Recap from last lecture Games are big business Usability in games: same as usability elsewhere Consistency, visibility, task, testing Types of game interface What Makes a Good Game? 1 Control mapping: show don’t remember 3D games RTS Joypad Mouse + keyboard Dance Dance Revolution... Ubicomp games 2 Good things games do Problems with movement in 3D mouse+keyboard... but also new sensors now Appearance Open to new features Develop new approaches Deep customisability: modding Community Viewpoints Side, isometric, 1st person, 3rd person Multiplayer 3D games Problems of ‘fragmented interaction’: pointing, gaze, visibility of actions, tell hell Key research problem: how to support multi player interaction in 3D environments 3 4 Lecture goal Understand what the basic elements of games are Conduct an analysis of a game in terms of its elements Understand why games are fun Describe the emergent features of games 5 6 Understanding game elements Formal elements Formal elements describe what your game is Identifiable parts of the game which work together Players, objects, rules... Dramatic elements describe why your game is fun Dramatic elements Emergent elements come from the interaction of these Parts of the game which make it enjoyable Challenge, play, story... Not dictated by the game designer, but come from how the game is played (e.g. importance of the centre square in Knots & Crosses, the economy in Monopoly) 7 8 A tale of two games Doom 3 Balance between weapons and monsters Darkness - the unknown Sound Very scarey Running around Solving puzzles Killing things Killing more things Did I mention the killing things bit? 9 10 Tetris The puzzle game par excellence Pieces fall down controlled by the user Complete lines to keep alive Written in 1985 Still played to this day 2nd best selling game of all time Simple, low-res graphics 11 12 Doom 3 vs. Tetris Long history Very different games Why are they still games? What do they have in common Subject of a BBC documentary Lots of variations Multi-player variations Played on side of buildings ‘tetris world’ rules - sliding NP complete “A closed formal system that engages players in a structural conflict and resolves in an unequal outcome” 13 Formal elements of games 14 Players Players Objective Procedures/Rules Resources Boundaries Outcome Who plays against whom? Multiplayer games are much more fun Solitaire or Monopoly? Not explored much in current video games Tend to be player vs. game, or player vs. player? 15 16 Objective What’s the point in playing? 7 basic options: Capture, Chase, Race, Escape, Construction, Exploration, Solution Tetris - Solution Doom III - Escape (but also elements of chase, solution, exploration) 17 Procedures & Rules 18 Resources Procedures: how do you play the game Rules: rules describing objects, restricting actions, determining effects The famous ‘lives’ Not real lives, of course... Units, health, currency, blocks, time, terrain... Doom III: moving around, shooting, power of the weapons etc. Tetris: moving shapes, new shapes come automatically 19 20 Boundaries Outcome The barrier between the real world and the game ‘Zero sum games’ games where if one person wins, another loses Huizinga’s notion of the magic circle One world where the game rules apply, one where they don’t Do players have a problem here? Alternative reality games: playing with the magic circle, blurring the boundary with the ‘real world’ and with real life Non-zero sum games We can all win together (esp. if we cooperate) Winners and end goals Rewards Respect of peers Game currency... possibly exchangeable e.g. 266 Linden Dollar / $1 21 Formal elements: Doom III Formal elements: Tetris Player Player v. game, or player v. player Player Player v. game, or player v. player Objective Escape Objective Stay alive Procedures/Rules Guns kill people Procedures/Rules Shapes fit into each other (+slide?) Resources Bullets, health Resources Screen space Boundaries Game world Boundaries Sides of the screen Outcome Escape from Mars Outcome Play for ever - die - high score 23 22 24 Dramatic elements Elements of a game that engage players in the outcome Games, films, comics, books etc. all have dramatic elements Not just the plot... Challenge, play, character, premise/story 25 Challenge 26 Play What keeps a player keep playing Learning new skills, inability to do something Constant reward Control over own destiny Compare with playing a musical instrument The experience of enjoying play as a thing in itself Exploration Learning and progress Reward, community 27 28 Character Premise/Story Attachment to a characters in a game Mario, Sonic, Zelda, Rocketman... Of increasing importance One reason behind ‘franchises’ Dialogue-less characters? Premise - why are you playing, the story origin Story - the unfolding plot of the game An increasing part of games but not traditionally a big thing in games e.g. Final Fantasy, Hitman and particularly in MMoGs e.g. The Corrupted Blood virus in World of Warcraft 29 30 Dramatic elements: Doom III Challenge Tactics, shooting straight Play Beating new monsters, new scenes Character Other characters in the game Premise/story Not much 32 Dramatic elements: Tetris Challenge Emergent elements Game gets faster System dynamics Play Fitting the blocks together Character None How the game flows Linear - plot happens one scene after another (e.g. Doom 3) Network - unfolding plot with multiple paths through (Grand Theft Auto) Agents - (Halo) Economies Premise/story simple (Monopoly) complex (Everquest) None 33 Conclusion and summary Why are games fun? Combination of formal game elements, dramatic elements and emergent elements Formal: Players, objectives, procedures/rules, resources, boundaries, outcomes Dramatic: Challenge, play, character premise/story Emergent: Game dynamic over time 35 34
© Copyright 2026 Paperzz