Fundamentals of Game Design
Fundamentals of Game Design
Fundamentals
of Game Design Third Edition
Learn the fine craft of game design from one of the industrys leading
authorities. Now in its third edition, the classic book on game design has
been completely revised to include the latest developments in the game
industry. Youll learn all the fundamentals of concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing.
Youll be introduced to designing for mobile devices and touch screens,
as well as for the Kinect and motion-capture gameplay. For those indie
developers who are pushing the envelope, youll discover how new business
models such as free-to-play and ad-supported games are influencing
design, and youll get a first-hand look into developing games for a variety
of international markets.
D
efine the challenges and actions at the heart of the gameplay.
W
rite a variety of useful game design documents.
U
nderstand the essentials of user experience design and how to
define a games look and feel.
D
esign for a variety of input mechanisms, including the Wii controller
and multi-touch iPhone.
D
evelop appealing stories, game characters, and worlds that players
will want to visit, including persistent worlds.
W
ork on design problems with engaging end-of-chapter exercises,
design worksheets, and case studies.
M
ake your game accessible to a variety of audiences such as children,
adult women, people with disabilities, and casual players.
facebook.com/newriders
@newriders
US $69.99 / Can $72.99
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In this updated edition of Fundamentals of Game Design, Adams adds much
to what was already a thorough look at game design in all its varieties. The
result is a veritable feast of design lessons sure not only to satisfy the budding
designers appetite, but also to refine her palate.
Adams
Fundamentals
of Game Design
Third Edition
Ernest Adams
Founder of the IGDA
Fundamentals
of Game Design
Third Edition
Ernest Adams
Notice of Rights
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electronic, mechanical, photocopying, recording, or otherwise, without the prior written permission
of the publisher. For information on getting permission for reprints and excerpts, contact
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Notice of Liability
The information in this book is distributed on an As Is basis without warranty. While every precaution has
been taken in the preparation of the book, neither the author nor Peachpit shall have any liability to any
person or entity with respect to any loss or damage caused or alleged to be caused directly or indirectly by
the instructions contained in this book or by the computer software and hardware products described in it.
Trademarks
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the designations appear as requested by the owner of the trademark. All other product names and services
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to convey endorsement or other affiliation with this book.
ISBN-13: 978-0-321-92967-9
ISBN-10: 978-0-321-92967-5
987654321
Printed and bound in the United States of America
Acknowledgments
It would be a rare developer indeed who had worked on all the kinds of games
addressed in this book, and certainly I cannot make that claim. When it came time
to speak about subjects of which I had little direct experience, I relied heavily on
the advice and wisdom of my professional colleagues. I owe particular gratitude to
Monty Clark
Mike Lopez
Jesyca Durchin
Steve Meretzky
Joseph Ganetakos
Scott Kim
Brian Moriarty
Rick Knowles
Tess Snider
Raph Koster
Chris Taylor
Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xii
Whom Is This Book For?. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xiii
How Is This Book Organized? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xiv
A Note on the Downloadable Files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xvii
103
106
109
112
112
113
117
120
123
137
138
139
162
163
167
171
176
177
179
181
182
186
195
202
204
11 Storytelling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 207
Why Put Stories in Games? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Key Concepts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
The Storytelling Engine. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Linear Stories. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Nonlinear Stories. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Granularity. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Mechanisms for Advancing the Plot. . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Emotional Limits of Interactive Stories . . . . . . . . . . . . . . . . . . . . . . . . . .
207
210
219
221
222
232
233
235
vii
237
246
247
251
255
257
263
267
269
271
280
287
290
300
304
308
309
13 Gameplay. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 313
Making Games Fun. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
The Hierarchy of Challenges . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Skill, Stress, and Absolute Difficulty . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Commonly Used Challenges. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Saving the Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
313
315
321
323
339
343
348
351
358
366
375
378
383
386
388
395
399
contents ix
403
405
411
412
416
418
429
433
435
436
439
440
445
450
457
465
469
471
471
473
476
482
484
494
499
Glossary. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 501
References. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 527
Index. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 533
introduction
This is the third edition of Fundamentals of Game Design, a series of books that
began ten years ago with Andrew Rollings and Ernest Adams on Game Design. This
version has been updated and reorganized to reflect the latest changes to games,
game technology, and even the gamers themselves.
Since the previous edition of Fundamentals of Game Design, the game industry has
undergone a transformation more profound than any other in its history. The explosive growth of casual games, free-to-play games, and mobile gaming has challenged
the traditional console and PC game publishing models. It is now easier than ever
to build a video game thanks to middleware such as Unity and the many free tools
for making art, animation, and audio. How we play has changed too. Most input
devices have three-axis accelerometers to detect player movements, and the Kinect
camera-based motion-capture device from Microsoft is just about to enter its second
generation. (It was still called Project Natal in the previous edition of this book!)
In order to reflect all these changes, I have added four new chapters: Chapter 3,
The Major Genres, a brief overview of game genres; Chapter 4, Understanding
Your Player, which is about different kinds of players and their motivations and
preferred play styles; Chapter 5, Understanding Your Machine, a general overview
of the different game platforms and how players use them; and Chapter 6, Making
Money from Your Game, which is about the various business models you can use
to earn money as a game developer.
In order to make room for all this new material, the old Part Two from the second
edition, which contained chapters about the individual game genres, has become a
series of inexpensive e-books. The e-books are named Fundamentals of <genre name>
Design, so the second editions Chapter 16, Sports Games, has been updated and
now is an e-book called Fundamentals of Sports Game Design. I have also broken out
shooter games and music games from action games as separate genres. All of these
e-books are available from the Peachpit website at www.peachpit.com/ernestadams.
Two things set this book apart from its competitors: First, Fundamentals of Game
Design, Third Edition is aimed squarely at designing complete, commercial video games.
Its not an esoteric book of theory, and it tries to cover the whole of the players
experience, not just the gameplay or the mechanics. Second, it doesnt contain a lot
of interviews with famous designers. Interviews can spice up a book with entertaining anecdotes, but I prefer to use that space for practical advice to the working
designer or design student.
Fundamentals of Game Design is entirely about game design. It does not cover programming, art, animation, music, audio engineering, or writing. Nor is it about project
management, budgeting, scheduling, or producing. However, it does refer to all these
things, because your design decisions will affect them all significantly. A budding
game designer should learn something about all these subjects, and I encourage
introduct ion xi
you to consult other books to broaden your education as much as you can. All the
greatest game designers are Renaissance men and women, interested in everything.
Most chapters end with two sections called Design Practice Exercises and Design
Practice Questions. The exercises are intended for your instructor to assign to you
(or for you to do on your own, if youre not a student). The questions are ones that
you should ask yourself about the game that youre designing. Deciding on the
answers to these questions is the essence of game design.
The book assumes that you are designing an entire game by yourself. I have two
reasons for taking this approach. First, to become a skilled game designer, you should
be familiar with all aspects of design, so I cover the subject as if you will do it all.
Second, even if you do have a team of designers, I cannot tell you how to structure or
manage your team beyond a few generalities. The way you divide up their responsibilities will depend a great deal on the kind of game you are designing and the skills
of the individuals on the team. From the standpoint of teaching the material, it is
simplest to write it as if one person will do all the work.
introduction
I do expect that you are able to write succinctly and unambiguously; this skill is an
absolute requirement for a game designer, and many of the exercises are writing
assignments. I also expect you to be familiar with basic high school algebra and
probability; youll find this especially important when you study the chapters on
core mechanics and game balancing.
worlds, characters, mechanics, stories, the user experience, and many other issues. The
final chapter addresses some of the special design considerations of online gaming.
