routes are open, but
don’t actually require transport
Road-building
Build roads to access resources
Roads provide supply routes
Towns with no road cannot receive supplies
 
Lecture #2  Genres of Comp. Games
 
45
 
Core Mechanics 
(Cont.)
 
Logistics 
(cont.)
Influence maps
Any unit within a certain distance from a supply depot
can receive supplies
Unobstructed route not required
 
Lecture #2  Genres of Comp. Games
 
46
 
The Game World
 
Historical settings
Military strategy games tend to be set in the past
Historical setting will be scrutinized for accuracy
by players familiar with the event
World War II market oversaturated
Need a less popular time period or unique
approach
 
Lecture #2  Genres of Comp. Games
 
47
 
The Game World 
(Cont.)
 
Modern settings
Risks generating controversy and negative public
opinion
Must be rigorously accurate and politically neutral
Some use modern, but fictitious, settings to avoid this
Must address the issue of battlefield scale
A battlefield scaled for fighter planes would take weeks
for infantry to walk across.
One solution is to exclude units that don’t fit the scale,
i.e. leave infantry out of games about fighter planes
 
Lecture #2  Genres of Comp. Games
 
48
 
The Game World 
(Cont.)
 
Future (science fiction) settings
Popular and allow a lot of scope for invention
Might not catch public’s imagination
Use technology carefully
Define terminology
Must address the issue of battlefield scale again
 
Lecture #2  Genres of Comp. Games
 
49
 
The Game World 
(Cont.)
 
Fantasy settings
Use magic rather than technology
More emphasis on close-range and hand-to-hand
combat
 
Lecture #2  Genres of Comp. Games
 
50
 
The Presentation Layer
 
Interaction model
Almost always multipresent
Large scale
player indirectly controls units and
has godlike view of the game world
Squad scale
smaller group of 20 individual units
Camera model
Players need to see the big picture
Aerial perspective needed
 
Lecture #2  Genres of Comp. Games
 
51
 
The Presentation Layer 
(Cont.)
 
User interface
Player must control action at different scales
Usually present related data in separate windows
Make unavailable options gray
Provide beginner and advanced modes for
commands
Group commands by function
 
Lecture #2  Genres of Comp. Games
 
52
 
Artificial Opponents
 
Game tree search
Game tree is the set of all possible future moves
This approach works for only the simplest games
Neural net
Mimics the brain’s ability to recognize and
correctly identify patterns of data
Not currently used in consumer games
 
Lecture #2  Genres of Comp. Games
 
53
 
Artificial Opponents 
(Cont.)
 
Hierarchical finite state machines
Most successful mechanism for creating AI
opponents in war games
What is a finite state machine?
Conceptual machine,not real mechanical engineering
Its rules establish a simple behavioral system for an
individual automated character
Each unit has a set of states that it can be in
In each state it continously executes certain behaviors
Each state has a list of events or conditions that cause it
to switch to a new state, e.g. guarding to attacking
 
Lecture #2  Genres of Comp. Games
 
54
 
Artificial Opponents 
(Cont.)
 
Hierarchical finite state machines 
(cont.)
Hierarchical finite state machines in games
Ones higher up in the hierarchy give orders to the ones
lower down
Higher FSMs can order lower FSMs to change state
AI alone usually can’t beat a human player
except in simple games
Most AI opponents get other advantages
Human doesn’t know where his enemy is
Designer gives AI more resources to start with
 
Lecture #2  Genres of Comp. Games
 
55
 
What Are Role-Playing Games?
 
Overview
Objective is to experience a series of adventures
in an imaginary world, through an avatar or a
small group of characters whose skills and powers
grow over time
Essential parts are the quest or story and
character growth
Victory consists of completing the quests
Many players just enjoy exploring and interacting,
even without trying to win
 
Lecture #2  Genres of Comp. Games
 
56
 
What Are Role-Playing Games?
(Cont.)
 
