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MFA in Game Design | DePaul CDM
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Game design is the art of applying design and aesthetics to create games for entertainment or for educational, sports, or experimental purposes. Increasingly, game design elements and principles are also applied to other interactions, especially virtual ones (see gamification).

Game design creates targets, rules, and challenges for deciding on board games, card games, dice games, casino games, role playing, sports, video games, war games or simulations that produce the desired interaction among the participants and, perhaps, the audience.

Academically, game design is part of the game study, while game theory studies strategic decision making (especially in non-gaming situations). The game has historically inspired seminal research in the areas of probability, artificial intelligence, economics, and optimization theory. Applying the game design to itself is the topic of current research in metadesign.


Video Game design



Histori

Sports (see sports history), gambling, and board games are known, respectively, there has been at least nine thousand, six thousand, and four thousand years.

People process

Table games are played today whose descendants can be traced from ancient times including chess, go, pachisi, backgammon, mahjong, mancala, and picking stick. These game rules were not codified until the early modern times and their features evolved gradually and changed over time, through the process of the people. Given this, these games are not considered to have designers or the outcome of the design process in the modern sense.

After the advent of commercial game publishing in the late 19th century, many games that previously evolved through the process of the people became commercial properties, often with a custom score pad or prepared material. For example, public domain games similar to Generala, Yacht, and Yatzy led to a commercial game of Yahtzee in the mid-1950s.

Today, many commercial games, such as Taboo, Balderdash, Pictionary, or Time's Up!, Come from traditional parlor games. Adapting a traditional game into a commercial property is an example of game design.

Likewise, many sports, such as soccer and baseball, are the result of the folk process, while others are designed, such as basketball, found in 1891 by James Naismith.

New media

Technological advancement has provided new media for games throughout history.

The printing press allows a package of playing cards, adapted from Mahjong tiles, to be mass-produced, leading to many new card games. Accurate topographic maps produced as lithographs and given free to Prussian officers helped to popularize wargaming. Binding of cheap books (labels printed wrapped around cardboard) led to board games mass-produced with custom boards. The casting of a cheap figurine (hollow) statue contributes to the development of miniature wargaming. Cheap custom dice causes dice poker. Flying discs cause golf disc and Ultimate. Personal computers contribute to the popularity of computer games, leading to the widespread availability of video game consoles and video games. Smartphones have led to the proliferation of mobile games.

The first game in new media is often an adaptation of the old game. Pong, one of the first widespread video games, customized table tennis. Then the game will often exploit the distinctive properties of the new medium. Adapting old games and creating original games for new media is an example of game design.

Maps Game design



Theory

Game studies or game theory is a discipline that deals with the critical study of games, game design, players, and their role in society and culture. Before the end of the 20th century, academic studies of the game were scarce and limited to areas such as history and anthropology. When the video game revolution began in the early 1980s, so did the academic interest in the game, resulting in a field that refers to a variety of methodologies and schools of thought. These influences can be broadly characterized in three ways: the approach of social science, the approach of humanities, and the approach of industry and engineering.

Broadly speaking, the social scientific approach has focused on the question "What does the game do to people?" Using tools and methods such as surveys, controlled laboratory experiments, and ethnographic researchers have investigated the positive and negative impact that games can play on people. More sociological research has sought to stay away from simple ideas about the game as either 'negative' or 'positive', but rather seek to understand its role and location in the complexities of everyday life.

In general, the humanities approach emphasizes itself with the question "What meaning is made through the game?" Using tools and methods such as interviews, ethnography, and participant observation, researchers have investigated the various roles that videogames play in community life and activities along with the meanings they set for their experiences.

From an industry perspective, much of the study of game studies can be seen as an academic response to the question of the videogame industry regarding products made and sold. The main question discussed in this approach can be summarized as "How can we make a better game?" with the accompanying "What makes a good game?" "Good" can mean many different things, including providing an entertaining and engaging experience, easy to learn and play, and be innovative and have new experiences. Various approaches to studying this issue include looking at how to design games and extract guides and rules of thumb to create a better game

Strategic decision making

Game theory is the study of strategic decision making. In particular, it is "the study of mathematical models of conflict and cooperation between intelligent rational decision makers". The suggested alternative term "as a more descriptive name for discipline" is interactive decision theory . This subject first discusses a zero-sum game, so earning one person equals the net loss of the participant or other participant. Today, however, game theory applies to a variety of behavioral relationships, and has evolved into umbrella terms for the logical side of decision science.