Chapter Overviews
Chapter 1 introduces games in general and video games in particular, including
formal definitions of the terms game and gameplay. It also discusses what computers
bring to games and lists the important ways that video games entertain.
Chapter 2 introduces the key components of a video game: the core mechanics, user
interface, and storytelling engine. It also presents the concept of a gameplay mode and
the structure of a video game. The last half of the chapter is devoted to the practice
of game design, including my recommended approach, player-centric design.
Chapter 3 explains what game genres are and gives a brief introduction to the
major genres of games.
Chapter 4 discusses players. It addresses the psychological traits that cause players
to prefer different kinds of games. It also reviews key demographic categoriesmen
and women, boys and girlsand looks at the phenomenon of gamer dedication.
Chapter 5 is about the different types of machines people play games on: home
consoles, personal computers, and portable devices, and how designing and developing for these devices varies.
Chapter 6 examines the various business models by which you can make money
from your game. These include traditional direct payment models such as retail
sales and subscription-based games, and new indirect payment models such as freemium and advertising-supported games.
Chapter 7 is about game concepts: where the idea for a game comes from and how
to refine the idea. The audience and the target hardware (the machine the game
will run on) both have a strong influence on the direction the game will take.
Chapter 8 speaks to the games setting and world: the place where the gameplay
happens and the way things work there. As the designer, youre the god of your
world, and its up to you to define its concepts of time and space, mechanics, and
natural laws, as well as many other things: its logic, emotions, culture, and values.
Chapter 9 addresses creative and expressive play, listing different ways your game
can support the players creativity and self-expression.
Chapter 10 addresses character design, inventing the people or beings who populate
your game worldespecially the character who will represent the player there (his
avatar), if there is one. Every successful entertainer from Homer onward has understood the importance of having an appealing protagonist.
Chapter 11 delves into the problems of storytelling and narrative, introducing the
issues of linear, branching, and foldback story structures. It also discusses a number
of related issues such as scripted conversations and episodic story structures.
Chapter 12 is about user experience design: the way the player experiences and
interacts with the game world. A bad user interface can kill an otherwise brilliant
game, so you must get this right.
Chapter 13 discusses gameplay, the heart of the players mental experience of a
game. The gameplay consists of the challenges the player faces and the actions he
takes to overcome them. It also analyzes the nature of difficulty in gameplay.
Chapter 14 introduces the five types of core mechanics: physics, economics, tactical
maneuvering, progression, and social interactions. It examines each of these (except
physics) and looks in depth as internal economies. These govern the flow of resources
(money, points, ammunition, or whatever) throughout the game.
Chapter 15 considers the issue of game balancing, the process of making multiplayer
games fair to all players, and controlling the difficulty of single-player games.
Chapter 16 introduces the general principles of level design, both universal principles
and genre-specific ones. It also considers a variety of level layouts and proposes a
process for level design.
Chapter 17 looks at online gaming, which is not a genre but a technology. Online
games enable people to play with, or against, each other in numbers from two up to
hundreds of thousands. Playing against real people that you cannot see has enormous
consequences for the games design. The second half of the chapter addresses the
particular problems of persistent worlds like World of Warcraft, and some of the social
problems that can occur in online games that you will have to prepare for.
introduction
The Glossary defines many of the game design terms that appear in italics throughout the book.
Fundamentals of Music, Dance, and Exercise Game Design addresses a popular new
genre that has made gaming more accessible to new players than conventional
action games are.
Fundamentals of Strategy Game Design discusses another genre that has been part of
gaming since the beginning: strategy games, both real-time and turn-based.
Fundamentals of Role-Playing Game Design is about role-playing games, a natural
outgrowth of pencil and paper games such as Dungeons & Dragons.
Fundamentals of Sports Game Design looks at sports games, which have a number of
peculiar design challenges. The actual contest itself is designed by others; the trick
is to map human athletic activities onto a screen and control devices.
Fundamentals of Vehicle Simulation Design addresses vehicle simulations: cars, planes,
boats, and other, more exotic modes of transportation such as tanks.
Fundamentals of Construction and Simulation Game Design is about construction and
management simulations in which the player tries to build and maintain something
a city, a theme park, a planetwithin the limitations of an economic system.
Fundamentals of Adventure Game Design explores adventure games, an old and
unique genre of gaming that continues to earn a great deal of critical attention by
its strong storytelling and its visual aesthetics.
Fundamentals of Puzzle and Casual Game Design examines puzzle games and casual
games in general.
chapter 4
Understanding
Your Player
The player-centric approach that this book teaches demands, above all else, that
you understand your player, not merely as part of an audience of consumers, but as
an individual who has an emotional connection to your game and, indirectly, to
you. We often think that we know what players want from games, but much of this
knowledge is intuitive and based on what we want from games as players. In this
chapter, youll learn about the characteristics of certain kinds of players. Well
begin with a way of looking at what kinds of feelings different players like to experience as they play. Next well examine several familiar demographics: men and
women, boys and girls, dedicated (hardcore) players, and casual ones. All this
information will help you define what kinds of people you want to entertain and,
in consequence, what kind of game you should build to entertain them.
chapter 4
81
The opposite ends of these scales are resistance to new experiences, lack of conscientiousness, introversion, disagreeableness, and stability. After thousands of surveys,
the model has proven to be remarkably stable across ages and cultures.
N O T E This is only
a brief introduction
to the subject of personality modeling.
There are many books
and scholarly articles
available if you want to
study it more closely.
The book Personality
Traits, by Gerald Matthews et al. (Matthews,
2009), looks into the
theory of personality
traits and the history of
efforts to define them,
including The Big Five.
These traits produce observable patterns of motivation and behavior: People who are
open to new experiences seek them out; people who are agreeable seek social harmony;
and so on. Based on his understanding of the Five Factor Model, VandenBerghe
proposed that we play games to satisfy the same motivations that we feel in real
life, and this is particularly true if we are unable to satisfy them in real life. Play
gives us an outlet.
Threat. This domain is the most peculiar one because players reactions to it are
the opposite of what you might expect. The game quality of threat (an element of
danger, or frightening contentanything that is likely to generate unpleasant emotions) is popular with people who have high neuroticism scores in OCEAN tests.
In other words, people who have a tendency to experience negative emotions actually seek out those emotions. He includes players of the survival horror genre in
this category.
In his talk at the Game Developers Conference, VandenBerghe further subdivided
each of these domains into six facets. For example, threat is really composed of
six other qualities of games: tension, provocation, gloom, humiliation, addiction,
and danger. However, there isnt room to discuss all 30 facets of games here. To
learn more about them, please download his slides at www.darklorde.com/2012/03/
the-5-domains-of-play-slides.
Bear in mind that these are not binary, on-off qualities. They are continuums, sliding
scales. Whats more, they dont describe what players always like; our moods change.
Sometimes we might want high-energy action, and at other times we might like a
slower-moving adventure game with lots to look at.
VandenBerghes point, and mine, is that by keeping these qualities of games in
mindthese domains of play that people seek outwe can decide as designers how
we want to entertain them: what experiences our games will provide.
