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FUNDAMENTALS OF GAME DESIGN CORE MECHANICS Sayed Ahmed BSc. Eng. in CSc. & Eng. (BUET) MSc. in CSc. (U of Manitoba) http://sayed.justetc.net http://www.justETC.net s a y e d @ j u s t e t c . n e t W w w . J u s t E T C . n e t Presented at the University of Winnipeg, Canada Just E.T.C for Business, Education, and Technology Solutions 1
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Fundamentals of Game Design Core Mechanics

Feb 26, 2016

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Presented at the University of Winnipeg, Canada. Just E.T.C for Business, Education, and Technology Solutions. Fundamentals of Game Design Core Mechanics. Sayed Ahmed BSc . Eng. in CSc . & Eng . (BUET) MSc . in CSc . (U of Manitoba) http://sayed.justetc.net http://www.justETC.net. - PowerPoint PPT Presentation
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Page 1: Fundamentals of Game Design Core Mechanics

1

FUNDAMENTALS OF GAME DESIGNCORE MECHANICS

Sayed AhmedBSc. Eng. in CSc. & Eng. (BUET)MSc. in CSc. (U of Manitoba)http://sayed.justetc.nethttp://www.justETC.net

[email protected] W

ww.JustETC.net

Presented at the University of Winnipeg, Canada

Just E.T.C for Business, Education, and Technology Solutions

Page 2: Fundamentals of Game Design Core Mechanics

CORE MECHANICS Core Mechanics

Determine how a game actually operates What are the rules of the game How the player interacts with them Defines the game play

Page 3: Fundamentals of Game Design Core Mechanics

TOPICS Understanding Core-Mechanics Designing Core Mechanics Explain the role of core mechanics in providing

entertainment How core-mechanics differ between real time and turn

based games How core mechanics are related to level design Key elements of core-mechanics

Resources, entities, and mechanics How you may use them to define rules precisely

Specific implementation of core mechanics In the internal economy of games

A set of mechanics that governs the flow of quantities How designers use mechanics

To create game play (challenges and actions)

Page 4: Fundamentals of Game Design Core Mechanics

TOPICS How to design core mechanics

By reexamining early design work Render it specific and concrete

Discuss random numbers How to use them in Games

Page 5: Fundamentals of Game Design Core Mechanics

FUNCTIONS OF THE CORE MECHANICS IN OPERATION Operate the internal economy of the game Present active challenges Accept player actions Deter victory or loss Operate the Artificial Intelligence Switch the game from mode to mode Transmit triggers to the storytelling engine

Page 6: Fundamentals of Game Design Core Mechanics

FUNCTIONS OF THE CORE MECHANICS IN OPERATION Operate the internal economy of the game

Most important role of the core mechanics Specifies

how the game or player creates, distributes, and uses up the goods on which the game bases its economy

Present active challenges To the player via the user interface Active: governed by the core mechanics Passive: A chasm that the player must jump over

Accept player actions From the user interface Implement the effect on the game world

On other players as well Detect victory or loss

Detect condition for victory, loss, termination Detect success or failure in all challenges

and apply consequences

Page 7: Fundamentals of Game Design Core Mechanics

FUNCTIONS OF THE CORE MECHANICS IN OPERATION Operate the Artificial Intelligence

Operate the NPCs and artificial opponents Switch the game from mode to mode

Keep tracks of modes Changes game play mode Signal User Interface engine to update UI

Transmit triggers to the storytelling engine Trigger story telling engine to weave story

Page 8: Fundamentals of Game Design Core Mechanics

REAL-TIME GAMES VS. TURN-BASED GAMES Real-Time Games

Most games operate in real time The game advances with time All players simultaneously play the game

In multiplayer games Turn-Based

Players Take Turns Real-Time

Core mechanics specify the parameters of a real world that operates on its own whether the player acts or not

Processes operate continuously NPCs do and act what they are supposed to do Banks collect interest One shot event – may happen at players action only

