Game Structure
When Designing the rules and the mechanics of gameplay everything needs to be considered and information needs to be passed on to programmers on how different parts interact and how the overall flow of the game happens.
A flowchart is used to clearly structure the design of the game and show how it works.
Players Actions
There are two different types of player actions done in video
games. First of all, there are the action that the player can do when
controlling a character/object within the game, the movements are usually more
advanced than just walking left and right, there are jumping, crouching, sprinting,
punching, and kicking and so on. The other type, is how the character(s) are
controlled via a game controller. For instance, if you analyse two different
games such as Grand Theft Auto (GTA) and Super Mario, you will clearly notice
the difference in movements and how you will apply certain actions. In Super
Mario, the actions used are very basic, where the most advanced action is
sprinting where two buttons have to be pressed down simultaneously. Whereas, in
GTA you can fly, drive, swim, shoot and more within the game. This shows a
development in Video Game character actions.
There are numerous ways in which the gamer can control the characters
in the game. A few examples are; a gamepad, a joystick, a steering wheel and
motion sensors. The gamepad can be connected to the video game console wired or
wireless, it enables gamers to have easy control over the video game as multiple
buttons can be pressed to perform different actions and movements. Motion
Sensor in video games is a new take on how a video game can be controlled as
they can control or perform actions with the use of their body movements, a
device such as the “Kinect” used with the XBOX 360 and ONE consoles, has a inbuilt
camera in the Kinect device which detect the players physical movements and translate
them to inputs in the game.
Interaction Models
Interaction model is the way that the player is controlled
and represented within a game and how the player interacts with the world in
the game. There are two different types of interaction models. These include
Avatar Interaction and Omnipresence Interaction.
Avatar interaction model are used in video games when the player’s only
interaction in the game is through an avatar within the game, which is normally through the character or characters in the video game. First Person and Third Person video games usually use this model as a base to create their game.The Uncharted series is a prime example of using the avatar interaction model as you are usually playing as the protagonist
(Nathan Drake) and you are controlling his actions such jumping, running etc.,
also navigating the game world through the protagonist and engaging in the
obstacles that you may be facing during the game. Developers use this model specifically to make players more attached to the characters and become more involved and immersed in the game.
Omnipresence interaction model is usually associated of
having control over the character(s) inside the video game and certain game
world features such buildings etc. Game genres which use this kind of gameplay are that of Strategy and Simulation games. A good example that use this interaction model is the Sims series. They allow players to have full control of each character and what
activity they might be doing whilst making building and architecture such as
rollercoasters and theme parks to improve the city in the game. People like
this type of game as is it let them be creative and unique, also create their own
little world.
Goals, Challenges and Rewards
Goals within a game is usually the objective that the player have
to complete in order progress along the game. There can be multiple goals that
the player has to achieve to go on to next level, which are usually associated
as mini objectives that the player to do such as collect x amount of items.
Optional objectives are similar to side missions, where it’s not necessary to
complete in order to complete the overall game but it’s beneficial as they
allow the player to gain access to more items, shortcuts, currency etc. Games
that usually have this type of objectives are adventure games. Uncharted is a
prime example of different types of objectives to complete as you may be asked
to find a specific artefact to get a reward.
Challenges are similar to mini objectives as they are a pathway
to lead to a Main objective. The length of challenge may vary within games, for
instance a short term challenge can be a “kill X”, where x can be an enemy, a
medium challenge may be, is “collect X amount of items”, where it may take a
few minutes to collect the items that might be scattered around the game world,
and a long challenge could be get 100% on all challenges. A game that includes all
different types of challenges is Assassins Creed, as they feature a kill
mission, collect a certain amount of “packages” and 100% on all Sync(s).
Mechanics
There are 3 main types of mechanics which are; Inventory,
Scoring and Winning Condition.
Inventory in video games usually players to store and carry
items freely along with them throughout the journey of the game. A number of
games have different capacities on how much they can store items, for instance
in Call of Duty, you are limited to carry two different weapons and grenades.
The items you pick up or buy in the game is usually stored in some kind of “bag”,
where it can be stored and scrolled through for later use.
Scoring is usually a point system within the game to see how
much you have gained throughout the game and/or level. There are different types
of scoring system such as Exp. points, Killstreak, Goals/Points (Sports) etc.
This is usually a record of how well you are doing in that specific game and
how much you need to go on to the next level, for instance to level up in
Battlefield you have to get X amount Experience points to go on to the next
level which usually gained by playing different types of games modes.
Win Condition within games is usually calculated by the
amount of points or health the each battling team have, it can also be
determined by how far you have progressed within the game for example when you
complete a story mode in Mortal Kombat after you defeat the Final Boss, it will
end with a short cut scene finishing with a screen stating “You Win”. However
within that final battle you have another win condition where it will say “Finish
Him!” or “Excellent”, ”Perfect” if playing Street Fighter, stating that you
have won.
Rules and Addiction
Rules are placed within video games for the player to
understand on what and what not to in the game for the character to progress
within the game without getting killed for instance. It also set boundaries in
the game so that the player can’t cheat in a game or alter the game on how it’s
played so they gain an advantage over someone who is playing the game within
the rules of the game. Games such as Call of Duty is often hacked by people who
want to gain a significant advantage in the game by coming invincible or having
unlimited ammunition which is not allowed and usually monitored and banned by
the games administrator. Game developers put in these certain rules and
regulation in the game so the game is balanced and fun to play in single player
and multiplayer.