The game learned in game theory is a well-defined mathematical object. To be fully defined, the game must specify the following elements: player game, information and actions available for each player at each decision point, and rewards for each result. (Rasmusen refers to these four "essential elements" with the acronym "PAPI".) A game theorist usually uses these elements, along with the concept of the solution they choose, to conclude a set of balance strategies for each such player, used, no player can take advantage by unilaterally deviating from their strategy. This equilibrium strategy determines the equilibrium of a game - a stable state in which one result occurs or a series of results occurs with known probabilities.

So You Want To Be a Game Designer - Career Advice for Making Games ...
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Design elements

The game can be characterized by "what players do" and what players experience. This is often referred to as gameplay. The key key elements identified in this context are the tools and rules that define the context of the game as a whole.

Playback

Games are often grouped according to the components needed to play them (for example miniature, ball, card, board and chip, or computer). In places where the use of established skins, the ball has become a popular piece of recorded history, generating the popularity of ball games around the world such as rugby, basketball, soccer, cricket, tennis and volleyball. Other tools are more idiosyncratic to a particular region. Many countries in Europe, for example, have a unique standard playing card deck. Other games such as chess can be tracked mainly through the development and evolution of game pieces.

Many game tools are tokens, meant to represent other things. Tokens can be pawns on the board, money play, or intangible items such as points printed.

Games such as hide and seek or tags do not use clear tools; rather, their interactivity is determined by the environment. Games with the same or similar rules may have different gameplay if the environment is changed. For example, hide and seek in a schoolhouse is different from the same game in the park; racing cars can be very different depending on the lane or road, even with the same car.

Rule creation

While games are often characterized by their tools, they are often defined by their rules. Although the rules are subject to variations and changes, sufficient changes in rules usually result in a "new" game. There are exceptions to this because some games intentionally involve changes to their own rules, but even then there are often meta-rules that can not be changed.

The rules generally determine the order of turn, the rights and responsibilities of players, the goals of each player, and how the game components interact with each other to produce changes in game state. Player rights can include when they can spend resources or move tokens.

Victory condition

The general winning stipulation is to be the first to collect certain quotas of points or tokens (as in Settlers of Catan), having the largest number of tokens at the end of the game (as in Monopoly), some token relation of a person's game with a person's opponent's tokens (as in chess's skakmat ), or reach a certain point in the storyline (as in most games-roleplay).

Single or multiplayer

Most games require lots of players. The single player game is unique in terms of the kind of challenges players face. Unlike games with multiple players competing against or against each other to achieve game goals, a single player game is against environmental elements, against own ability, against time, or against opportunities. This also applies to cooperative games, where some players share a common goal and win or lose together.

Many games that are described as "single player" or "cooperative" can be alternately described as puzzles or recreations, because they do not involve strategic behavior (as defined by game theory), where the expected reaction of the opponent against the possibility of moving into factors in choosing which steps to make.

Game against simulated opponents with artificial intelligence differs from other single player games because the algorithm used usually combines strategic behavior.

Flow and storyline

Stories told in the game can focus on narrative elements that can be communicated through the use of mechanics and player choices. The narrative plot in the game generally has a clear and simple structure. The mechanical choice on the part of the designer (s) often drastically affects the narrative element in the game. However, due to the lack of unified and standardized teaching and understanding of the narrative elements in the game, individual interpretations, methods, and terminology vary wildly. Therefore, most of the in-game narrative elements are created unconsciously and intuitively. However, as a general rule, game narration increases the complexity and scale when player choice or game mechanics increases in complexity and scale. One example is removing the player's ability to directly affect the plot for a limited time. This lack of player choice requires an increase in mechanical complexity, and can be used as a metaphor to symbolize the depression felt by the characters in the narrative.

Luck and strategy

The tools and rules of the game will result in skills, strategies, luck, or a combination of them all, and are classified accordingly.

Skill games include physical skill games, such as wrestling, tug of war, hopscotch, target shooting, and horse shoes, and mental skill games such as chess and chess. Strategy games include chess, chess, go, arimaa, and tic-tac-toe, and often require special tools to play them. Game opportunities include gambling games (blackjack, mah-jongg, roulette, etc.), as well as snakes and ladders and stones, paper, scissors; most need equipment such as cards or dice.

Most games contain two or three of these elements. For example, soccer and American baseball involve both physical skills and strategy while tiddlywinks, poker, and monopoly combine strategies and opportunities. Many card games and boards combine all three; most trick-taking games involve mental skills, strategies, and opportunity elements, as do many of the strategic board games like Risk, Settlers of Catan, and Carcassonne.