Many types of challenges:
Tactical combat
Logistics (managing supplies)
Economic growth
Exploration
Puzzle solving
 
Lecture #2  Genres of Comp. Games
 
57
 
Comparisons to Other Genres
 
CRPGs and war games
Both include combat governed by rules
CRPGs
—s
mall group of characters who exhibit
growth; no factories to produce more units
War games
—l
arge group of identical units;
factories produce more units
 
Lecture #2  Genres of Comp. Games
 
58
 
Comparisons to Other Genres
(Cont.)
 
CRPGs and action games
CRPGs
Physical challenges becoming more common in hybrids
Non–action-related activities such as buying and selling
as well as conversations with other characters
Puzzles more sophisticated than in action games
Action games
Physical challenges
Non–action-related activities are rare
 
Lecture #2  Genres of Comp. Games
 
59
 
Comparisons to Other Genres
(Cont.)
 
CRPGs and adventure games
Both have rich storylines, highly detailed
characters, and exploration challenges
CRPGs
—p
layer-defined character; characters
defined by numeric attributes that improve over
time; complex internal economy
Adventure games
—a
vatar provided by the game;
concentrate on a single character; puzzle
challenges; no numeric attributes; personal
growth; simple internal economy (or none at all)
 
Lecture #2  Genres of Comp. Games
 
60
 
Game Features
 
Exploration and combat make up a big part of
most CRPGs
Themes
Saving the world is an overused theme
Try to find an alternative approach
Progression
Long quest broken into episodes
Major challenge at the end of each episode
Optional side quests
 
Lecture #2  Genres of Comp. Games
 
61
 
Game Features 
(Cont.)
 
Gameplay modes
Exploration and combat
—a
ctions include setting a
destination, designating an NPC to attack, and
using special skills
Conversation
—u
ses dialog tree
Trade
buy and sell items
Inventory
—m
anage carried objects
 
Lecture #2  Genres of Comp. Games
 
62
 
Core Mechanics
 
Rolling dice
—k
now the probabilities to get the
result you want
Character attributes
Characterization attributes
—d
etermine general
abilities and qualities; change infrequently
Race
Sex
Character class
Physical, mental, moral, and social attributes
 
Lecture #2  Genres of Comp. Games
 
63
 
Core Mechanics 
(Cont.)
 
Character attributes 
(cont.)
Status attributes, experience, and character levels
Attributes that change frequently
Experience points and character level  measure the
character’s growth
Cosmetic attributes add richness to the game
 
Lecture #2  Genres of Comp. Games
 
64
 
Core Mechanics 
(Cont.)
 
Magic and its equivalents
Concept that allows characters to influence the
world by means not available to us in real life
Science fiction implements magic as “advanced
technology”
Use of magic restricted by character class
Define magic, how it’s invoked, how it’s limited
Player can often spend magic points, called 
mana
The mana system is more convenient and flexible
than the D&D “memorization” system
 
Lecture #2  Genres of Comp. Games
 
65
 
Core Mechanics 
(Cont.)
 
Skills and special capabilities
Obtaining new skills for a character is similar to
upgrading a unit in a strategy game
Skill trees provide a growth path similar to a tech
tree in war games
Character design
 Most CRPGs allow the player to create the
character
Roll dice to generate points to distribute among
character attributes
 
Lecture #2  Genres of Comp. Games
 
66
 
The Game World and Story
 
Settings
Tend to be fantasy and science fiction settings
Must be appealing to explore
Some CRPGs provide an editor to enable players
to create scripted adventures in the game world
 
Lecture #2  Genres of Comp. Games
 
67
 
The Game World and Story
 
(Cont.)
 
Story
First, determine the game’s overall quest
the
ending
Then, design the episodes that the player
experiences from the beginning to the end
Add side quests
Write an enticing opening
 
Lecture #2  Genres of Comp. Games
 
68
 
The Presentation Layer
 
Interaction model
Party-based in single-player CRPG
Avatar-based is becoming more common, however
Avatar-based in multiplayer online games
Camera model
First person or third person for avatar-based
models
Aerial perspective allows player to see all
members of the party at once as well as
surrounding terrain
 
Lecture #2  Genres of Comp. Games
 
69
 
The Presentation Layer 
(Cont.)
 
