Game Design Concepts
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Session Packet
SESSION PACKET Stated Session Meeting February 17, 2014 Trinity Presbyterian Church SESSION AGENDA • TRINITY PRESBYTERIAN CHURCH • February 17, 2014 CALL TO WORSHIPFUL WORK MODERATOR PAM DRIESELL SPECIAL ORDER—BUDGETING PROCESS SCOTT WOLLE SPECIAL ORDER—COMMITMENT Overview RICHARD DuBOSE Commitment campaign TOM ADAMS, JR. & ELINOR JONES SPECIAL ORDER—TELC MEREDITH DANIEL & ANNE HOFFMAN Brief update Revised covenant presented for Session approval SPECIAL ORDER—NOMINATING COMMITTEE UPDATE ANNIE CECIL MODERATOR’S REPORT PAM DRIESELL CLERK’S REPORT MICHAEL O’SHAUGHNESSEY Called meeting of the Session to receive new members—2/23/14 STAFF REPORT CRAIG GOODRICH APPROVE MINUTES OF PRIOR SESSION MEETING Minutes of the Stated Meeting of January 21, 2014 APPROVE MINUTES OF CONGREGATIONAL MEETING Minutes of the Congregational Meeting of January 12, 2014 ANNOUNCEMENTS/UPCOMING DATES—see table on next page Reminder: Permanent Session Time Change: 6:30 Worship / 7pm Dinner / 7:30 Business Meeting REPORTS FROM MINISTRIES AND COMMITTEES Mission Ministries REBEKAH GROOVER P Denominational/Larger Church Activities update Strategic Ministries Strategic Planning (no written report) ANN SPEER Personnel (no written report) HALSEY KNAPP Youth and Family Ministries ANNIE CECIL Children and Family Ministries SARAH WILLIAMS Trinity Presbyterian Preschool CANDI CYLAR Worship and Music Ministries (no written report; will have for next meeting) STEVEN DARST Adult Education and Spiritual Formation Ministries Education DAVE HIGGINS Spiritual Formation CHARLOTTE -
Flexible Games by Which I Mean Digital Game Systems That Can Accommodate Rule-Changing and Rule-Bending
Let’s Play Our Way: Designing Flexibility into Card Game Systems Gifford Cheung A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy University of Washington 2013 Reading Committee: David Hendry, Chair David McDonald Nicolas Ducheneaut Jennifer Turns Program Authorized to Offer Degree: Information School ©Copyright 2013 Gifford Cheung 2 University of Washington Abstract Let’s Play Our Way: Designing Flexibility into Card Game Systems Gifford Cheung Chair of the Supervisory Committee: Associate Professor David Hendry Information School In this dissertation, I explore the idea of designing “flexible game systems”. A flexible game system allows players (not software designers) to decide on what rules to enforce, who enforces them, and when. I explore this in the context of digital card games and introduce two design strategies for promoting flexibility. The first strategy is “robustness”. When players want to change the rules of a game, a robust system is able to resist extreme breakdowns that the new rule would provoke. The second is “versatility”. A versatile system can accommodate multiple use-scenarios and can support them very well. To investigate these concepts, first, I engage in reflective design inquiry through the design and implementation of Card Board, a highly flexible digital card game system. Second, via a user study of Card Board, I analyze how players negotiate the rules of play, take ownership of the game experience, and communicate in the course of play. Through a thematic and grounded qualitative analysis, I derive rich descriptions of negotiation, play, and communication. I offer contributions that include criteria for flexibility with sub-principles of robustness and versatility, design recommendations for flexible systems, 3 novel dimensions of design for gameplay and communications, and rich description of game play and rule-negotiation over flexible systems. -
Game Design 2 Game Balance