Use as an educational tool

By learning through the game, children can develop social and cognitive skills, mature emotionally, and gain the confidence necessary to engage in new experiences and environments. The main ways children learn are to play, with others, be active, explore and experience new, talk to themselves, communicate with others, deal with physical and mental challenges, demonstrated how to do new things, train and repeat skills and have fun.

Play develops children's content knowledge and gives children opportunities to develop social skills, competencies, and dispositions for learning. Play based learning is based on the Vygotskian scaffolding model in which teachers take into account the specific elements of play activities and provide encouragement and feedback on children's learning. When children engage in real life and imaginary activities, playing can be a challenge in children's thinking. To expand the learning process, sensitive interventions can be provided with adult support when needed during play based learning.

Games Game Design 1611x918 â€
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Development process

Game design is part of developing a game from concept to final form. Typically, the development process is a recurring process, with repeated testing and revision phases. During revisions, additional design or redesign may be required.

Development team

Game designer

A game designer (or inventor) is the person who created the concept of the game, its central mechanism, and its rules.

Often, the game designers also find the game title and, if this game is not abstract, its theme. Sometimes this activity is performed by a game publisher, not a designer, or can be determined by a licensed property (such as designing a movie-based game).

Game developers

The game developer is the person who refined the game design details, watched the tests, and revised the game in response to player input.

Often game designers are also developers, although some publishers do extensive game development to adjust their target audience after licensing a game from a designer. For larger games, such as collection card games and most video games, teams are used and designer and developer roles are usually shared among many people.

Game artist

A game artist is an artist who creates art for one or more types of games.

Many of the game's graphic elements created by the designer when producing game prototypes, revised by developers based on testing, and then further refined by the artist and combined with artwork as games prepared for publication or release.

For video games, artist games are responsible for all aspects of game development that require visual art. Game artists are often important and valued in role playing, card game collections, and video games.

Drafts

The concept of the game is the idea for the game, explaining briefly the core play mechanisms, who is represented by the players, and how they win or lose.

A game concept may be "high-pitched" to game publishers in the same way as movie ideas are given to potential film producers. Alternatively, game publishers holding game licenses for intellectual property in other media may request game concepts from some designers before choosing one to design the game, usually paying designers in advance against future royalties.

Design

During design, the game concept is perfected. Mechanisms are determined in terms of components (boards, cards, entities on display, etc.) and rules. The order of play and possible action of the player is determined, as well as how the game begins, ends, and what condition of victory. In video games, storyboards and screen mockups can be created.

Prototype

Game prototype is a draft version of the game used for testing. Usually, making prototypes marks a shift from game design to game development and testing.

Test

Game testing is a major part of game development. During testing, players play games and provide feedback about the game, the usefulness of components or screen elements, clarity of purpose and rules, ease of learning, and fun to game developers. The developer then revises the design, components, presentation, and rules before testing it again. Further testing can be done with focus groups to test consumer reactions before publication.

During testing, various balance problems can be identified, requiring changes to the game design.

Video game testing is a software testing process for video game quality control. The main function of game testing is the discovery and documentation of software defects (aka bugs). Interactive entertainment software testing is a highly technical field that requires computational expertise, analytic competence, critical evaluation skills, and endurance.

Lessons for Web Designers, From Game Designers - Envato
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Problem

Different types of games pose different game design problems.

Board game

The design of board games is the development of rules and presentation aspects of board games. When a player takes part in a game, it is a player who is subject to rules that create a sense of purpose for the duration of the game. Maintaining player interest throughout the game playing experience is the design goal of board games. To achieve this, game board designers emphasize different aspects such as social interaction, strategy, and competition, and target players with different needs by providing short versus long games, and luck versus skills. Beyond this, the board game design reflects the culture in which board games are produced.

The most ancient board games known today are over 5000 years old. They are often abstract in character and their design is mainly focused on a set of simple rule core. Of those still played today, games like go (c.400BC), mancala (c.700AD), and chess (c.600AD) have experienced many variations of presentations and/or rules. In the case of chess, for example, new variants are developed constantly, to focus on certain aspects of the game, or just for the sake of variation.

Traditional board games are from the 19th century and early 20th century. While the ancient board game design is mainly focused on the rules alone, traditional board games are often influenced by Victorian customs. Academic (eg history and geography) and moral didactic are important design features for traditional games, and the Puritan association between dice and Satan means that the early American game designers kept their use in board games entirely. Even traditional games that use dice, such as Monopoly (based on 1906 Landlord Game ), are rooted in educational efforts to explain the political concept to the masses. In the 1930s and 1940s, board game designs began to emphasize entertainment over education, and the characters of comics, radio programs, and (in the 1950s) television shows began to be featured in game board adaptations.