User interface
Wide range of actions
—i
nterface can be complex
Hide the mechanics to aid the player’s immersion
Repetitive tasks
—instead of making the player try
repeatedly, automate the repetition and show
 
a
progress bar
If the character has low skill at the task, it will take a long
time
Allow the player to interrupt and abandon the attempt
 
Lecture #2  Genres of Comp. Games
 
70
 
What Are Sports Games?
 
A sports game simulates some aspect of a
real or imaginary athletic sport, whether it is
playing in matches, managing a team or
career, or both
Match play makes use of physical and
strategic challenges
The management challenges are chiefly
economic
 
Lecture #2  Genres of Comp. Games
 
71
 
Game Features
 
Game structure
Main gameplay mode is match play
Outside of match play, game’s modes relate to
other aspects of the sport
Pause the game for coaching tasks
Player roles
Athlete is most common role
—p
layer follows the
action rather than a single athlete in team sports
Player may also take role of coach or manager
 
Lecture #2  Genres of Comp. Games
 
72
 
Game Features 
(Cont.)
 
Gameplay and rules
Challenges and actions match the sport
Athlete—Physical challenges
Coach—Strategic challenges
Rules might have to be relaxed because
controlling athletes onscreen does not correspond
exactly to real-life sports experiences
Need to decide what to do about athlete mistakes
outside of player control
Allow players to set referee parameters
 
Lecture #2  Genres of Comp. Games
 
73
 
Game Features 
(Cont.)
 
Competition modes
All competition modes are allowed
Sports games are more popular on consoles to
permit multiplayer competition
One mode should include computer versus itself
so players can watch a match
 
Lecture #2  Genres of Comp. Games
 
74
 
Game Features 
(Cont.)
 
Victory and loss conditions
Match real sport’s victory and loss conditions
Modes
Season mode
Exhibition mode
Sudden death
Round robin
Tournament mode
Franchise mode
 
Lecture #2  Genres of Comp. Games
 
75
 
Game Features 
(Cont.)
 
Opportunities for creative play
Team creation
—players create their own teams
Strategy design
—players can create their own
strategies
Playing field design
—players can edit the shape
of the playing field if sport allows this option
 
Lecture #2  Genres of Comp. Games
 
76
 
Game Features 
(Cont.)
 
Inventing a sport is a risky option that is hard
to sell
Weather
Weather can invoke special rules
Weather affects the game
Instant replay is an essential feature
Include all usual video forward/reverse features
Allow player to move camera around
Allow locking the camera to an athlete or the ball
 
Lecture #2  Genres of Comp. Games
 
77
 
Core Mechanics
 
Physics for sports games
Physics engine determines the behavior of
moving bodies in the match
Physics should not be perfectly realistic because
Player does not have precise control
Player is not a professional athlete
 
Lecture #2  Genres of Comp. Games
 
78
 
Core Mechanics 
(Cont.)
 
Rating the athletes
Developing ratings is a big task
Ratings provide data for the physics engine to
simulate the athletes accurately
Common ratings are provided for all athletes—
speed, agility, weight, etc.
Specialized ratings apply to specific positions—
passing strength, passing accuracy, etc.
 
Lecture #2  Genres of Comp. Games
 
79
 
Core Mechanics 
(Cont.)
 
Athlete AI design
Define the state space
Play in a match is broken into states defined by rules
and strategy (e.g., fly ball, foul ball, grounder, strikeout)
Create a flowchart to map the game’s states
Set collective and individual goals in each state
Individual goals are what each athlete tries to achieve in
the course of playing his position
Collective goal is what the team is trying to achieve as a
whole; the collective goal determines individual goals
 
Lecture #2  Genres of Comp. Games
 
80
 
Core Mechanics 
(Cont.)
 
