Game Design – Week 11 – Updating Workflow – Mind Like Water

“‘Be shapeless and formless.. like water’ (Bruce Lee)” by Akinini.com is licensed under CC BY-NC-ND 2.0

“Have a mind like water.”

― David Allen,  GTD

SUMMARY

  • I did coding in JavaScript and a lab practice. I also read an infographic and learned interesting things.

PRACTICE ROOM (TUTORIALS)

  • Set a timer for 30 minutes in this ‘room’
    • Continue with either ONE of the scripting languages below, Javascript (Construct 3 / PlayCanvas) or C# (Unity)  (NOT BOTH)

Construct 3 / PlayCanvas – Javascript

CLASSROOM (THEORY & ANALYSIS)

Screenshot from Construct.net
  • Using construct helps you learn programming in exciting ways. It will help students by letting them write their own behaviors in JavaScript. Letting students do things on their own will allow for a better learning then just telling them.

LAB (THEORY PRACTICED)

OUTSIDE (PRODUCTIVITY & THE BRAIN)

  • Set a timer
  • Spend 30 minutes in this ‘room’
Image from bananatreelog.com
  • Deficiency of dopamine can lead to procrastination, low self esteem and energy, and mood swings. Increasing dopamine can be done by meditating or having long term goals. Four chemicals are needed for the brain to be considered on a normal state, and a lack of one or more of these could be considered a mental illness.

STUDIO (CREATIVITY)

Screenshot from Construct Begginer’s Guide
  • Set a timer
  • Spend up to 45 minutes
  • Make something to share on Thursday (3rd Period) or Friday (4th Period)
  • Write a couple sentence description of what you made
  • DELETE ALL OF MR. LE DUC’s INSTRUCTIONS, AFTER YOU ARE DONE

CONTROL ROOM (PRODUCTION)

  • Set a timer
  • Spend up to 15 minutes in this ‘room’
  • Publish your work from Construct.net to our Schoology Construct 3 Discussion Board
  • DELETE THIS WHOLE SECTION, AFTER YOU ARE DONE

WHAT I LEARNED and PROBLEMS I SOLVED

  • I learned that there are 4 main chemicals of the brain and that they can lead to a lot of negative feelings if they are low, however they can be restored by doing fun and relaxing things.

WEEKLY ACTIVITY EVALUATION

  • Give feedback on this week’s class Content and Process
  • DELETE THIS WHOLE SECTION, AFTER YOU ARE DONE

Game Analysis: Among Us

Summary

  • I chose Among Us because it is a fun game but it requires some thinking, which is an unusual game to gain popularity.