The latest developments in the design of modern board games can be traced back to the 1980s in Germany, and have led to the increasing popularity of "German style board games" (also known as "Eurogames" or "game designers"). The design emphasis of this board game is to give players meaningful choices. This is manifested by eliminating elements such as randomness and luck to be replaced by skills, strategies, and resource competition, by eliminating potential players to fall backwards in the early stages of the game, and by reducing the number of rules and possible players of choice to produce what Alan R. Moon describes it as "elegant game design". The elegant concept of gaming design has been identified by Leon Neyfakh's The Boston Globe of Leon Neyfakh associated with the Mihaly Csikszentmihalyi concept of the "flow" of his 1990 book, "Stream: The Psychology of Optimal Experience".

Modern technological advances have a democratizing effect on board game production, with services such as Kickstarter providing designers with essential initial capital and tools such as 3D printers that facilitate the production of game pieces and board game prototypes. The modern adaptation of game figures is miniature wargames such as Warhammer 40,000 .

Card game

The card game includes games with cards tailored to the needs of the game, as in many modern games, as well as whose designs are limited by a deck type of card, such as a Tarot or a four-match Latin deck. Card games can be played for fun, like Go Fish, or as gambling games, like Poker.

In Asian culture, special tile sets can serve the same functions as cards, as in mahjong, games similar to (and are considered to be ancestors away from) Western card games. Western domino games are believed to have been developed from Asian tile games in the 18th century.

Magic: The Gathering was the first collection card game (or "trading card game") in 1993.

The line between cards and board games is not clear, as many card games, such as solitaire, involve playing cards to form "tablo", spatial or board. Many board games, in turn, use special cards to provide random events, such as Chance of Monopoly cards (games), or as a central driving driving mechanism, as in many card-driven wargames.

Because cards are usually shuffled and disclosed gradually while playing, most card games involve randomness, either initially or during play, and hidden information, such as the card in the player's hands. This is in contrast to many board games, where most of the current game status is visible to all participants, although players may also have little personal information, such as mail tiles on their respective players' shelves during Scrabble.

How players play their cards, disclose information and interact with previous dramas as they do so, is at the core of card game design. In partnership card games, such as Bridge, the rules of restricting communication between players on the same team become an important part of game design. This limited communication idea has been extended to cooperative card games, such as Hanabi.

Dice game

The dice game is one of the oldest games known and often associated with gambling. Non-gambling dice games, such as Yatzy, Poker dice, or Yahtzee became popular in the mid-20th century.

The line between the dice and board games is unclear, because the dice is often used as a randomization device in board games, such as Monopoly or Risk, while serving as a prime mover of games in games like Backgammon or Pachisi.

The dice game is different from the card game because every dice roll is an independent event, while the chance of a given card is withdrawn by all previous cards taken or revealed from the deck. The design of the dice games is often centered around establishing a combination of ratings and managing playbacks, either by limiting their numbers, as in Yahtzee, or by introducing your luck-press element, as in Unstoppable.

Casino game

The casino game design may include making a completely new casino game, creating variations on existing casino games, or making new side bets on existing casino games.

The math game casino expert, Michael Shackleford has noted that it is much more common for today's casino game designers to create successful variations of an entirely new casino game. Gambling colossist John Grochowski pointed to the emergence of a community slot machine in the mid-1990s, for example, as a successful variation on the type of casino game available.

Unlike the majority of other games designed primarily for the players' interests, one of the main goals of casino game design is to optimize home profits and maximize revenue from gamblers. Successful casino game design works to provide entertainment for players and revenue for gambling homes.

To maximize the player's entertainment, casino games are designed with simple, easy-to-learn rules that emphasize victory (ie, who rules out many winning conditions and some loss conditions), and that provides players with different game positions (eg hand cards). The player's entertainment value is also enhanced by providing gamblers with familiar game elements (eg dice and cards) in new casino games.

To maximize success for gambling homes, casino games are designed to make it easy for the city to operate and the pit manager to keep an eye on.

The two most basic rules of casino game design are that games should not be faked (including as much as possible immunity from gambling profits), and that they must mathematically support home victories. Shackleford suggests that the optimal casino game design should give the house an edge smaller than 5%.

role-playing game

The design of role-playing games requires the formation of settings, characters, and rules of play or basic mechanics. Once role-playing games are produced, additional design elements are often created by the players themselves. In many instances, for example, character creation is left to the players. Likewise, the development of role-playing is determined largely by gamemasters who design individual campaigns can be directed by one of several role-playing game theories.