Injuries
Injuries introduce some chance
Allow players to turn off injuries
Arcade mode versus simulation mode
Arcade mode increases action and decreases
realism; produces higher scores
Simulation mode increases realism but probably
decreases action
 
Lecture #2  Genres of Comp. Games
 
81
 
Core Mechanics 
(Cont.)
 
Simulating matches automatically
Computer plays out matches and records results
To fake results quickly, roll dice to generate game
scores
Scores must be restricted to a credible range
Doesn’t generate other statistics
Allowing a home field advantage is not
recommended
 
Lecture #2  Genres of Comp. Games
 
82
 
The Game World
 
Setting
Accurate copies of real stadiums and arenas
Weather significantly affects games played
outdoors
Crowd noises contribute to setting
 
Lecture #2  Genres of Comp. Games
 
83
 
The Game World 
(Cont.)
 
Licenses, trademarks, and publicity rights
Team and league trademarks
In America, the league holds the license to use the team
and league names, logos, uniform designs, etc.
A variety of governing bodies manage individual sports
Events are owned by the organization producing them
Stadiums are now asserting trademark rights too
Personal publicity rights owned by the athlete or
an organization
 
Lecture #2  Genres of Comp. Games
 
84
 
The Game World 
(Cont.)
 
Audio commentary
Needed to feel like you’re watching the match on
television
Play-by-play and color commentary
Note the events that should trigger a specific
comment
 
Lecture #2  Genres of Comp. Games
 
85
 
The Presentation Layer
 
Interaction model
Player usually controls an avatar
Which athlete is being controlled can change as
the play progresses (in team sports)
Camera models
Don’t use first-person; players watch the athletes
Overhead
—i
ndividual sports
End view or side view
—t
eam sports
Picture-in-picture
—sports with more than one
focal point, e.g. baseball or cricket
 
Lecture #2  Genres of Comp. Games
 
86
 
The Presentation Layer 
(Cont.)
 
User interface design
Input Devices
Motion-sensitive (e.g. Wii controller) best for sports
In team games, let the player press a button to switch
control to the most appropriate defending athlete
Displays
User interface can change every second, depending on
conditions in the match
Each state requires a set of options
Mark the controlled athlete with a label
Use overlays rather than pull-down menus
 
Lecture #2  Genres of Comp. Games
 
87
 
Summary
 
You should now understand
How to identify an action game
How to recognize action game subgenres
How to identify and use characteristics of an
action game
How to describe design limitations of action
games
 
Lecture #2  Genres of Comp. Games
 
88
 
You should now understand
How to identify a strategy game
How to define the orders a player can give in your
game
How to design a balanced set of units
How to use Lanchester’s laws in combat
How to create a technology tree of upgrades
How to enact logistics
How to utilize artificial intelligence
 
Summary 
(Cont.)
 
Lecture #2  Genres of Comp. Games
 
89
 
You should now understand
How to identify a role-playing game
How to describe the development of the role-
playing game from tabletop to computer
How to design character attributes
How to define a world and story
How to use experience points and character
levels
How to define gameplay modes for RPGs
 
Summary 
(Cont.)
 
Lecture #2  Genres of Comp. Games
 
90
 
You should now understand
How to identify a sports game
How to describe the player’s expectations for a
sports game
How to adapt a sport for a video game
How to rate players
How to flowchart states in a match
How to license teams and players
How to create a user interface for a sports game
 
Summary 
(Cont.)
 
 
Next Lecture
 
 
Genres of Computer Games
Part 2
 
 
 
 
 
 
 
91
 
References
 
 
Ernest Adams, Fundamentals of Game Design,
2nd Edition, New Riders, 2016
 
92
Slide Note
Embed
Share

Delve into the diverse world of computer game genres through a series of informative lectures. Discover the unique qualities of action games, subgenres, design elements, and strategic challenges. Learn about offensive and defensive units, technology trees, logistics systems, artificial opponents, role-playing game mechanics, and character attributes. Gain insights into creating immersive worlds, experience points, character levels, and gameplay modes within role-playing games.