One question that VandenBerghe didnt address, but that makes a big difference
among players, is how they feel about stories in games. Some are dogmatically opposed
to the inclusion of story-like material in a game. They dislike any narrative content
such as cut-scenes, and they think of the game primarily as a system of rules that
they must learn to master. The story merely interferes with their enjoyment of this
process. These players prefer tactical or strategic immersion in the game (as we
explained in the section called Immersion in Chapter 1). They have no interest in
narrative immersion. To them, the non-player characters (NPCs) in the game are not
people to be interacted with but symbols to be manipulated. These players prefer
games of pure action or strategy, or multiplayer games that make no effort to tell a
story because the main point of the game is to interact with the other players. Some
genres are more suited to storytelling than others, too. Sports games, for example,
gain little from the inclusion of storytelling.
For other players, the story is not only part of the game, it is the main reason for
playing the game. They believe in its characters and are concerned about what
happens to them. The events in the game are a part of a plot to which they are contributing as active participants. They may even care less about the gameplay than
they do about the story, using cheats or walkthroughs to find out what happens
without having to overcome all the challenges themselves.
Few players are this extreme, however. Most enjoy a certain amount of storytelling
in a game, so long as it is coherent with the gameplay and doesnt slow them down.
At the very least they find a little framing narrative to be useful in establishing context: setting the scene and explaining who the protagonist is, what she is trying to
achieve, and why.
chapter 4
As you think about your plans for the game and your target audience, keep in mind
that some audiences loves stories passionately, some hate them utterly, and many
like a dash of storytelling with their gameplay. Decide which audience you want to
serve, then check out Chapter 11, Storytelling, which discusses how to include
stories in games in detail.
Demographic Categories
As we saw in the previous section, the kinds of experiences that players like to have
vary considerably, which accounts for the wide variety of games there are in the
world. There are also significant differences among players by age and sex. The next
few sections will explore these different demographic categories.
Gender Inclusiveness
To attract women players, you dont have to make the game about stereotypically
feminine interests such as fashion or shopping, any more than you have to make
games about monster truck rallies to attract men. Rather, to make a game of interest
to both sexes, you need to avoid including material that discourages one group or
the other from playing. To make a game that both sexes will play, dont build content that will limit the interest of, or offend, either sex.
Play without a meaningful goal. Simply racking up the highest score isnt enough.
A number of people in the game industry are working to encourage the creation of
more large games with adventurous female protagonists (like Lara Croft or Jade
from Beyond Good and Evil). These efforts have met with a rather noisy backlash
from a minority of men who, for reasons of their own, dont want such games to
exist. You may safely ignore them; their assertions that men wont play games with
female protagonists are simply not true, and in any case, its not necessary to cater
to men to make a popular game. If a game is good, theyll play it.
N O T E For further
reading, check out
Gender Inclusive Game
Design by Sheri Graner
Ray (Ray, 2003). She
discusses these issues
in considerable detail.
A Few Generalities
Having warned you not to treat men and women as polar opposites, this section
offers a small number of generalities about how male and female play patterns tend
to differ among Western men and women (the only group for which much research
exists). These observations may not apply to women in Japan, China, Korea, or
Indiaall important new markets for games.
Men and women like to learn differently. Women generally like to know what
will be expected of them before they proceed rather than be thrown into the deep
end to sink or swim. The learn-by-dying approach of old arcade gameswhich still
persists in many mobile gamesis not popular with many female players. Be sure
to include tutorial levels at the beginning to introduce the game to your player.
Men and women have different attitudes toward risk. In a game, men are
generally willing to experiment even if it means losing frequently. Women will
often consolidate and preserve their achievements to avoid losing them again, even
if a riskier strategy might reap larger rewards.
Women are more interested in people than things and like to socialize as
part of their play experience. This explains why online games are more successful
than single-player games among female players: Online games allow the players to
socialize. Facebook games, which encourage players to invite their friends to play,
share resources, and compare achievements, have proven to be extremely popular
with women even though generally they dont permit the same kind of multiplayer
play that a persistent world does.
Men and women have different conflict resolution styles. Women prefer that
violence have a justification; fighting for its own sake is of little interest to them.
They are not opposed to violence per se, but they like the violence to be given a
N O T E In the real
world, women assume
a large part of the
responsibility for
maintaining the social
fabric, keeping people
connected across
families and communities. Social networks
and even online video
games have become
part of how they do this.
chapter 4
context, such as a story. Women also like to use lateral thinking to find alternatives
to brute-force approaches. Fighting games, war games, and shooters are more popular with men than they are with women. On the other hand, role-playing games
(RPGs) are popular with women even though they include a lot of combat because
the combat has a purpose and is part of a larger aim, not an end in itself.
Women enjoy mental challenges and finding elegant solutions to problems.
This is reflected by the popularity of puzzle games among women.
Women like to customize their avatars. Men often treat their avatar characters
as puppets rather than people, someone simply to be controlled for the sake of winning the game. Women tend to identify with their avatars more. A woman uses the
avatar as a means of self-expression and likes to be able to make the avatar look like
herself or a fantasy version of herself. (These attitudes vary somewhat by age and
game genre, however. Male players can spend a great deal of time tweaking their
characters in an RPG, because thats the point of the game.)
Men have more leisure time and money to spend on gaming. Particularly as
they grow into young adulthood, male players are likely to treat gaming as a serious
hobbyor drop it altogether in favor of something else. Men are generally more
willing to spend $60 on a video game on the first day of its release than women
are. The new casual business models (see Chapter 6, Making Money from Your
Game) have proven to be enormously popular with women because they dont
require the player to risk a lot of money up front, and permit them to pay for a game
in small transactions. Men are also more likely to devote large blocks of time to
gaming. Womens time tends to be more fractured, especially if they have children,
and they are much more likely to play for half an hour to two hours than they are
to play for five hours at a time. Some women will play just a much time per week as
men do, just in smaller chunks. This is something to keep in mind if you make a
game that has a long distance between the save points. Many social network games
allow players to stop at any point without losing any progress.
Again, remember that these are generalities. There are plenty of devoted female
players who buy expensive console games, and there are plenty of male players who
are parents of young children and have just enough time for an inexpensive puzzle
game a couple of times a day. The main reason to be aware of these factors is not so
that you can make a game for women or for men, but so that you will know
whether your game is likely to attract large numbers of women or menor to discourage them from playing.
Figure 4.1
chapter 4
Women, of course, are expected to identify with male heroes routinely, a state of
affairs predating computer games. Until recently, few books, movies, TV shows,
or video games about adventurous activities featured female heroes, and theyre
still very much in the minority. Women justifiably get tired of playing male heroes,
and they appreciate the opportunity to play as female characters. At the same time,
however, women arent that interested in playing male-fantasy characters like
Rayne from the BloodRayne series; such characters are so extreme that it discourages
identification with them. Heather from Silent Hill 3 (Figure 4.2) provides a better
example; she looks like a real woman, not a walking lingerie advertisement.
Figure 4.2
Heather, from Silent
Hill 3, looks like a
real person.
T ip Many designers
in the game industry are interested in
creating new female
adventure heroes to
meet the demand from
women who like to
play AAA games but
are tired of the same
old male protagonists.
For inspiring stories
of real-life women,
see the Facebook or
Pinterest pages called
Heroic Women to Inspire
Game Designers.
In general, male players dont actually identify with their avatars as much as female
players do. Men are more willing to take the default avatar provided by the game
and happily run with it. Women tend to see an avatar as an extension of their own
personalities and an opportunity for self-expression (or, in a game with a story, as a
character to care about). One of the best things you can do to make your game
more attractive to female players is to permit them to customize the avatarto
choose his or her clothes, accessories, and weapons (if any). RPGs, especially online
ones, offer some of the most powerful customization features.