CE810 - Game Design 2 Game Balance Joseph Walton-Rivers & Piers Williams Friday, 18 May 2018 University of Essex 1 What is Balance? Game Balance Question What is balance? 2 Game Balance “All players have an equal chance of winning” – Richard Bartle Richard covered a combat example in the first part of the module. 3 On Strategies Game Balance • What about higher level strategies? • Zerg rush? • Dominant strategies • Metagaming 4 Metagaming - Rock Paper Scissors • A beats B, B beats C, C beats A • If there are lots of A players, people will play C • Then there are a lot of C players, so people play B • and so on... 5 Metagaming - Dominant Strategies • What if A is significantly stronger? • No one will use the other two strategies • We want to encourage variety in play 6 Can we detect this? • Can we detect strategies which are overpowered? • Try to punish strategies we don’t want to see • We did this earlier in the week with rotate and shoot! • Can we measure this? 7 Automated Game Tuning • Academics seem to think so... • Ryan Leigh et al (2008) - Co-evolution for game balancing • Alexander Jaffe et al (2012) - Restricted-Play balance framework • Mihail Morosan - GAs for tuning parameters 8 Game Curves First Move Advantage First Move Advantage • Typically affects turn based games • Going first in tac tac toe means either a win or adraw • White has > 50% win rate over all games • Worse effects if you have resources • We need a way of dealing with this 9 First Move Advantage Magic Second player gets an extra card Go Second player gets 7.5 bonus -
Articles on Settlers of Catan Including Catan Cities Knights Seafarers Of
ARTICLES ON SETTLERS OF CATAN INCLUDING CATAN CITIES KNIGHTS SEAFARERS OF CATAN THE SETTLERS OF CATAN CATAN ELASUND THE SETTLERS OF CANAAN STARSHIP CATAN STARFARERS OF CATAN THE SETTLERS OF ZARAHEMLA PDF-50AOSOCICCKSOCTSOCCETSOCSCSOCTSOZ9 | Page: 202 File Size 9,045 KB | 19 Jul, 2020 PDF File: Articles On Settlers Of Catan Including Catan Cities Knights Seafarers Of Catan The Settlers Of 1/3 Catan Catan Elasund The Settlers Of Canaan Starship Catan Starfarers Of Catan The Settlers Of Zarahemla - PDF-50AOSOCICCKSOCTSOCCETSOCSCSOCTSOZ9 TABLE OF CONTENT Introduction Brief Description Main Topic Technical Note Appendix Glossary PDF File: Articles On Settlers Of Catan Including Catan Cities Knights Seafarers Of Catan The Settlers Of 2/3 Catan Catan Elasund The Settlers Of Canaan Starship Catan Starfarers Of Catan The Settlers Of Zarahemla - PDF-50AOSOCICCKSOCTSOCCETSOCSCSOCTSOZ9 Articles On Settlers Of Catan Including Catan Cities Knights Seafarers Of Catan The Settlers Of Catan Catan Elasund The Settlers Of Canaan Starship Catan Starfarers Of Catan The Settlers Of Zarahemla e-Book Name : Articles On Settlers Of Catan Including Catan Cities Knights Seafarers Of Catan The Settlers Of Catan Catan Elasund The Settlers Of Canaan Starship Catan Starfarers Of Catan The Settlers Of Zarahemla - Read Articles On Settlers Of Catan Including Catan Cities Knights Seafarers Of Catan The Settlers Of Catan Catan Elasund The Settlers Of Canaan Starship Catan Starfarers Of Catan The Settlers Of Zarahemla PDF on your Android, iPhone, iPad or PC directly, the -
Everdell Rulebook Web.Pdf
A NEW YEAR BEGINS... “Everdell” Within the charming valley of Everdell, beneath the boughs of towering trees, among Wandering the woods meandering streams and mossy hollows, a Gathering the stones civilization of forest critters is thriving and Wearing in the path expanding. Ever since famed adventurer Corrin That leads to our home Evertail discovered the hidden realm long ago, Laying down the floors the citizens have prospered under the shelter Raising up the walls of the enduring Ever Tree. Working through the days Winter through to fall From Everfrost to Bellsong, many a year have come and gone, but the time has come for And we’ll play down new territories to be settled and new cities Where the grass is thick established. You will be the leader of a group From the river drink of critters intent on just such a task. There are See stars come out to meet us buildings to construct, lively characters to When all I need to do meet, events to host—it will be a busy year! Is be near to you Will the sun shine brightest on your city In the evening breeze before the winter moon rises? By the Ever Tree Prepare to be enchanted by the wondrous Farmer in the field world of Everdell. Once you are here, you Miner in the mud might never, ever, want to leave. King up in his castle With berry blue blood Schoolhouse in a tree Chapel in a stream We are side by side Building up our dream And we’ll lay down Where the grass is thick From the river drink See stars come out to meet us When all I need to do Is be here with you ‘Neath the changing leaves Of the Ever Tree 1 2 CONTENTS 1 Game Board 4 Basic Event Tiles Point Tokens (10 3-point, 20 1-point) 20 Occupied Tokens 1 8-sided Die (for Solo Game) 33 11 Forest Cards 16 Special 128 Critter & Construction Cards event Cards 1 Victory Card 30 Berries 30 Twigs 25 Resin 20 Pebbles 24 workers (6 per player) 1 Ever tree 4 SET UP 1) Place the board on the table. -