  • Computer Games
  • Game Genres
  • Lectures
  • Strategy
  • Role-playing

Uploaded on Sep 22, 2024 | 0 Views


Download Presentation

Please find below an Image/Link to download the presentation.

The content on the website is provided AS IS for your information and personal use only. It may not be sold, licensed, or shared on other websites without obtaining consent from the author. Download presentation by click this link. If you encounter any issues during the download, it is possible that the publisher has removed the file from their server.

E N D

Presentation Transcript


  1. L Computer Games Lecture #2 Genres of Computer Games

  2. Objectives Identify the qualities that set action games apart from other genres Recognize the distinct subgenres of action games and their particular features Use the characteristic features of action games, such as levels, lives, and powerups, to design games of your own Know the design limitations imposed by placing the player under time pressure Lecture #2 Genres of Comp. Games 2

  3. Objectives (Cont.) Know the definition of a strategy game and be familiar with the types of challenges that strategy games offer Define the set of orders that a strategy player will be able to give in your game Design a balanced set of units for use in a war game, including defining the attributes that govern their behavior Lecture #2 Genres of Comp. Games 3

  4. Objectives (Cont.) Compute the relative values of offensive and defensive units Understand Lanchester s laws and how they affect the relative strengths of forces of different size Create a technology tree of upgrades for the units that you have designed Lecture #2 Genres of Comp. Games 4

  5. Objectives (Cont.) Choose a system of logistics for your game and design the mechanism by which it works Know the most common types of artificial opponents and their strengths and weaknesses Lecture #2 Genres of Comp. Games 5

  6. Objectives (Cont.) Know the definition of role-playing games and the game mechanics common to them Understand the history and evolution of role- playing games from tabletop to computer Design character attributes for a role-playing game Lecture #2 Genres of Comp. Games 6

  7. Objectives (Cont.) Define a world and setting suitable for a role- playing game Understand the use of experience points and character level for this genre Know the different gameplay modes within this genre Lecture #2 Genres of Comp. Games 7

  8. Objectives (Cont.) Know the definition of athletic sports games and be familiar with the types of challenges that these types of sports games offer Understand the challenges of meeting players expectations about a real-world game in a video game implementation Lecture #2 Genres of Comp. Games 8 8

  9. Objectives (Cont.) Know the basics of adapting a physical sports game mechanic to a virtual world Understand the design complexities for physics, AI, and player skill ratings required for a sports game Use flowcharting to help define AI states within a sports game Lecture #2 Genres of Comp. Games 9 9

  10. Objectives (Cont.) Know the issues involved in licensing sports organizations, teams, and players, including the use of names and images Understand mapping known physical game play mechanics to computer-human interface devices Lecture #2 Genres of Comp. Games 10 10

  11. What Are Action Games? An action game is one in which the majority of challenges presented are tests of the player s physical skills Puzzle-solving, tactical conflict, and exploration challenges are often present as well Fastest action games are called twitch games Lecture #2 Genres of Comp. Games 11

  12. Action Game Subgenres Shooters Most familiar and popular subgenre Players use a ranged weapon 2D shooters Top-down or side-view perspective Players are under constant attack so shoot everything Unlimited ammunition Unrealistic physics Lecture #2 Genres of Comp. Games 12

  13. Action Game Subgenres (Cont.) Shooters (cont.) 3D shooters Cutting edge of game hardware Physics are more realistic than 2D shooters Can be first-person or third-person perspective Further subgenres: Rail-shooters Tactical shooters Survival horror Arena games Lecture #2 Genres of Comp. Games 13

  14. Action Game Subgenres (Cont.) Platform games Cartoonish games in which an avatar moves through a vertically exaggerated environment, jumping on and off platforms Most actions are jumps Highly unrealistic physics Most 2D side-scrolling games with humanoid avatar are platform games Super Mario Bros. is the classic example Lecture #2 Genres of Comp. Games 14