When possible, its nice to give the player a choice of male or female avatars. This
requires some care to do well, however. A woman is not just a man with a different
body; to do it properly you should also rewrite the dialogue to make sure that when
a female avatar speaks, she sounds like a woman speaking, not just a woman reading
lines written for a man. Men and women have different communication styles.
Late teens to mid-20s. Although these people are no longer children, their brains
are still developing.
T ip If you want to
learn more about
childhood development, study the work
of psychologist Jean
Piaget. His theories of
cognitive development
have been hugely influential on education
and many other fields.
Each of these groups has, on the whole, its own interests and abilities, reflecting
that their brains and physiology are different than adults. As with gender, any general guidelines here have plenty of individual exceptions. The key is to remember,
as researchers Piaget and Montessori have illustrated, it is an error to see children as
less skilled, less knowledgeable, mini-adults.
In western cultures children tend to aspire to adulthood and its privileges, and
avoid anything made for an age group younger than themselves. As a general rule,
entertainment made for children of a certain age group will actually feature characters older than the players. The opposite is true in other cultures, such as in Japan.
If youre planning to make games for children, consider the following issues.
Hand-eye coordination. Young childrens motor skills are poorly developed at
first, while those of teenagers and twentysomethings are at their peak; these skills
decrease again further into adulthood. You must be aware of these differences in
hand-eye coordination skill and take them into account when designing for children.
Logic development. Children enjoy puzzles just as adults do, but for younger
children, the puzzles should reflect their development of logical reasoning, which
comes to a peak between the ages of 6 and 7, depending on the child. A puzzle
game aimed at this age or below can accommodate the range of abilities by offering
several difficulty levels (which you should verify by play-testing). When such puzzles
are compared to those for an adult, the number of elements involved must be
fewer, and the chain of reasoning required must be shorter in order for the puzzle
to provide the same amount of engagement for the child.
chapter 4
n Immediate versus long-term goals. Games for older players often require the
player to go through many steps before she reaches a long-term objective. Children
are more focused on the moment-to-moment process and game play, and appreciate feedback more frequently. You dont have to have a saccharine character say
Good job! every single time they do something right, but the priority should be
on the moment-to-moment experience and less on overarching goals.
n Visual design. Young children dont have as much experience as adults do at
filtering out irrelevant details, so keep the user interfaces in games for children simple and focused; make them deep rather than broad.
Reading. Children, especially young ones, have a limited reading ability, and
even well into their teens some prefer not to spend a lot of time reading. You can
use voiceover narration for important information and count on children to use
their imaginations to fill in many story details that you might need to explain to
an adult.
Appropriate content. This tricky area actually has as much to do with what
parents want for their children than what the children want for themselves.
Childrens entertainment needs to address childrens concerns, whereas sexuality
and high finance are not relevant to their world. This is one of the reasons the early
Harry Potter books are so brilliant; they capture childrens concerns perfectly. Kids
easily identify with Harrys feelings of alienation, being misunderstood by his family, and his sense of latent but untapped promise. Even the emphasis on food in the
early books is significant; for younger children, food is a major interest and a big
part of their daily routine. A great way to remember themes of childhood is to read
popular literature aimed at the age you are creating a game for.
N O T E For further
reading on the Kisses
of Death, consult
Carolyn Handler
Millers book Digital
Storytelling, Second
Edition: A Creators
Guide to Interactive
Entertainment (Miller,
2008).
homicidal Yosemite Sam and rabbit-cidal Elmer Fudd. Kids love these cartoons
which actually include a sneaky moral about violence redounding upon the
violentbut theres nothing remotely sweet about them.
Death Kiss #2: Give them whats good for them. Kids are forever being told
whats good for them. Theyre made to eat food they dont like; theyre made to go
to school; theyre made to do chores, learn to play the piano, and a million other
things supposedly meant to build their characters or strengthen their bodies or
minds. Most of this is reasonable and necessary, but not in an entertainment context. How would you, as an adult, like to be fed a dose of propaganda with every
book and TV show you saw? You wouldnt, and neither do kids. When they want to
relax and have fun, they dont want a dose of medicine with it.
Death Kiss #3: Youve just got to amuse them. This is the opposite of Death
Kiss #2; it cynically assumes that kids are less discriminating than adults, so any
old fluff will do. It wont. Kids cant tell the difference between good acting and
bad acting, and they arent experienced enough to recognize clichd plot lines,
but they wont put up with just anything. Walt Disney realized this, and so do the
writers and animators who continue his work; Disney movies are multilayered even
though they are for children. So, too, are the best childrens books. Meaningful
content will keep a childs attention longer than trivial content.
Death Kiss #4: Always play it safe! This is a variant of the sweet Death Kiss.
Some people, in an effort to avoid violent or controversial content, go overboard
and try to eliminate anything that might frighten or disturb a child or even raise
her pulse. This inevitably results in bland, dull entertainment. Again, look at
Disney films for good counter-examples: Dumbos separation from his mother;
Snow Whites terrified flight through the forest; the outright murder of Simbas
father in The Lion King. These are not happy things, and thats OK. Gerard Jones
argues in his important treatment of the subject Killing Monsters: Why Children Need
Fantasy, Super Heroes, and Make-Believe Violence (Jones, 2002) that learning to deal
with threatening situations constitutes an important part of growing up.
Death Kiss #5: All kids are created equal. Theres no such thing as a single
childrens market. Kids interests and abilities change too quickly to lump them all
into a single category. If youre planning to make a game for ages 6 to 10 and the
publishers decide they want a game for ages 8 to 12, youll have to redesign the
game. One-size-fits-all definitely doesnt work with kids.
n Death Kiss #6: Explain everything. Kids are much happier with trial-and-error
than adults are, and they dont want long introductions explaining how to play the
game. They want to dive in and play. Above all, avoid talking heads with a lot of
jabber. Adults naturally tend to assume that kids need things explained to them,
but its not true of video game worlds in which they cant hurt themselves or anything else. Keep expositionand especially anything that smacks of teaching
themto a minimum.
chapter 4
Death Kiss #7: Be sure your characters are wholesome! Wholesome equals
boring. We wouldnt put up with bland white-bread characters in our entertainment;
why should we make children do so? You dont have to introduce serial killers, but
create real characters with their own personal foibles. Sesame Street famously offered
a variety of characters, many specifically designed to represent moods or attitudes
familiar to young children: greedy, grouchy, helpful, and so on.
Mattels Approach
If you want to make games specifically for girls, as opposed to games that appeal to
children of both sexes, you have to ask yourself what especially interests girlsand,
perhaps more important, what does not interest girls. One way to assess this is to
examine what girl consumers buy, read, and watch. As an example, you need look
no farther than Mattel, manufacturer of Barbie, the single most famous toy for girls
in the world. Mattels great success developing games for girls results from its
understanding of its target market. (Mattel doesnt publish software itself anymore;
instead, it licenses its brands to others.)
Barbies success derives partly from the proven, time-tested formula she follows and
partly from a well-targeted market: Mattel aims Barbie at a core age group from 4
to 8 years old. After that, girls interests change, and Mattel does not try for a onesize-fits-all approach. The company has no social agenda and makes no claim of
political correctness.
It is vital to identify what type of girl is interested in your type of game. Girls are much
more fragmented in their interests than boys. Girls change more rapidly, and their
emotional and intellectual growth happens differently. A girl has different needs in her
playtime almost every year of her childhoodloosely defined as being between ages 4
and 14.
