Introduction to Game Design

The principal element that separates games from other mediums is interaction.

Interaction

Interaction is created with input/output systems or cycles between the player and machine of feedback and response.

The system of interaction in a game generally should:

  • Encourage exploration and understanding of the interface
  • Encourage discovery and exploration within the game world
  • Allow the user to master the tools of the game

Input

  • Keyboard & mouse
  • Gamepad (joystick + buttons)
  • Voice or sound
  • 3d sensing - Kinect, Wii
  • Arcade guns (light sensing)
  • Other haptic sensors

Output

  • Video
  • Audio
  • Haptic

Positive feedback

The rules governing feedback are subjective.

Some players prefer very difficult games, while others prefer simple games.

The idea of positive feedback is less subjective. All games require the player to understand how the game is meant to be interacted with.

Feedback that is easy to understand and motivates the player to developer their skill is positive.

Feedback that is confusing to the user or discourages further gameplay is negative.

For example, although dying in a game is not the desired outcome, it can be considered positive feedback if it teaches the user something important about the game world and rules.

Game essentials

  • The rules of the game are easy to learn (not necessarily easy to master)
  • The user is in direct control of the game avatar
  • Improvement of skill through gameplay
  • Immediate feedback
  • Sufficient feedback
  • Recovery from mistakes

Game mechanics

Game mechanics are the system of rules that governs the way a user interacts with a game.

Game mechanics build up within in a game to create a complex world.

  • The interface allows the user to make actions
  • The game records the action and makes decisions based on the input and environment
  • Feedback in the form of changing game states is given to the user
  • The user interprets the feedback and adjusts and continues actions

Goals, obstacles and rewards

Most games have established goals, whether they're specific, like saving the princess, or vague, like exploring an abandoned island.

Games use obstacles and rewards to lead the player toward goals and provide challenges to reaching those goals. The line between goal, obstacle and reward can often be blurred.

Complex games often have a variety of obstacles and rewards and multiple goals that are either sequenced or occurring contemporaneously. These elements add up to make a complex game world with multiple possibilities.

Goals

Goals can be objectives for the player to progress through a game or win the game. Many games have one main goal and several side goals.

Goals can be compounded to create a complex series of events. You may need to defeat several groups of enemies before reaching a level boss, and several level bosses before reaching the final boss of the game.

You may also have side goals that have nothing to do with the main goal of the game.

Obstacles

Also referred to as challenges, obstacles are puzzles, enemies or other obstacles that prevent the player from achieving goals. Sometimes challenges help lead player towards the goals.

Obstacles are usually dependent on the game genre. In a puzzle based game you may have to solve math or logic based puzzles, either with limited or unlimited time. In a shooting game, your obstacles are usually enemies. In some games obstacles are more abstract, like locating items or characters, or deciding to choose different branches of a story.

Rewards

Rewards can take the form of currency, objects, visual rewards or other items given to the player for completing challenges or defeating obstacles.

Rewards help tell the player that they are playing correctly and moving in the correct direction.

Some rewards may be purely aesthetic and non-functional, like new graphics for the character.

Many rewards effect the game play, such as enhancing aspects of the player or revealing new parts of the game.