Page 9: Fundamentals of Game Design Core Mechanics

REAL-TIME GAMES VS. TURN-BASED GAMES Turn-Based

Usually no NPC The core-mechanics do nothing until a player

take his turn Once a player is done the core mechanics can

compute the effect Then core mechanics remain idle until the next

player takes his turn You may define processes

But will only work in between players turn

Page 10: Fundamentals of Game Design Core Mechanics

CORE-MECHANICS AND LEVEL DESIGN Level design

What challenges each level will contain Core-mechanics

How challenges work in general But not exactly which challenges each level will

contain But sometimes you may cooperate with level

designers

Page 11: Fundamentals of Game Design Core Mechanics

KEY CONCEPTS To design core mechanics

You must document the different components that define how your game works

Find out the relationship among them Resources Entities

Simple Entities Compound Entities Unique Entities

Attributes of Entities Mechanics

Page 12: Fundamentals of Game Design Core Mechanics

KEY CONCEPTS Resources

Types of objects or materials the game can move or exchange The game handles as numeric quantities May be also water – not countable

Does not refer to specific instances of these objects But the type itself

Core mechanics define the processes by which the game creates, uses, trades, and destroys resources

Rules by which Specific instances of resources

Can legally be moved from place to place Owner to owner Can come into and go out of the game

Non-physical concepts Popularity, resistance to poison as resources Try to quantify them as numbers so that you can manipulate them

Page 13: Fundamentals of Game Design Core Mechanics

KEY CONCEPTS Entities

Particular Instance of a resource State of some element – light – symbolic value Building, character, animal State of a traffic light Simple Entities

Specified by single value Score, state of a light Identify simple entities and define them in core mechanics

Compound Entities More than one data value to describe an entity Wind – speed and direction Each value = an attribute Avatar

A compound entity with another compound entity as attributes

Page 14: Fundamentals of Game Design Core Mechanics

KEY CONCEPTS Entities

Unique Entities Only one entity of a particular type Avatar for example

Attributes of Entities An attribute is an entity that belongs to, and

therefore helps to describe, another entity Defining Entities for Your Game

Find out all entities in the game Define how to keep track of them Define how to represent them through user

interface Programmers will use these entities

Page 15: Fundamentals of Game Design Core Mechanics

KEY CONCEPTS Mechanics

Document how the game world and everything in it behaves

State the relationships among entities The events and processes that take place among the resources

and entities of the game The conditions that trigger events and processes

Describe The overall rules of the game Behavior of particular entities

Operate throughout the game Apply only in particular gameplay modes Global Mechanic

Example: governs when the game changes from mode to mode (with help of entities that record what modes it is in)

Page 16: Fundamentals of Game Design Core Mechanics

RELATIONSHIPS AMONG ENTITIES The value of one entity depends on the value of

another entity They have a relationship Define it in your core-mechanics Numeric-entities: express mathematically Character levels

Experience points earned Character level = exp. Points * 1000

Events and Processes You state that something happens A change occurs Event

A specific change that happens once when triggered by a condition

Page 17: Fundamentals of Game Design Core Mechanics

KEY CONCEPTS Events and Processes

Process A sequence of activities that once initiated continues

until stopped Conditions

To define what causes an event to occur What causes a process to start or stop Conditional statements Define conditions in negative terms

Exception to general rules Entities with their own mechanics

Describe in terms of OOP

Page 18: Fundamentals of Game Design Core Mechanics

RELATIONSHIPS Numeric

Relationship is defined in terms of numbers and arithmetic operations

A bakery can bake 50 loaves of bread from one sack of flour and four buckets of water

Probability of an injury is directly proportional to the weight and speed of the athletes

Need familiarity with algebra and arithmetic Symbolic

What happens when a NPC sees the traffic light to be Red, green, or yellow

Page 19: Fundamentals of Game Design Core Mechanics

INTEGRATION: NUMERIC AND SYMBOLIC RELATIONSHIPS

Your game may need to change the state of symbolic entities based on numeric entities