Hinge Interactivity on Proven Play Patterns
A play pattern is a traditional and almost instinctual way a child approaches an object or
an activity to entertain herself. Traditionally girls value the following:
Fashion play
Collection play
Glamour play
Adventure play
Nurture play
Communication/social play
Action/twitch play
continues on next page
chapter 4
Context. Environments matter to girls, and they will be repulsed by environments that they find ugly or hostile. This advice concurs with Jesyca Durchins
thoughts in the sidebar Jesyca Durchins Advice.
Control. Girls like to feel as if they are in control of the game, rather than that it
is in control of them. The risk-and-reward style of gameplay appeals less to girls
because they dont enjoy taking risks as much as boys do. They also dislike mechanics
that harshly punish failure, because those mechanics discourage experimentation.
Customization. Girls customize their mobile phones and other accessories more
than boys do, so it makes sense that they would want to customize their games as
wellespecially their avatars. Bratz: Rock Angelz offered 686 different items of
clothing, makeup, jewelry, and so on. The more desirable ones are unlockable
rewards the player can earn for completing mini-games.
Creativity. Creative play is a big part of what makes The Sims successful with
girls and women. Creativity gives players a chance to express themselves and show
off what they made to others. Its not confined to girl games by any means; even in
Halo 2 players can design unique clan badges.
T ip Puzzle Quest is a
Nintendo DS RPG that
works very well for
both boys and girls.
Players can choose
a male or female
avatar, and combat is
characterized as puzzle-solving. When the
player loses a battle,
his avatar is not killed,
but simply runs away
and can try again later.
A Few Misconceptions
Girls dont like computer games because computers are techie. This is patently
false. Although most girls and women generally are less fascinated by the technical
details of computers than are boys and men, that doesnt discourage them from
playing computer games any more than automotive specifications discourage them
from driving cars.
Girls dont like violence. No, what girls dont like is nonstop, meaningless violence. Its not so much that theyre repulsed by it as that theyre bored by it. It doesnt
stimulate their imaginations. If youve seen one explosion, youve seen them all.
Elling also points out that when violence is casual, sadistic, or excessively gory, it
becomes brutality, and girls do not like brutality. When violence is defensive, provoked, or cartoony, it is more acceptable (Elling, 2006).
Girls want everything to be happy and sweet. Not true. If you read books
written specifically for girls, youll see that theyre not just saccharine from one end
to the other. Girls like stories filled with mystery, suspense, even dangerbut
again, it has to be meaningful, not just random or pointless.
chapter 4
Because people see fewer girls than boys playing hardcore games, they tend to jump
to conclusions about what girls want. This section corrects a few of these
misconceptions.
Girls dont like to be scared. This is only partially true. Jesyca Durchin makes a
useful distinction between spooky and scary. Girls like things that are spooky but
not scary. The abandoned house or the carnival at night is spooky. Walking through
dark streets with a murderer on the loose is scary. Spooky is about the possibility of
being startled or frightened; scary is about the possibility of being hurt or killed.
Gamer Dedication
In the previous edition of this book, this section was called Core Versus Casual,
but in the past few years these terms have begun to lose their meaning. The game
industry used to assume that there was a binary distinction between hardcore, deeply
committed gamers and more casual ones. With the arrival of games built around
social networks, it has become clear that this is not a binary distinction but a continuum called gamer dedication. You can measure gamer dedication by a variety of
metrics. Barry Ip and I proposed a list of these metrics in our article From Casual
to Core: A Statistical Mechanism for Studying Gamer Dedication (Ip, 2002). Some
of them were borrowed from Scott Kims Game Developers Conference presentation
Designing Web Games that Make Business Sense (Kim, 2001). Even though these
are older articles, their content is fundamental enough to still be relevant today.
The 15 measurable qualities of dedicated gamers that Ip and I proposed are as follows:
1. Technologically savvy. Highly dedicated gamers are more familiar with the
latest releases and developments and show greater interest in new gaming-related
technologies.
2. Have the latest high-end gear. Dedicated gamers will acquire the latest consoles,
PC hardware, and mobile devices to keep up to date with the most recent trends.
They are more likely to own, or have owned, a wide variety of older game platforms.
4. Prefer violent/action games. Kim suggested that hardcore gamers prefer games
that show comparatively violent and action-intensive content.
5. Prefer games that have depth and complexity. Dedicated gamers prefer games
that deliver greater complexity and that require a longer time to master, regardless
of their themes.
6. Play games over many long sessions. Dedicated gamers are likely to devote
considerably more time to playing games in a single session.
9. Play for the exhilaration of defeating (or completing) the game. A dedicated
gamer will play persistently for the enjoyment and exhilaration of defeating the
game and is likely to be more forgiving of aesthetic flaws such as poor acting or a
trivial plot.
10. Much more tolerant of frustration. Hardcore gamers are much more tolerant of
difficult games or games that might frustrate them in some way. Casual gamers are
more likely to abandon such games.
gamers want to feel the satisfaction and reward of competing and improving their
skills against other players and/or computer-controlled opponents. Less dedicated
gamers would not, for example, be inclined to play endlessly to reduce their laptimes in Gran Turismo by a fraction of a second, or have the patience to learn every
combination attack in Street Fighter, or even to achieve a higher score.
12. Age at which first started playing games. If players started playing at a young
age, and have since been regular gamers, then this would indicate those who are more
experienced and knowledgeable. Gamers who start playing later in life are seldom
as dedicated.
13. Comparative knowledge of the industry. Dedicated gamers are likely to show
broader knowledge and awareness of industry activities and trends, new technologies,
and game development methods. Less dedicated players may keep track of upcoming releases and game reviews, but not events such as industry layoffs or mergers.
14. Early adoption. Dedicated gamers are the ones who attend midnight release
events or take extra steps to get hold of games before their official release dates
through gray-market imports.
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11. Engaged in competition with himself, the game, and other players. Hardcore
15. Desire to modify or extend games in a creative way. Hardcore gamers frequently
modify commercial games in a variety of ways. These can range from simple changes
such as giving characters new skins to change their appearance to programming
aim-bots, separate pieces of software that work in concert with an existing game
to give the player an unfair advantage over others. Casual gamers seldom take the
time to make these kinds of modifications; they tend to play the game as-is out of
the box.
Of course, how much weight you give to each of these factors is up to you. The purpose of the original article was to suggest ways of measuring these for research
purposes. As a designer, however, you really need to know only the ways in which
gamers exhibit their dedication. For example, if you know that dedicated gamers
seek out information about a game while it is still in development, you can set up
developer blogs or give out press releases to help reach that market.
In reality, of course, there are as many types of gamer as there are games; everyone
has a reason for playing computer games. But if you design a game specifically for
one end of the dedication continuum, you probably wont sell to many people at
the other end. A few very well-designed games manage to appeal to both: GoldenEye,
for example, can be played happily by both core and casual gamers. Core gamers
can set the game at the highest difficulty level and drive themselves crazy trying to
cut 15 seconds off the last time it took them to play a mission. Casual gamers can
set the game at the easiest level and blast away, enjoying the games smooth controls
and visual detail. Rock Band is another good example.
for a given game that the two groups have different arithmetic means; that is, the
centers of their bell-shaped curves fall at different places on the graph.
Figure 4.3 shows this phenomenon. For the hypothetical game in question, mens
mean level of interest is at about 5.5, while womens mean level of interest is at 4.5.