Game Play Analysis

Formal Elements
The BasicsREMINDER: PLACE YOUR RESPONSES IN THIS COLUMN (DELETE THIS MESSAGE BEFORE YOU WRITE)
Name of the gameAmong Us
The platformPhone
Time played (should be at least 30 minutes)1 hour
If you could work on this game (change it), what would you change and why?More maps
PlayersNOTES
How many players are supported?4-10
Does it need to be an exact number?No
How does this affect play?Less players less fun
Some types of player frameworks:Single Player – like Solitare.Head-to-head – 1 vs. 1, Chess.PvE – Player vs. Environment, or multiple players vs. the game. Common in MMOs like World of Warcraft.One against Many – Single-player vs. multiple (obvy).Free-for-all – Every man for himself (1 vs. 1 vs. 1 vs. 1..). Most common for multiplayer games, from Monopoly to Modern Warfare.Individuals Against the System – Like Blackjack, where the Dealer is playing against multiple players, but those players have no effect on each other.Team Competition – Multiple vs. multiple, i.e. sports.Predator-prey – Players form a circle and everyone’s goal is to attack the player on their left and defend themselves from the player on their right.Five-pointed Star – Eliminate both players who are not on either side of you.Individuals Against the System
Objectives/GoalsNOTES
What are the players trying to do?Live
Some common objectives include:Capture/Destroy – Eliminate all your opponents pieces (Chess).Territorial Acquisition – Control as much territory as you can, not necessarily harming other players (RISK).Collection – Collect a certain number of objects throughout the game (Pokemon).Solve – Solve a puzzle or crime (Clue).Chase/race/escape – Anything where you are running towards or away from something (playground game Tag).Spatial Alignment – Anything involving the positioning of elements (Tetris or Tic-Tac-Toe or that game at Cracker Barrel).Build – Advance your characters or build your resources to a certain point (The Sims).Negation of another goal – The game ends if you perform an act that is forbidden by the rules (Jenga or Twister).Chase/race/escape
Rules/Mechanics
There are three categories of (what the book Rules of Play calls) operational rules:Setup – the things you do at the beginning of a game.Progression of Play – what happens during the game.Resolution – How an outcome is determined based on the game state.Do the closest task, continue to do tasks, win or lose based on how many is alive or how many tasks are done.
ControlsNOTES
What controls are used?Touching the screen
Was there a clear introductory tutorial?No
Were they easy to understand or did you find yourself spamming the controller?It was easy
Resources & Resource ManagementNOTES
What kinds of resources do players control?Tasks
How are they maintained during play?When you complete a task you move on and do another
What is their role?Fixing the ship
A resource is everything under the control of a single player. Could be the money in Monopoly or health in WoW. Other examples are:Territory in RISK The number of questions remaining in 20 Questions Objects picked up during videogames (guns, health packs, etc.)Time (game time, real-time, or both)Known information (like suspects in Clue)
Game StateNOTES
How much information in the game state is visible to the player?The task bar and who is alive or dead
A snapshot of the game at a single point is the game state. The resources you have, the un-owned properties in Monopoly, your opponent’s Archery skill all count towards the game state. Some example information structures are:Total Information – Nothing is hidden, like Chess.Info per player – Your hand of cards is only visible to you.One player has privileged info – Like a Dungeon Master.The game hides info from all players – Like Clue, where no one knows the victory condition.Fog of War – In video games, where certain sections of the map are concealed if you do not have a unit in sight range of that area. You also cannot see other players’ screens, so each player is unaware of the other’s information.
SequencingNOTES
In what order do players take their actions?All at once
How does play flow from one action to another?It takes a while to get to each task but the tasks vary in length
Some structures include:Turn-based – Standard board game technique.Turn-based with simultaneous play – where everyone takes their turn at the same time (like writing something down or putting a card down in War).Real-time – Actions happen as fast as players can make them. Action-based video games.Turn-based and time limits – You have this long to take your turn.Turn-based with simultaneous play
Player Interaction
Some examples:Direct Conflict – I attack you.Negotiation – If you support me here, I’ll help you there.Trading – I’ll give you this for that.Information Sharing – If you go there, I’m warning you, a trap will go off.Direct Conflict
Theme & NarrativeNOTES
Does it have an actual story structure?No
Is it based on a historical event (or similar)?No
Does the theme or narrative help you know how to play?No
Does it have emotional impacts?No
Also, look for en media res (does it start in the middle of the game)?No
The Elements in MotionNOTES
How do the different elements interact?Players do tasks or die to the imposter
What is the gameplay like?Slow and thought provoking
Is it effective?Yes
Are there any points where the design choices break down?No
Design CritiqueNOTES
Why did the designer make these particular choices?To make the game harder
Why this set of resources?To make players think
What if they made different decisions?The game would not be a solving a murder game anymore
Does the design break down at any point?No
Graphics & SoundNOTES
Does the game art pair well with the mechanics?Yes
Did you find any bugs or glitches?No
What about sound?Pretty good
Can you spot any technical shortcuts?No
Various Stages of the GameNOTES
To wrap up, some things to keep in mind (as if there aren’t enough already) as you play:
What challenges do you face, and how do you overcome them?Death, do tasks or get rid of the imposter
Is the game fair?Yes
Is it replayable? Are there multiple paths to victory or optional rules that can change the experience?Yes
What is the intended audience?Teen
What is the core, the one thing you do over and over, and is it fun?Tasks, no it isnt fun

This analysis form was adapted from https://notlaura.com/a-template-for-analyzing-game-design/

Resources

Books

Mr. Le Duc’s Game Analysis Resources

Week 14 – Analysis

“Judy Garland, Hedy Lamarr and Lana Turner” by classic film scans is licensed under CC BY 2.0

“Analysis gave me great freedom of emotions and fantastic confidence. I felt I had served my time as a puppet.”

Hedy Lamarr

SUMMARY

  • well I practiced describing games and analysis them and learned self care.

CLASSROOM (THEORY & ANALYSIS)

OUTSIDE (CREATIVITY, PRODUCTIVITY & THE BRAIN)

  • Set a timer
  • Spend 15 minutes in this ‘room’
Image from bananatreelog.com
  • This guide helps you practice self care by giving examples of things to do inside. It advises you to hang out with family and friends. This helps you deal with stress and anxiety easier and with more enjoyability.

ARCADE

  • Play game(s) of your choice for the analysis part of this week

WHAT I LEARNED and PROBLEMS I SOLVED

  • I learned how to practice self care. A problem I overcame is solving an assignment that was giving me trouble.

WEEKLY ACTIVITY EVALUATION

  • Give feedback on this week’s class Content and Process
  • DELETE THIS WHOLE SECTION, AFTER YOU ARE DONE

Game Analysis: Rocket League

Summary

  • I chose Rocket League and the reason that I chose it is because it is an interesting game with mechanics like none other.