Cgcopyright 2013 Alexander Jaffe
c Copyright 2013 Alexander Jaffe Understanding Game Balance with Quantitative Methods Alexander Jaffe A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy University of Washington 2013 Reading Committee: James R. Lee, Chair Zoran Popovi´c,Chair Anna Karlin Program Authorized to Offer Degree: UW Computer Science & Engineering University of Washington Abstract Understanding Game Balance with Quantitative Methods Alexander Jaffe Co-Chairs of the Supervisory Committee: Professor James R. Lee CSE Professor Zoran Popovi´c CSE Game balancing is the fine-tuning phase in which a functioning game is adjusted to be deep, fair, and interesting. Balancing is difficult and time-consuming, as designers must repeatedly tweak parameters and run lengthy playtests to evaluate the effects of these changes. Only recently has computer science played a role in balancing, through quantitative balance analysis. Such methods take two forms: analytics for repositories of real gameplay, and the study of simulated players. In this work I rectify a deficiency of prior work: largely ignoring the players themselves. I argue that variety among players is the main source of depth in many games, and that analysis should be contextualized by the behavioral properties of players. Concretely, I present a formalization of diverse forms of game balance. This formulation, called `restricted play', reveals the connection between balancing concerns, by effectively reducing them to the fairness of games with restricted players. Using restricted play as a foundation, I contribute four novel methods of quantitative balance analysis. I first show how game balance be estimated without players, using sim- ulated agents under algorithmic restrictions. -
Game Balancing
Game Balancing CS 2501 – Intro to Game Programming and Design Credit: Some slide material courtesy Walker White (Cornell) CS 2501 Dungeons and Dragons • D&D is a fantasy roll playing system • Dungeon Masters run (and someCmes create) campaigns for players to experience • These campaigns have several aspects – Roll playing – Skill challenges – Encounters • We will look at some simple balancing of these aspects 2 CS 2501 ProbabiliCes of D&D • Skill Challenge • Example: The player characters (PCs) have come upon a long wall that encompasses a compound they are trying to enter • The wall is 20 feet tall and 1 foot thick • What are some ways to overcome the wall? • How hard should it be for the PCs to overcome the wall? 3 CS 2501 ProbabiliCes of D&D • How hard should it be for the PCs to overcome the wall? • We approximate this in the game world using a Difficulty Class (DC) Level Easy Moderate Hard 7 11 16 23 8 12 16 23 9 12 17 25 10 13 18 26 11 13 19 27 4 CS 2501 ProbabiliCes of D&D • Easy – not trivial, but simple; reasonable challenge for untrained character • Medium – requires training, ability, or luck • Hard – designed to test characters focused on a skill Level Easy Moderate Hard 7 11 16 23 8 12 16 23 9 12 17 25 10 13 18 26 11 13 19 27 5 CS 2501 Balancing • Balancing a game is can be quite the black art • A typical player playing a game involves intuiCon, fantasy, and luck – it’s qualitave • A game designer playing a game… it’s quanCtave – They see the systems behind the game and this can actually “ruin” the game a bit 6 CS 2501 Building Balance • General advice – Build a game for creavity’s sake first – Build a game for parCcular mechanics – Build a game for parCcular aestheCcs • Then, aer all that… – Then balance – Complexity can be added and removed if needed – Other levers can be pulled • Complexity vs. -
Download the Manual in PDF Format