Figure 4.3
Data from women
Data from men
Number of respondents
reporting a given level
of interest in a game
Reported level of
interest in a game on
a 010 scale
10
Note that while the graph does support the statement, Men have a higher level of
interest in this game than women do, in fact, a large area of overlap indicates that
a significant portion of the women surveyed are interested in the game as well.
Furthermore, the number of women reporting an interest level of 6 is about twothirds that of the number of men reporting the same interest level. In other words,
two-fifths of all the people reporting an interest level of 6 are womenfar too
many to simply ignore.
This is only a hypothetical example. With some games, the level of overlap may
be small, and there is no point in trying to reach out to an audience that simply
isnt there. A game for five-year-olds wont appeal to many 15-year-olds. The point,
however, is that for most ordinary games there is some overlap among different
populations. (For example, many Disney movies made for children include more
sophisticated content that only adults would notice or find funny, thereby giving
the film a broad appeal.) It is foolish to ignore, or worse yet, to offend a minority
audience simply because it is in the minority, without knowing how many people
fall into that category. If you ignore or repel a significant minority, youre throwing
money away.
chapter 4
Summary
The point of this chapter was to teach you about different kinds of players and
what they want, and dont want, from their gameplaying experiences. You learned
about Jason VandenBerghes five domains of play: novelty, challenge, stimulation,
social harmony, and threat; and a sixth one, storytelling. Then we looked at a few
demographic categories, men and women and boys and girls, with a special focus
on what it takes to make games for girls. We examined ways to think about gamer
dedication and how that might affect your choice of target audience. The chapter
ended with a discussion of the dangers of binary thinking, and the suggestion that
you should strive for inclusiveness, not universality. In the next chapter well examine the different game platforms that you can design for.
2. Examine a currently popular AAA console game (or your instructor may assign
3. Examine a number of games that are apparently marketed to a specific demographic such as girls or very young children. Document the design features that
they seem to have in common. Be sure to address both the types of challenges they
include (use the list in Table 1.1) and the details of their aestheticscolor palettes,
typefaces, and screen layouts, for example.
1. Which of the domains of play do you think you will be offering, and what will
that say about the audience that you hope to attract?
chapter 4
you one) and document any exclusionary material that you think it containscontent that would tend to discourage a particular demographic from purchasing it.
2. What age range is your game aimed at? The answer to this question will strongly
influence many things about the game: its challenges, its user interface design, its
pacing, its aesthetics, and so on.
4. How dedicated will you want your target audience to be? Requiring long play
sessions, for example, will exclude some players who dont have the time for it.
Go through the list of factors that make up player dedication and ask yourself if
you are expecting them from your playersand if so, how you plan to meet their
expectations of your game.
Index
2D display engine, 271272
2D game worlds, 139140, 155, 272,
278
2.5D game worlds, 140
3D camera model, 277
3D engines, 139, 271272
3D game worlds, 70, 141, 302
3DO Interactive Multiplayer, 106
4D game worlds, 141142
A
Absolute data values, 291293
Absolute difficulty, 322324, 329,
420425, 501
Absolute size, scale, 142
Abstract, defined, 501
Abstract games, 3738, 47, 138, 163
Abstraction, 267
Accelerometer, 292, 501
Accents, character, 203204
Accessibility issues, 304308
Accuracy challenges, 324325
Action games
challenges, 324, 334
character growth, 201
defined, 501
level design, 443
overview of, 7071
pacing, 453
Action-adventure games, 132133, 501
Actions
core mechanics for, 355, 387388
defined, 9, 501
designing progression, 452
in game balancing, 410412
in gameplay, 339342
UI design for, 258260, 266, 272,
297
Active camera mode, 274
Index
Numbers
533
B
Backgrounder, 196198, 503
Backgrounds, 279, 442
Back story, 149, 503
Balance
asymmetric games and, 413416
avoiding dominant strategies,
405411
avoiding stagnation/trivialities,
433435
balanced games and, 403405
chance and, 411412
defined, 503
C
Camera, 272, 274275
Camera models
3D vs. 2D, 271272
defined, 271, 504
in gameplay mode, 41
level of detail, 152
other 2D display options, 278279
overview of, 3940, 271
perspectives, 272278
Cartoon physics, 352, 504
Cartoonlike qualities, 184, 187189,
192
Censorship laws, 105, 122
Challenges. see also difficulty; fairness;
gameplay challenges
avoiding trial and error, 13
balancing chance with, 411412
core mechanics for, 355357,
386387, 395
defined, 504
designing, 1718
genre-specific, 67, 443445
level design, 440445
mini-maps warning player of, 284
pacing, 453455
player action overcoming, 266
player motivations and, 82
plot advancement, 233234
progression of. see progression
UI design for, 259
understanding, 8
Chance, 404, 411412, 431
Character archetypes, 201202
Character background paper, 196198,
503
Character design document, 5960
Character development
audio design, 202204
character depth, 195202
goals of, 181182
player/avatar relationship,
182186
summary, 204206
visual appearance, 186195
Character dimensionality, 199
Character level, 504
Character portraits, 285
Character-agnostic plots, 229230
Index
Index 535
Index
Index 537
D
Dance games, 325
Dating simulations, Japanese, 122
DDA (dynamic difficulty adjustment),
426428
Deadlock, 370371, 506
Death, avatar, 491492
Deathmatch, 12, 448, 453, 506
Decay mechanics, 368
Decision-making
making PvE games fair, 417
moral, 159161
storytelling, 223224, 231, 233234
Index 539
E
Easter eggs, 333, 508
Economic challenges, 17, 336338
Economy, 366, 493494
Edge-of-the-world problem, 145
Educational games, 27, 120
Elaboration stage, 4853, 246247,
508
Electronic distribution model, 115
Elements, game, 37
Elevations, planning gameplay, 460
Embedded narrative, 228, 508
Emergence, 375, 508
Emergent storytelling (narrative),
228230, 486, 508
Emerging world markets, 122123
Emotes, 26, 176, 508
Emotional dimension
beware of simple formulas, 158159
of endings to stories, 230232
of game world, 155156
influencing player feelings, 156158
of interactive stories, 235237
limitations of fun, 158
of linear stories, 222
sidekicks extending, 194
storytelling based on, 208
of three-dimensional characters,
200201
of world design document, 55
Emotional resonance
achieving in games, 2122
avoiding implausible extremes for,
157
defined, 508
harmony, 19
Empathy, 3235, 442
Index
F
Face buttons, 297
Facebook games, 27
Faction-based PvP, 498
Factories, 359360, 508
Factual knowledge challenges, 329
Fairness
defined, 508
pay-to-win games violating, 118
in PvE games, 405, 407, 416417
in PvP games, 412416
as social metarule, 910
technical security for, 482484
in well-balanced games, 403405
Fantasy
avoiding overused settings, 153154
customizing avatars as, 86
detail for, 152
player killing and, 498
presenting game world, 14, 51
selling game through, 138
Feature lock, 54, 509
Feedback
defined, 509