  15. Action Game Subgenres (Cont.) Fighting games Physical challenges test reaction time and timing Simulate hand-to-hand combat May use a few ranged weapons Two major categories: one-on-one and m l e. Serious boxing games usually classed as sports games Actions include maneuvering, attacking, and defending Combo moves are common Play is largely 2D in the plane of the video screen Lecture #2 Genres of Comp. Games 15

  16. Action Game Subgenres (Cont.) Fast puzzle games Require player to solve problems quickly Simple, abstract, limited control set Tetris is the archetypal fast puzzle game Casual gamers enjoy this subgenre Ideal for handheld devices and cell phones Lecture #2 Genres of Comp. Games 16

  17. Action Game Subgenres (Cont.) Action-adventure Hybrid combines action and adventure Games include physical challenge, story, inventory, and dialog Dance and rhythm games Challenges player s sense of rhythm Press buttons to make the avatar dance Specialized hardware common: dance mat, conga drums, maracas Popular with girls less pointless violence Lecture #2 Genres of Comp. Games 17

  18. Action Game Subgenres (Cont.) Other action games No shooting, hand-to-hand fighting, or abstract puzzle-solving Use skills such as maneuvering and path planning Lecture #2 Genres of Comp. Games 18

  19. Game Features Progression Levels usually completed in linear sequence Levels often grouped by theme and end with a boss Fixed challenges are easier to build, but repetitious If killed, avatars reappear at a checkpoint Level exits, level warps, and teleporters Level exits lead to the next level Level warps exit the level and jump ahead several levels Teleporter jumps within the same level Lecture #2 Genres of Comp. Games 19

  20. Game Features (Cont.) Planning your pacing: 1. Brainstorm ideas for moments of excitement 2. Order ideas by priority 3. Create a story framework 4. Rate key events for intensity, and sequence them 5. Rate and sequence story plot points 6. Set the time between high-intensity events 7. Evaluate the trends 8. Begin constructing levels 9. Iteratively test, review, and adjust Lecture #2 Genres of Comp. Games 20

  21. Game Features (Cont.) Challenges Avatars typically faced by three kinds of problems Passive obstacle impedes movement without threat (wall) Stationary danger attacks approaching avatar (electric fence) Active dangers attack and move around Lecture #2 Genres of Comp. Games 21

  22. Game Features (Cont.) Challenges (cont.) Waves enemies attack in groups The big boss guards the end of the themed level Wildcard enemies break up the predictability Locked doors partition levels and control progress Monster generators or spawn points cause new enemies to appear Lecture #2 Genres of Comp. Games 22

  23. Game Features (Cont.) Player actions Routine actions include maneuvering an avatar, aiming and shooting, collecting and selecting, manipulating objects, and fighting moves Smart bomb clears enemies from the immediate area Hyperspace escape immediately moves the player at the risk of unexpectedly entering a dangerous area Lecture #2 Genres of Comp. Games 23

  24. Game Features (Cont.) Core mechanics are simple and obvious Lives provide several reprieves from death Energy is replenished by collectibles or powerups Powerups increase strength Collectibles are common but not required Increase the score Unlock secret levels or cause special bonus events Lecture #2 Genres of Comp. Games 24

  25. Game Features (Cont.) Core mechanics (cont.) Timer counts down time to events and catastrophes or the amount of time left to finish the level Score indicates progress Lecture #2 Genres of Comp. Games 25

  26. Game Features (Cont.) Victory conditions Only arcade (or arcade-like) games don t have victory conditions Including a structured story means the game will end Interaction model Avatar is most common Puzzle manipulation model (Tetris) or omnipresent model (Lemmings) also used Lecture #2 Genres of Comp. Games 26