/ 5Pectrum HdaByte1M division of Sphere, Inc. 2061 Challenger Drive, Alameda, CA 94501 (415) 522-3584 solitaire royale concept and design by Brad Fregger. Macintosh version programmed by Brodie Lockard. Produced by Software Resources International. Program graphics for Macintosh version by Dennis Fregger. Manual for Macintosh version by Bryant Pong, Brad Fregger, Mark Johnson, Larry Throgmorton and Karen Sherman. Editing and Layout by Mark Johnson and Larry Throgmorton. Package design by Brad Fregger and Karen Sherman. Package artwork by Marty Petersen. If you have questions regarding the use of solitaire royale, or any of our other products, please call Spectrum HoloByte Customer Support between the hours of 9:00 AM and 5:00PM Pacific time, Monday through Friday, at the following number: (415) 522-1164 / or write to: rbJ Spectrum HoloByte 2061 Challenger Drive Alameda, CA 94501 Attn: Customer Support solitaire royale is a trademark of Software Resources International. Copyright © 1987 by Software Resources International. All rights reserved. Published by the Spectrum HoloByte division of Sphere, Inc. Spectrum HoloByte is a trademark of Sphere, Inc. Macintosh is a registered trademark of Apple Computer, Inc. PageMaker is a trademark of Aldus Corporation. Player's Guide FullPaint is a trademark of Ann Arbor Softworks, Inc. Helvetica and Times are registered trademarks of Allied Corporation. ITC Zapf Dingbats is a registered trademark of International Typeface Corporation. Contents Introduction .................................................................................. -
The Making of a Conceptual Design for a Balancing Tool
Södertörns högskola | Institutionen för Institutionen för naturvetenskap, miljö och teknik Kandidatuppsats 15 hp | Medieteknik | höstterminen 2014 The Making of a Conceptual Design for a Balancing Tool Av: Jonas Eriksson Handledare: Inger Ekman Abstract Balancing is usually done in the later phases of creating a game to make sure everything comes together to an enjoyable experience. Most of the time balancing is done with a series of playthroughs by the designers or by outsourced play testers and the imbalances found are corrected followed by more playthroughs. This method occupies a lot of time and might therefore not find everything. In this study I use information gathered from interviews with experienced designers and designer texts along with features from methods frequently used for aiding the designers to make a conceptual design of a tool that is aimed towards simplifying the process of balancing and reducing the amount of work hours having to be spent on this phase. Keywords Balancing, Interviews, Conceptual Design, Game Development, External Tool 2 Sammanfattning Balansering görs framförallt i de senare faserna när man skapar ett spel för att se till att alla delar tillsammans skapar en bra upplevelse. För det mesta utförs balanseringen i form av upprepade speltester genomförda av antingen utvecklaren eller inhyrda testpersoner. Obalanserade saker som upptäcks korrigeras och följs sedan av ytterligare tester. Denna metod tar väldigt lång tid att utföra och på grund av detta är det inte säkert att alla fel upptäcks innan spelet lanseras. I den här studien använder jag information som insamlats från intervjuer med erfarna designers och designtexter sida vid sida med funktioner från metoder som ofta används för att underlätta för utvecklarna. -
Towards Collection Interfaces for Digital Game Objects
“The Collecting Itself Feels Good”: Towards Collection Interfaces for Digital Game Objects Zachary O. Toups,1 Nicole K. Crenshaw,2 Rina R. Wehbe,3 Gustavo F. Tondello,3 Lennart E. Nacke3 1Play & Interactive Experiences for Learning Lab, Dept. Computer Science, New Mexico State University 2Donald Bren School of Information and Computer Sciences, University of California, Irvine 3HCI Games Group, Games Institute, University of Waterloo [email protected], [email protected], [email protected], [email protected], [email protected] Figure 1. Sample favorite digital game objects collected by respondents, one for each code from the developed coding manual (except MISCELLANEOUS). While we did not collect media from participants, we identified representative images0 for some responses. From left to right: CHARACTER: characters from Suikoden II [G14], collected by P153; CRITTER: P32 reports collecting Arnabus the Fairy Rabbit from Dota 2 [G19]; GEAR: P55 