negative, 432433
positive, 429432
sensory, 288
Feedback elements
as animated character portraits, 285
defined, 509
overview of, 281285
player-centric design for, 258
screen layout for, 265
showing success/failure, 260
sound effects/vibrations as, 288
as visual/audio elements, 256
Feedback loop, 370371, 509
Feelings, influencing player, 156158
Female players, 85, 8788, 190
Fighting games, 7172, 86, 100, 509
Files, saving to, 345
Filmmaking terminology, 271
Fine granularity, 232
First playable level, 509
First-person games, 143, 296, 302304
First-person perspective, 272273, 288,
509
First-person shooter (FPS), 70, 160,
509
Five Cs of games, 9495
G
Gambling machines, video, 112
Game
balancing. see balance
defined, 510
Index
Index 541
Game concept
brainstorming, 128
in concept stage, 4548
defined, 510
defining target audience,
133134
genres and hybrids, 132133
getting idea, 125129
in high concept document, 59
from idea to, 129130
players role, 130132
progression considerations,
134135
summary, 135136
Game design
anatomy of game designer, 6265
approach to task of, 3136
concept stage of, 4648
documents, 5762
elaboration stage of, 4853
key components of, 3740
structure of, 4045
summary, 6566
team roles, 5457
tuning stage of, 54
Game designers
anatomy of, 6265
difficulty factors outside control of,
419
documents, 5762
filmmakers vs., 247
Game engine, 354, 510
Game idea vs. design decision, 57
Game Maker tool, 49
Game modifications (mods), 177178,
515
Game script, 6162
Game theory, 7, 510
Game treatment document, 5859,
510
Game tree, 511
Game violence, ethical dimension of,
161162
Game world
builder role in, 55
camera models for, 3940
conventional vs. video games, 14
defined, 511
defining in elaboration stage, 51
emotional dimension, 155159
environmental dimension, 148155
ethical dimension, 159162
game concept of, 130
in isometric perspective, 277
narrative introducing player to, 214
overview of, 137
physical dimension, 139146
in prototype phase of level design,
462
purposes of, 138
realism in, 162163
in role-playing games, 73
summary, 163166
temporal dimension, 146148
UI design showing player in, 259
understanding, 137138
in world design document, 60
Gameplay
actions, 9, 339342
challenges, 323333
core mechanics, 386388
defined, 9, 511
detail level in, 152
as entertainment, 1618
as first thing, 16, 210
in handheld devices, 110
level design, 459460
multiplayer. see online games
narrative in, 214217, 219220, 440
overview of, 78
persistent worlds vs. ordinary,
486487
player-adjustable characterization
attributes, 169170
rules, 6
saving game, 343347
gameplay, 79
serious, 2728
summary, 2930
symmetry and asymmetry, 1011
things they are not, 7
toys, puzzles and, 12
Gaussian curve and random numbers,
398399
Gender
biggest turnoffs for women, 85
dangers of binary thinking, 98100
games for boys/girls, 8992
games for men/women, 8488
sex of avatar, 171
General numeric indicators, 292
Generalized mechanics, 389390, 435
Genres
action and arcade games, 7078
adventure games, 77
communicating to others, 128
in concept stage, 129, 132133
construction and simulation games,
7677
defined, 511
fighting games, 7172
overview of, 6768
platform games, 71
puzzle games, 78
role-playing games, 7374
shooter games, 6970
sports games, 7475
stories not included in all, 134135
strategy games, 7273
subgenres, 68
summary, 79
vehicle simulations, 7576
Genre-specific level design principles,
443445
GIMP (GNU Image Manipulation
Program), 195
Girls, games for, 8996
Global mechanics, 362, 367, 395, 511
Global positioning systems (GPS), 110,
292293
Index
Index 543
H
Hairstyles, identifying characters via,
191
Hammer 3D editor, 178179
Hand-eye coordination, games for
children, 89
Handheld devices, 110, 265
Handicaps, 11, 512
Handoff, design to level design,
458459
Hardware, 105, 109
Harmony
of character design, 181
defined, 512
game designer competence in,
6364
I
IBM PCs, 106107
Icons, 269, 292
Idea, getting game, 125129
Illogical spaces, 331332, 376
Imaginary racing driving simulators, 76
Imagination, 9, 62, 94
Immediate influence, branching story,
223224
Immersion
defined, 512
including detail for, 152
overview of, 2021
player attitudes to, 83
in real-time vs. turn-based games,
479
saving of game affecting, 344
Immutable rules, 10, 512
Implausible extremes, avoiding, 157
Implicit challenge, 317318, 512
In-app purchases (IAPs), 111, 118, 512
India as emerging market, 122123
Indicators, 281283, 513
Indirect control, designing own
avatar, 185
Indirect payment models, 118120
Indoor locations, game world, 144,
150
Infinitesimal granularity, 232
Influence map, 513
In-game events, 212, 513
In-game experience, 420424, 513,
518
Innovation, 257, 314
Input devices
accessibility issues, 304308
as control elements, 256
customization of, 308309
designing core mechanics
independent of, 256
home game consoles, 104105
mapping to players actions, 266
navigation mechanisms, 300304
one-dimensional, 297299
overview of, 290291
PCs, 107
terminology, 291
three-dimensional, 292294
two-dimensional, 294296
Inspiration
environmental dimension, 155
for game world, 153154
visual design, 155
Intangible resource, 369370, 513
Intellectual property rights, 127, 178
Interaction, adventure games, 77
Interaction model
actions, 340
defined, 513
in gameplay mode, 41
mapping input devices to players
actions, 266
types of, 269270
user interface as, 255
as video game component, 39
Interactions, 94, 131, 156
Interactive, games as, 3
Interactive fiction, 40, 513
Interactive narratives, 208, 486
Interactive stories
adventure game as, 23
branching story as, 225
debate on, 208
defined, 214, 513
emotional limits of, 235237
events in, 213214
other considerations, 247251
Intermediate challenges, 318
Internal economy
core mechanics operating, 355
defined, 352, 513
overview of, 366372
Intransitive relationships, 408
Intrinsic skill required, 321323, 513
Irresolution, elaboration stage, 48
Islamic world market, 123
Isometric perspective, 143, 276277,
301
Iterate, elaboration stage, 5253
J
Jewelry, identifying characters, 191
Index
Index 545
K
Keyboard, 107
Keys, 256, 297, 303, 309
Kinect motion-capture device,
Microsoft Xbox, 105, 298299
Knobs, 298
L
Lag, 513514
LAN parties, 27
Landmarks, 460
Landscape objects, 274275, 381
Language
natural vs. computer, 237
scripted conversations. see scripted
conversations
voice and, 203204
world market issues, 120123
LANs. see online games
Latency, online gaming, 474
Lateral thinking puzzles, 338339
Layouts, planning, 459
Layouts, types of, 445449
Lead designer role, 54
Lead programmer role, 56
Learn-by-dying designs, 417, 441442
Learning process, 25, 85
Length, storytelling, 208, 210
Level, 514
Level access codes, 344
Level design
core mechanics and, 356357
in elaboration stage, 52
narrative blocks between levels, 215
principles, 445470
progression, 134135
in story and level progression
document, 56
in tuning stage, 54
M
Machinations, 372, 515
Machines
home game consoles, 103106
name of, 130
nonhumanoid characters shaped
like, 187
other devices, 112
personal computers, 106109
portable devices, 109111
summary, 112113
Magic circle, 37, 137138, 515
Magnification, vision-impaired
players, 305
Main view, 265, 280281, 515
Make-believe, 162
Male players and characters, 8788
Mana, 515
Manager game, 515
Maneuverability attribute, of units,
382
Manual control, 268
Manufacturing, retail sales model, 114
Market-driven games, 35, 515
Marketing, 114115, 130
Massively multiplayer online games
(MMOGs)
complex interface of, 341