  27. Game Features (Cont.) Camera models 2D camera models Includes side-scrolling and top-scrolling perspectives Continuous, variable, and parallax scrolling 3D first person is tied to the avatar with a limited field of view 3D third person lets the player see the avatar Many offer both, switchable at player option Resident Evil 4 combines these somewhat, moving camera to just behind avatar s shoulder Lecture #2 Genres of Comp. Games 27

  28. Game Features (Cont.) Camera models (cont.) Gameplay implications of 2D and 3D In 3D, it is difficult to tell the speed or distance of objects that come directly toward the player 3D games use the environment to present challenges In 3D, enemies can hide and sneak up on the avatar Context-sensitive models Camera moves depending on the circumstances Not a good model for fast action games Sudden changes of camera position are disorienting during high-speed action Lecture #2 Genres of Comp. Games 28

  29. Game Features (Cont.) User interface features Display only as much as the player needs to know Keep it onscreen Use indicators rather than numbers or text Draw attention to critical information Maps and mini-maps can be shown as transparent overlays; keep them simple Use color to identify characters and objects Controls should be as simple as possible Lecture #2 Genres of Comp. Games 29

  30. What Are Strategy Games? The majority of challenges are strategic conflict Player chooses from a variety of potential actions or moves at most points in the game Victory is attained by superior planning and taking the best actions; chance must not play a large role Other challenges may also be present; physical challenges play little or no part Lecture #2 Genres of Comp. Games 30

  31. Game Features Two main subgenres Classical turn-based games Pure strategy games tend to be turn-based In multiplayer turn-based computer games, players often choose their next move simultaneously Real-time strategy games Developed after turn-based games RTSs add time pressure to strategy games Lecture #2 Genres of Comp. Games 31

  32. Game Features (Cont.) Challenges Strategic conflict Conflict is combat between groups of units Factories generate more units Players can choose from among a variety of units Diplomacy and espionage offer alternatives to combat Lecture #2 Genres of Comp. Games 32

  33. Game Features (Cont.) Challenges (cont.) Exploration challenges Allow players to investigate unknown territory Fog of war unexplored areas shown in black, and explored but unpatrolled regions shown dimly Economic challenges Players can collect resources to buy units If the economy is complicated, the game is actually a hybrid of a strategy game and a construction and management game, e.g. the Civilization series Lecture #2 Genres of Comp. Games 33

  34. Game Features (Cont.) Player actions involve giving orders to units Move to a location Attack Stop moving Hold a position Establish a formation Produce new units Retreat, dash, and patrol are variants of these Lecture #2 Genres of Comp. Games 34

  35. Core Mechanics Designing units Units usually fall into types so that all units of a type share a set of attributes Some units will also have special unique capabilities Rock-paper-scissors (RPS) model is suited only to simple games Cannot be balanced for complex game Doesn t take into account battlefield conditions Lecture #2 Genres of Comp. Games 35

  36. Core Mechanics (Cont.) Designing units (cont.) Modern war games use numeric attributes to describe unit s abilities Numeric attributes used more often are: Health Weapons Range Shot mass and velocity (or power) Accuracy Defensive dodging Speed Turn rate Mass and acceleration Range of vision Lecture #2 Genres of Comp. Games 36

  37. Core Mechanics (Cont.) Designing units (cont.) Special capabilities include: Stealth Flying or sailing Repair Transport Constructing buildings and production of mobile units Leadership For every special capability you create for one side, you must also create a capability of similar military value for the other side OR a way to defeat the special capability Lecture #2 Genres of Comp. Games 37

  38. Core Mechanics (Cont.) Designing units (cont.) Computing the relative value of units Value based on time and resources Equation for attack units: Attack unit value Equation for defensive units: Defense unit value = maximum health shot power rate of fire theoretical accuracy (range2 2) = maximum health shot power rate of fire theoretical accuracy range maximum speed Lecture #2 Genres of Comp. Games 38