favorited the Gjallerhorn rocket launcher from Destiny [G10]; INFORMATION: P44 reports Dragon Age: Inquisition [G5] codex cards; SKIN: P66’s favorite object is the Cauldron of Xahryx skin for Dota 2 [G19]; VEHICLE: a Jansen Carbon X12 car from Burnout Paradise [G11] from P53; RARE: a Hearthstone [G8] gold card from the Druid deck [P23]; COLLECTIBLE: World of Warcraft [G6] mount collection interface [P7, P65, P80, P105, P164, P185, P206]. ABSTRACT INTRODUCTION Digital games offer a variety of collectible objects. We inves- People collect objects for many reasons, such as filling a per- tigate players’ collecting behaviors in digital games to deter- sonal void, striving for a sense of completion, or creating a mine what digital game objects players enjoyed collecting and sense of order [8,22,29,34]. -
Metagame Balance
Metagame Balance Alex Jaffe @blinkity Data Scientist, Designer, Programmer Spry Fox 1 Today I’ll be doing a deep dive into one aspect of game balance. It’s the 25-minute lightning talk version of the 800-minute ring cycle talk. I’ll be developing one big idea, so hold on tight! Balance In the fall of 2012, I worked as a technical designer, using data to help balance PlayStation All-Stars Battle Royale, Superbot and Sony Santa Monica’s four- player brawler featuring PS characters from throughout the years. Btw, the game is great, and surprisingly unique, despite its well-known resemblance to that other four-player mascot brawler, Shrek Super Slam. My job was to make sense of the telemetry we gathered and use it to help the designers balance every aspect of the game. What were the impacts of skill, stage, move selection, etc. and what could that tell us about what the game feels like to play? Balance In the fall of 2012, I worked as a technical designer, using data to help balance PlayStation All-Stars Battle Royale, Superbot and Sony Santa Monica’s four- player brawler featuring PS characters from throughout the years. Btw, the game is great, and surprisingly unique, despite its well-known resemblance to that other four-player mascot brawler, Shrek Super Slam. My job was to make sense of the telemetry we gathered and use it to help the designers balance every aspect of the game. What were the impacts of skill, stage, move selection, etc. and what could that tell us about what the game feels like to play? Character Balance There were a lot of big questions about what it’s like to play the game, but at least one pretty quantitative question was paramount: are these characters balanced with respect to one another? I.e. -
Catan: Seafarers Rulebook
Explore Catan online with “PlayCatan” ™ www.playcatan.com Standing on the coast, you look out across the VOYAGES OF DISCOVERY IN CATAN boundless sea. Having tamed the wilds of your Discover seafaring in Catan by means of a series of famous homeland, your heart yearns for greater adven- “voyages” from the history of Catan! In the scenarios starting tures, greater conquests. Your people are ready to on page 7, you can find the destinations of these voyages of follow you, even into the unexpected dangers of discovery. Experience the history of Catan for yourself! the unknown. Nearby, seasoned dock workers This epic campaign consists of 8 scenarios. The first four scenarios are modeled on the basic rules of the Seafarers are putting the finishing touches on your first Expansion. They are easy to play. great seaworthy ship. Soon you will leave the Scenarios 5 through 8 are more complex. We’ve added new settlements behind to join the ranks of explorers rules. So, you should play the scenarios in the order shown. and conquerors. Soon you will become one of Scenario 9 is intended for free play using your own ideas. the Seafarers of Catan! Heading for New Shores (1) The Wonders of Catan (8) You can find further information on the Internet at: www.mayfairgames.com The Fog Island(3) The Four Islands (2) The Forgotten Tribes (5) www.universityofcatan.com www.klausteuber.com The Pirate Islands (7) Through the Desert (4) Cloth for Catan (6) GAME COMPONENTS EXPANSION RULES Catan: Seafarers® includes the following items: Except where noted below, Catan: Seafarers uses the same • 6 frame pieces rules as The Settlers of Catan®.