Game Play Analysis

Formal Elements
The BasicsREMINDER: PLACE YOUR RESPONSES IN THIS COLUMN (DELETE THIS MESSAGE BEFORE YOU WRITE)
Name of the gameRocket League
The platformConsole and PC
Time played (should be at least 30 minutes)45 mins
If you could work on this game (change it), what would you change and why?I would change players leaving mid game
PlayersNOTES
How many players are supported?1-8
Does it need to be an exact number?No
How does this affect play?It makes the game more difficult
Some types of player frameworks:Single Player – like Solitare.Head-to-head – 1 vs. 1, Chess.PvE – Player vs. Environment, or multiple players vs. the game. Common in MMOs like World of Warcraft.One against Many – Single-player vs. multiple (obvy).Free-for-all – Every man for himself (1 vs. 1 vs. 1 vs. 1..). Most common for multiplayer games, from Monopoly to Modern Warfare.Individuals Against the System – Like Blackjack, where the Dealer is playing against multiple players, but those players have no effect on each other.Team Competition – Multiple vs. multiple, i.e. sports.Predator-prey – Players form a circle and everyone’s goal is to attack the player on their left and defend themselves from the player on their right.Five-pointed Star – Eliminate both players who are not on either side of you.Team Competition
Objectives/GoalsNOTES
What are the players trying to do?Score the most goals
Some common objectives include:Capture/Destroy – Eliminate all your opponents pieces (Chess).Territorial Acquisition – Control as much territory as you can, not necessarily harming other players (RISK).Collection – Collect a certain number of objects throughout the game (Pokemon).Solve – Solve a puzzle or crime (Clue).Chase/race/escape – Anything where you are running towards or away from something (playground game Tag).Spatial Alignment – Anything involving the positioning of elements (Tetris or Tic-Tac-Toe or that game at Cracker Barrel).Build – Advance your characters or build your resources to a certain point (The Sims).Negation of another goal – The game ends if you perform an act that is forbidden by the rules (Jenga or Twister).Collection
Rules/Mechanics
There are three categories of (what the book Rules of Play calls) operational rules:Setup – the things you do at the beginning of a game.Progression of Play – what happens during the game.Resolution – How an outcome is determined based on the game state.First, rush the ball.
Second, cooperate and communicate with you team to score.
Third, win or lose based on points.
ControlsNOTES
What controls are used?Buttons or keys
Was there a clear introductory tutorial?Yes
Were they easy to understand or did you find yourself spamming the controller?Yes
Resources & Resource ManagementNOTES
What kinds of resources do players control?Ball location
How are they maintained during play?You hit it
What is their role?To be the object that you score with
A resource is everything under the control of a single player. Could be the money in Monopoly or health in WoW. Other examples are:Territory in RISK The number of questions remaining in 20 Questions Objects picked up during videogames (guns, health packs, etc.)Time (game time, real-time, or both)Known information (like suspects in Clue)I dont know
Game StateNOTES
How much information in the game state is visible to the player?Score, Time, and total points
A snapshot of the game at a single point is the game state. The resources you have, the un-owned properties in Monopoly, your opponent’s Archery skill all count towards the game state. Some example information structures are:Total Information – Nothing is hidden, like Chess.Info per player – Your hand of cards is only visible to you.One player has privileged info – Like a Dungeon Master.The game hides info from all players – Like Clue, where no one knows the victory condition.Fog of War – In video games, where certain sections of the map are concealed if you do not have a unit in sight range of that area. You also cannot see other players’ screens, so each player is unaware of the other’s information.
SequencingNOTES
In what order do players take their actions?All at once
How does play flow from one action to another?Smooth
Some structures include:Turn-based – Standard board game technique.Turn-based with simultaneous play – where everyone takes their turn at the same time (like writing something down or putting a card down in War).Real-time – Actions happen as fast as players can make them. Action-based video games.Turn-based and time limits – You have this long to take your turn.Turn-based with simultaneous play
Player InteractionYes
Some examples:Direct Conflict – I attack you.Negotiation – If you support me here, I’ll help you there.Trading – I’ll give you this for that.Information Sharing – If you go there, I’m warning you, a trap will go off.Direct Conflict
Theme & NarrativeNOTES
Does it have an actual story structure?No
Is it based on a historical event (or similar)?No
Does the theme or narrative help you know how to play?No
Does it have emotional impacts?No
Also, look for en media res (does it start in the middle of the game)?It can if you join an already started game
The Elements in MotionNOTES
How do the different elements interact?The player hits the ball
What is the gameplay like?Fast paced
Is it effective?Yes
Are there any points where the design choices break down?No
Design CritiqueNOTES
Why did the designer make these particular choices?It made the most logical sense
Why this set of resources?It makes the game fun
What if they made different decisions?It wouldnt be the same
Does the design break down at any point?No
Graphics & SoundNOTES
Does the game art pair well with the mechanics?Yes
Did you find any bugs or glitches?No
What about sound?Fantastic
Can you spot any technical shortcuts?No
Various Stages of the GameNOTES
To wrap up, some things to keep in mind (as if there aren’t enough already) as you play:
What challenges do you face, and how do you overcome them?The balls positioning and you overcome this by hitting the ball
Is the game fair?Yes
Is it replayable? Are there multiple paths to victory or optional rules that can change the experience?Yes
What is the intended audience?Teen to adult
What is the core, the one thing you do over and over, and is it fun?Score goals. It is fun

This analysis form was adapted from https://notlaura.com/a-template-for-analyzing-game-design/

Resources

Books

Mr. Le Duc’s Game Analysis Resources