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Game Design - Lecture1 - Introdction

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Zaid Bawab

on 12 October 2014

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Transcript of Game Design - Lecture1 - Introdction

The game design
is what determines the form of the gameplay.
The game design determines what choices players will be able to make in the game-world and what ramifications (
a complex or unwelcome consequence of an action or event
) those choices will have on the rest of the game.
The game design determines:
What win or loss criteria the game may include
How the user will be able to control the game
What information the game will communicate to him,
Establishing How hard the game will be.
Computer game designer has attempted to define the term game with the following:
Creative expression is art if made for its own beauty, and entertainment if made for money.
A piece of entertainment is a plaything if it is interactive. Movies and books are cited as examples of non-interactive entertainment.
If no goals are associated with a plaything, it is a toy. Crawford notes that by his definition:
A toy can become a game element if the player makes up rules
The Sims and SimCity are toys, not games
If it has goals, a plaything is a challenge.
If a challenge has no "active agent against whom you compete," it is a puzzle; if there is one, it is a conflict.
Finally, if the player can only outperform the opponent, but not attack them to interfere with their performance, the conflict is a competition. (Competitions include racing and figure skating.) However, if attacks are allowed, then the conflict qualifies as a game.
Lecturer Zaid Bawab
A Game
is Structured playing, usually undertaken for enjoyment and sometimes used as an educational tool.
Games are distinct from:
which is usually carried out for remuneration
(money paid for work or a service)
which is more often an expression of aesthetic
(concerned with beauty or the appreciation of beauty)
or ideological elements.
However, the distinction is not clear-cut, and many games are also considered to be:
such as professional players of spectator sports/games
such as jigsaw puzzles or games involving an artistic layout such as Mahjong, solitaire, or some video games

Key components of games are:
Roger Caillois
Chris Crawford
The French sociologist defined a game as an activity that must have the following characteristics:
the activity is chosen for its light-hearted character
it is limited in time and place
the outcome of the activity is unforeseeable
participation does not accomplish anything useful
Governed by rules
the activity has rules that are different from everyday life
it is accompanied by the awareness of a different reality
An interactive, goal-oriented activity made for money, with active agents to play against, in which players (including active agents) can interfere with each other.
Crawford's definition may thus be rendered as
Clark C. Abt
The entrepreneur defined the game as an activity among two or more independent decision-makers seeking to achieve their objectives in some limiting context

Game Design: Theory and Practice, Second Edition
Games can be characterized by what the player does. This is often referred to as gameplay
A game’s gameplay
is the degree and nature of the interactivity that the game includes, i.e., how players are able to interact with the game-world and how that game-world reacts to the choices players make.
Key concepts in gameplay design are:
The presence of an environment.
The ability for objects within the environment to change.
Rules governing changes of state of objects—such as position—in response to the state of other objects and/or decisions made by the player.
Player rewards and punishments resulting from changes to the state of the game.
Players being able to manipulate objects or interact with the environment and its objects.
The gameplay does not include:
How the game-world is represented graphically or what game engine is used to render that world.
The setting or story line of that game-world. These aesthetic and content considerations are elements computer games may share with other media
In Doom, the gameplay is running around a 3D world at high speed and shooting its extremely hostile inhabitants, gathering some keys along the way.
Game Design
In short
The game design determines every detail of how the gameplay will function.
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