There is no main core to the role-table role theory because different people want things different from the game. Perhaps the most famous category of RPG theory, GNS Theory assumes that people want one of three things beyond the game - better, more challenging, to make a more interesting story, or a better simulation - in other words better to support worldbuilding. GNS theory has been abandoned by its creator, in part because it ignores emotional investment, and partly because it is not working properly. There are techniques that people use (like pool dice) to create the games they want better - but without a consistent goal or agreement for what makes a good game, no common theory is mutually agreed upon.

Sports

Sports games are made with the same rules as the sports depicted by the game.

Video game

Video game design is a process that takes place in the pre-production phase of video game development. In the video game industry, game design describes content creation and video game rules. The purpose of this process for game designers is to give players a chance to make meaningful decisions in relation to playing games. Video game design elements such as the creation of a fundamental gameplay rule provide a framework in which players will operate, while the addition of narrative structures gives players the reason to care about playing games. To establish rules and narrations, a consistently internally created game world, requiring visual, audio, and programming development for the world, character, and level design. The amount of work required to achieve this often requires the use of design teams that can be divided into smaller game design disciplines. To maintain internal consistency between teams, special software design documents known as "game design documents" (and sometimes even a wider scope of "biblical game" documents) provide an overall contextual guide to moods, corresponding tones, and more less a real aspect of the gaming world.

An important aspect of video game design is human-computer interaction and game nuance.

War games

The first military war game, or Kriegsspiel, was designed in Prussia in the 19th century to train staff staff. They are also played as a hobby of entertainment.

The game of modern warfare is designed to test doctrine, strategy and tactics in a full-scale exercise with opposing forces in places like NTC, JRTC and JMRC, involving NATO countries.

game design | Abduzeedo
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See also

  • Gamification
  • Play (activity)
  • Video game design

4 mobile game design rules by Infinity Blade creators | Obama Pacman
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Note


Video Game Design & Development | Software & Resources | Autodesk
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References


EASY 2D Game Design Tutorial For Beginners, With Mark Rise - YouTube
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Further reading

  • Baur, Wolfgang. Complete Kobold Guide for Game Design . Open Design LLC 2012. ISBNÃ, 978-1936781065
  • Burgun, Keith. Game Design Theory: A New Philosophy to Understand the Game . Publisher: A K Peters/CRC Press 2012. ISBNÃ, 978-1466554207
  • Costikyan, Greg. Uncertainty in the Game . MIT Press 2013. ISBNÃ, 978-0262018968
  • Elias, George Skaff. Game Characteristics . MIT Press 2012. ISBNÃ, 978-0262017138
  • Hofer, Margaret. The Games We Played: Golden Age of Board & amp; Table Games . Princeton Architectural Press 2003. ISBNÃ, 978-1568983974
  • Huizinga, Johan. Homo Ludens: The Study of Play Elements in Culture . Beacon Press 1971. ISBNÃ, 978-0807046814
  • Kankaanranta, Marja Helena. Serious Game Design and Use (Intelligent System, Control and Automation: Science and Engineering) . Springer 2009. ISBNÃ, 978-9048181414.
  • Norman, Donald A. Design Everyday Things . Basic Book 2002. ISBNÃ, 978-0465067107.
  • Take a peek, Steven. Game Discoverer Handbook . Betterway Books 1993. ISBNÃ, 978-1558703155
  • Peterson, Jon. Play in the World . Unreason Press 2012. ISBNÃ, 978-0615642048.
  • Schell, Jesse. The Art of Game Design: A lens book . CRC Press 2008. ISBNÃ, 978-0123694966
  • Salen Tekinbad, Katie. Rules of Play: Game Design Fundamentals . The MIT Press 2003. ISBNÃ, 978-0262240451.
  • Tinsman, Brian. Game Inventor Handbook: How to Create and Sell Board Games, Card Games, Role-Playing Games, & amp; Everything in between! Morgan James Publishing 2008. ISBNÃ, 978-1600374470
  • Woods, Stewart. Eurogames: Design, Culture and Games Modern Council of Europe . McFarland 2012. 978-0786467976
  • Bates, Bob (2004). Game Design (issue 2). Thomson Technology Course. ISBNÃ, 1-59200-493-8.
  • Moore, Michael E.; Novak, Jeannie (2010). Game Industry Career Guide . Delmar: Learning Cengage. ISBN: 978-1-4283-7647-2.
  • Oxland, Kevin (2004). Gameplay and design . Addison Wesley. ISBNÃ, 0-321-20467-0.

Source of the article : Wikipedia

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