When players become hooked to the game they become Addicted,
as it is very unhealthy can have a negative impact on the mind and body of the
gamer. Gamers are usually become addicted due to being too immersed in the game
as its realism make the gamer feel that their in the game world, also the fact
that the game have unreal features that the gamer may not be able to do in real
life such as flying, shoot guns, deal drugs etc. Competition within video games
can also make the player attached to the game as they believe that playing more
will make them better and beat everyone they face. Video Game developer may
purposely make the game addictive as they want their game to be the most played video and
more popular in comparison to the competition.
Game World Setting
Game settings can be found within every game which can be
adjusted according to the player’s personal preference on how to play the game.
Developers create games dependent on the games plot and expand on that. They
look at different aspect of the games such as, physical settings, temporal
settings, emotional settings and ethical settings of the game.
When creating the physical settings of the game, the developers make the game world suitable to the games storyline by deciding where it will be placed and how the character will interact and adapt to that setting. For instance, football game in a basketball court will be considered as irrelevant. This will be made to make the gamer more immersed in the video game and look forward to carry on playing later on.
The temporal setting of the game will be taken into
consideration during the creation of the game, as the time period of the game
is crucial part of the game on making it more chronologically accurate as it
will give the game realism and depth. For example, Assassins Creed: Unity,
was based on the French revolution so the era of the game should be set in the
late 18th century otherwise it will make no sense which could make
the gamer stop playing.
The environmental setting is the condition the character the
game is playing in, which usually affects the weather the game is playing in at
the very moment. For instance, in Need for Speed, the weather can alter
depending on where the character (Car) is on the map, for example driving in the
desert the weather is usually hot in the day whereas during the night it is
humid and cold. This feature is included in games to give games more realism
and natural feel, games such as FIFA play in real time conditions where it if
it’s raining the players usually slide along the grass more longer when slide
tackling for the ball, which affects the overall gameplay.
The emotional setting of the game affects the characters
emotion and body language in the game. This setting is important to include in
video games as this feature improves the realism of the game, this can be
clearly seen through cut-scenes in games where the main character’s father dies
and you will feel you will have to avenge the father through the protagonist of
the game, this makes the player more immersed and emotionally attached in the
game.
The ethical setting in the game is usually set by how the
game is played and what in the game you can do that limits the game into a
specific age bracket. For example, in Grand Theft Auto V you are usually
encouraged to steal a car from a civilian in the game world or violently shoot
enemies within the game. This certain feature makes it inappropriate for
children who are under the age of 18, as the content is very explicit for
children to be witnessing and may imitate the actions in to real life. This matter
is usually resolved by setting a PG rating on the game suitable for a specific
target audience.
Difficulty and Balance
Balance in video game terminology refers to the concept of a
character or level that is not too overwhelming or too weak/easy that it will
make the gamer carry on playing and not complain about the difficulty of the
game.
Gamers with different skills may believe the game may be too easy or hard, so developers have embedded into most games a difficulty setting, which the player can determine the balance of the game which it will be playable for the gamer, thus affecting the gameplay and can be altered throughout the game, if the AI becomes too challenging/easy for the player. At the start of any game, the difficulty of the gameplay will be quite easy for the player as they are usually introduction to the game on how to play, what different moves and buttons to help you advance in the game, which then gradually increase in difficulty as the game goes on, for example the wave of enemies increase in numbers and become stronger in terms of health and accuracy of attacks, this keeps the gamer immersed in the game making the objective more challenging.
Gamers with different skills may believe the game may be too easy or hard, so developers have embedded into most games a difficulty setting, which the player can determine the balance of the game which it will be playable for the gamer, thus affecting the gameplay and can be altered throughout the game, if the AI becomes too challenging/easy for the player. At the start of any game, the difficulty of the gameplay will be quite easy for the player as they are usually introduction to the game on how to play, what different moves and buttons to help you advance in the game, which then gradually increase in difficulty as the game goes on, for example the wave of enemies increase in numbers and become stronger in terms of health and accuracy of attacks, this keeps the gamer immersed in the game making the objective more challenging.
Narrative, FMV and Cutscenes
A Full-Motion Video (FMV) is a video footage within a game
that supplies you with information, usually during or after a mission has been
completed. They are usually triggered when a certain objective or action has
been made, so they can help you advance further within the game. Some video
games use interactive FMV, which requires the gamer to make certain decisions
during the cut scene, more modern games use a more detailed animation to
enhance the games visual style of the game. An advantage is that it looks
really impressive compared to a normal cut scene found within a game a game as
they may last for a few seconds, whereas the FMV is a more detailed short video
which may last for a few minutes. A weakness is that it may cost quite a bit of
time and money for the developers to create as a lot of in-depth detail is
required. Also the fact that it may take a few minutes until the game is loaded
may also deter the gamers involvement in the game, although developers has combat
this by allowing the gamer to skip the FMV if a certain button is pressed.
A Cutscene are non-interactive sequence(s) used by many games
to show that advancement of the plot. They are usually found at the beginning
of a mission or halfway through the storyline to give a twist and introduce new
elements in the game whilst the protagonist is idle. Developers have done this
to give depth in the game and making it more interactive even though the
character is non-playable for a short while. The use of cut scenes also gives
the game a smoother transition giving it a more professional look, although it
can be annoying for some users as it limits certain aspects of the game such as
a special move may be triggered and can’t be undone until the action is done
which can make the user exposed to enemy attacks a good example is Street
Fighter where you may trigger a special move that includes a small cut scene
within it but the enemy has blocked the move and can go in for an attack as you
are left exposed.
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