originally paid for by subscription,
115
persistent worlds dominating, 251,
484
Massively multiplayer online roleplaying games (MMORPGs), 27,
176, 485
Mastery, enjoyment of learning, 25
Mathematical challenges, 326328
Mattel, games for girls, 94
Mazes, exploration challenges, 331332
Mechanics
analyzing, 363
conditions, 364
defined, 362
designing progression, 451452
entities with their own, 364
events and processes, 362
Index
Index 547
Multiplayer games
difficulty modes, 425
evoking widest variety of emotions,
159
online vs. local, 472473
UI design for talking to friends in,
262
unpredictability of human
opponents, 25
Multiplayer local gaming, 26, 104, 516
Multiplayer online games, 183
Multipresent interaction model, 39,
270, 303304, 516
Multitouch interface, touch-sensitive
devices, 296
Music
audio design, 202203
level design, 451
setting mood, 151
setting tone and pace, 289
timing/rhythm challenges, 325
Mutable rules, 10, 516
Mutual dependency, 370371, 516
N
Naming characters, 192, 489
Narrative
concept-formation stage of content,
135
defined, 516
dialogue and voiceover, 290
emergent, 228230
events, 213, 440, 516
granularity and, 232
overview of, 214217
storytelling engine and, 219221
Narrative events
defined, 213, 516
infinitesimal granularity of, 232
level design for, 440
overview of, 214
storytelling engine weaving, 219
220
Index 549
O
Object (of a game). see goals
Objects, UI design for, 261
Observation range attribute, units,
382
OCEAN acronym, 81
Older players, accessibility for, 307
Omnipresent interaction model, 270
One-dimensional characters, 199200
One-dimensional input devices,
297299
One-shot actions, controller buttons
and keys, 297
One-way door, 234, 375, 517
Online games
advantages, 471473
asynchronous, 481482
definition of, 471
design issues, 476, 480481
disadvantages, 473476
participation of men vs. women, 85
persistent worlds in, 484494
social problems of, 494499
summary, 499500
synchronous, 476481
technical security, 482484
On-screen text and audio dialog
script, 6162
Open layouts, 445
Optical disks, 110
Options, UI design for setting, 262
Orders, UI design for player giving, 262
Ordinary games vs. persistent worlds,
485487
Organized racing driving simulators,
76
Orthogonal unit differentiation, 409
Orthogonal variables, twodimensional characters, 200
Index
P
P2P (peer-to-peer) communication
model, 474
Pace, 441, 453455, 460, 517
Packets, 475, 483
Painted backgrounds, 2D display, 279
Pan, virtual camera, 271, 517
Paper prototypes, 4950, 62
Parallax scrolling, 517
Parallel layouts, 446447
Partially-specified avatar, 184186
Participation, actions for, 342
Party, 517
Party-based interaction model, 237,
270, 303304, 517
Passive camera mode, 274
Passive challenge, 387, 517
Pathfinding, 15, 303, 517
Pattern recognition
designing challenges in gameplay,
17, 330
generalizing in core mechanics,
389390
using AI for, 15
Pause feature, 376
Pay-to-win, 118, 517
PCs (personal computers), 105109
Peer-to-peer (P2P) communication
model, 474
Penalties, for avatar death, 491492
Perceived difficulty
consistent range of, 405, 418, 425
creating progression of, 422425,
452
overview of, 420421
Physical prototypes, 50
Physical skills, 7172
Physical standards, constrained
creative play, 172174
Physical stress, UI design for, 258
Physics, as game mechanics, 352
Piaget, Jean, 8992
Pitch, varying for repeated sounds, 288
Plan-and-build, 518
Planning phase, level design process,
459462
Platform games (platformers), 71, 324,
518
Play, 23, 518
Player events, 212214, 518
Player-centric design
avatar characters, 183
defined, 518
defining target audience, 134
overview of, 3236
UI design for, 257262
Player-killing, 496499, 518
Player(s)
accessibility issues, 304307
action game, 7172
actions triggering mechanics, 388
adjusting camera in third-person
games, 275
adventure game, 77
agency denied in linear stories, 222
agency in branching stories,
222226
agency in emergent narratives,
228230
agency limited in foldback stories,
227
agency when advancing plot via
journey, 234
assigning actions to keys, 297
attitudes to storytelling, 8384
binary thinking and, 98100
in concept stage of design, 47
conceptualizing actions/role of,
129, 131132
Index
Index 551
Q
Quality, 32
Quantity of ideas, brainstorming, 128
Quick start mode, 520
Quick-save, 345, 520
R
Races, time pressure challenges,
328329
Racing through space, 378
Radar screen, 170, 284
Random numbers, and gaussian curve,
395399
Randomness, and dramatic tension,
218
Range attribute, units, 382383
Range of fire attribute, units, 382
Reaction time challenges, 324
Reading ability, games for children, 90
Real world
games of augmented/mixed reality,
14
magic circle vs., 35
sports games simulating, 7475
unclear line between fantasy and,
162
in vehicle simulation games, 75
winning/losing games affecting, 6
women maintaining social fabric
of, 85
Realism
avoiding conceptual non sequiturs
in games, 466467
overview of, 520
as quality of game world, 3738,
51, 162163
storytelling based on games, 208
Real-time games, 355356, 479480,
484
Real-time strategy (RTS) games, 73,
334, 335
Records, 57
Rectangular grids, 380
Reducing enemy forces challenge, 335
References for this book, 527532
Regions, controlling space, 378
Relationships
intransitive, 408409
numeric and symbolic, 364366
positive feedback, 429
stating between entities, 362
transitive, 405407
Relative data values, 291, 296
Relative difficulty, 420425
Relative size, scale in game world, 142
Repeating actions, controller buttons
and keys, 297
Repetition
in dialogue and voiceover, 290
dramatic tension and, 218
harming player immersion, 212
Representational games
in concept stage, 4748
defined, 3738
overview of, 520
realism in, 163
stories in, 135
Representative player
applying five factor model to,
8183
defined, 520
player-centric approach, 3233
testing every design decision
against, 47
Reputation
avatars in persistent worlds, 489
for PvP combat justice, 497
Requirements specification, 209, 520
Research, of game designer, 64
Resolution, 107, 109, 305
Resources
accumulating, 337
converting resources into other, 368
in core mechanics design, 358,
393394
Index
Index 553
S
Safe games, 498
Sandbox mode, 175, 521
Sans serif fonts, 287
Save points, 460
Save slot, 345, 521
Saving games, 262, 343347
Sawtooth difficulty progression, 424
Index
Index 555
T
Tactical immersion, 20
Tactical maneuvering mechanics, 352,
378383
Index
Index 557
U
UI. see user interface (UI)
Unbroken lines across space, 378
Underground locations, 144
Uniform distribution, 397398
Unique entity, 361, 525
Unique selling points, 130, 525
Units, 382383, 409410, 525
Universal level design principles,
441442
Unlimited series, 248, 525
Unmarked switches, 331
Unstructured play, 342
Upgrades, 118119, 408, 525
User experience, 255. see also user
interface (UI)
User interface (UI). see also camera
models
accessibility issues, 304308
audio elements, 287290
complexity, 267269
customizing, 308309
defined, 525
design document, 60
design principles, 257262
design process, 263266
designer role, 55
in gameplay mode, 41
input devices, 290299
interaction models, 39, 269270
local multiplayer gameplay, 473
navigation, 300304
overview of, 3738
prototype, 264
storytelling engine and, 219220
summary, 309312
understanding, 255256
visual elements, 280287
V
Values, character, 196198
Variable scrolling, 526
Variable time, 146147
W
Walkthrough mode, 25, 83, 526
Index
Index 559
X
Xbox console, 298299
XP. see experience points (XP)
Z
Zero-dimensional characters, 199