  39. Core Mechanics (Cont.) Designing units (cont.) Production rates, unit numbers, and Lanchester s laws Lanchester s Linear Law: In hand-to-hand combat, the relative strengths of two armies are simply proportional to their numbers of troops Lanchester s Square Law: For units that can aim and shoot at one another from a distance and can concentrate their fire, the strength differential is proportional to the square of their sizes Lecture #2 Genres of Comp. Games 39

  40. Core Mechanics (Cont.) Health, morale, and fighting efficiency Units normally fight at full efficiency until their health points are gone If you allow efficiency to be harmed by poor health, the feedback loop will cause injured units to die very quickly Morale is represented by a number that increases or decreases an army s fighting effectiveness Morale also usually produces too much feedback Leadership bonus works better, because leadership is unaffected by health or morale. Lecture #2 Genres of Comp. Games 40

  41. Core Mechanics (Cont.) Upgrades and technology trees Researching upgrades Player must initiate research Organize upgrades into a sequence Allow player to choose which upgrade to research Upgrades can be applied to single units, unit types, or globally Upgrades can be temporary or permanent Create a technology tree to organize large numbers of upgrades Lecture #2 Genres of Comp. Games 41

  42. Core Mechanics (Cont.) Logistics Management of supply: the production, distribution, maintenance, and replacement of personnel and materials Strategy games usually have simplified logistics Supplies and consumable items Don t track food and fuel If ammo is cheap and quickly expended, provide unlimited supply Highly destructive ammo should be rare and tracked Lecture #2 Genres of Comp. Games 42

  43. Core Mechanics (Cont.) Logistics (cont.) Supply lines Route over which fresh troops and war materiel must be transported from their source to where they are needed Cutting the supply line is a classic strategy Most computer war games model movement of troops accurately, but not materiel such as fuel and ammo Players don t want to manage supplies Realistic supply lines mean creating transport units and modeling the supplies as individual objects Lecture #2 Genres of Comp. Games 43

  44. Core Mechanics (Cont.) Logistics (cont.) Abstracting the distribution process A supply is magically available wherever it is needed Completely abstracting distribution can cause exploits Alternative is verifying that supply routes are open, but don t actually require transport Road-building Build roads to access resources Roads provide supply routes Towns with no road cannot receive supplies Lecture #2 Genres of Comp. Games 44

  45. Core Mechanics (Cont.) Logistics (cont.) Influence maps Any unit within a certain distance from a supply depot can receive supplies Unobstructed route not required Lecture #2 Genres of Comp. Games 45

  46. The Game World Historical settings Military strategy games tend to be set in the past Historical setting will be scrutinized for accuracy by players familiar with the event World War II market oversaturated Need a less popular time period or unique approach Lecture #2 Genres of Comp. Games 46

  47. The Game World (Cont.) Modern settings Risks generating controversy and negative public opinion Must be rigorously accurate and politically neutral Some use modern, but fictitious, settings to avoid this Must address the issue of battlefield scale A battlefield scaled for fighter planes would take weeks for infantry to walk across. One solution is to exclude units that don t fit the scale, i.e. leave infantry out of games about fighter planes Lecture #2 Genres of Comp. Games 47

  48. The Game World (Cont.) Future (science fiction) settings Popular and allow a lot of scope for invention Might not catch public s imagination Use technology carefully Define terminology Must address the issue of battlefield scale again Lecture #2 Genres of Comp. Games 48

  49. The Game World (Cont.) Fantasy settings Use magic rather than technology More emphasis on close-range and hand-to-hand combat Lecture #2 Genres of Comp. Games 49

  50. The Presentation Layer Interaction model Almost always multipresent Large scale player indirectly controls units and has godlike view of the game world Squad scale smaller group of 20 individual units Camera model Players need to see the big picture Aerial perspective needed Lecture #2 Genres of Comp. Games 50

More Related Content

giItT1WQy@!-/#giItT1WQy@!-/#giItT1WQy@!-/#giItT1WQy@!-/#giItT1WQy@!-/#giItT1WQy@!-/#giItT1WQy@!-/#giItT1WQy@!-/#