Page 20: Fundamentals of Game Design Core Mechanics

THE INTERNAL ECONOMY An economy is a system in which resources and

entities are produced, consumed, and exchanged in quantifiable amounts

Game designers: design and tune the game’s economy

Components Source Drains Converters Traders Production Mechanisms

Tangible and intangible resources Feedback loops, Mutual Dependencies, and Deadlocks Static and Dynamic Equilibrium

Page 21: Fundamentals of Game Design Core Mechanics

THE INTERNAL ECONOMY Source

A resource or entity can come into the game world where it was not before The mechanics by which it arrives is called source Enemies at the start, enemies spawn at different points

Each spawn point maintained by a mechanic Production rate Global mechanics Limited or Unlimited

Drains A mechanic that determines the consumption of resources Permanent drop out Shooting draining ammunition Being hit by enemy Consume, decay show a cause for draining

Converters Mechanic or entity Turns one or more resources into another type Production rate, input to output ratio Settlers: grain into flour, rate: one to one (bag) + 20 seconds

Page 22: Fundamentals of Game Design Core Mechanics

THE INTERNAL ECONOMY Traders

Mechanic that trades goods Stock trading game – financial construct, sword

trader Production Mechanisms

A class of mechanics that makes a resource conveniently available to a player

Sources that bring the resource directly into player’s hand

Characters to perform production Command & conquer

Tangible and intangible resources Tangible: Require physical space Intangible: No physical space required

Page 23: Fundamentals of Game Design Core Mechanics

THE INTERNAL ECONOMY Feedback loops, Mutual Dependencies, and

Deadlocks Need some input resources to produce

something Think about deadlock

Static and Dynamic Equilibrium

Page 24: Fundamentals of Game Design Core Mechanics

CORE MECHANICS AND GAME PLAY Challenges and the core mechanics

Passive challenges Not presented by core-mechanics – already there Can implement the actions, detection, and offer reward

Active challenges Offered by the core-mechanics A puzzle to open the door Define rules, actions, outcome

Actions and the Core Mechanics Player Actions Trigger Mechanics

Must specify a mechanic that implements each action in each gameplay mode

Initiate an event, start or stop processes Press a button, UI triggers a mechanic that implements the action,

mechanic – change the posture of the avatar – a symbolic attribute, determine and assign head position from ground

Actions Accompanied by Data Manipulation or storage of data Event mechanic and entity

Page 25: Fundamentals of Game Design Core Mechanics

CORE MECHANICS DESIGN Goals of Core Mechanics Design

Strive for Simplicity and Elegance Look for Patterns, then Generalize Don’t try to get everything perfect on paper Find the right level of detail Revisit your earlier design work

Answer questions such as what is the player going to do? List your Entities and Resources Add the Mechanics Think About your resources Study your entities Analyze challenges and Actions Look for global mechanics

Page 26: Fundamentals of Game Design Core Mechanics

CORE MECHANICS DESIGN Goals of Core Mechanics Design

Strive for Simplicity and Elegance Look for Patterns, then Generalize Don’t try to get everything perfect on paper Find the right level of detail Revisit your earlier design work

Answer questions such as what is the player going to do? List your Entities and Resources Add the Mechanics Think About your resources Study your entities Analyze challenges and Actions Look for global mechanics

Page 27: Fundamentals of Game Design Core Mechanics

RANDOM NUMBERS AND THE GAUSSIAN CURVE Games use random numbers extensively Random numbers are usually generated as

>= 0 and < 1 In Statistics

Probabilities are always calculated between 0 and 1 You can use probabilities to

Generate events randomly Fix number of enemies Example: 10% times an event will happen

Generate a random number, if that’s <= 0.1 Execute the event

Weapon successful hit rating 80% (0.8) – to the aimed target Generate a random number, if that’s <= 0.8

Hit the target

Page 28: Fundamentals of Game Design Core Mechanics

PSEUDO-RANDOM NUMBERS Random number generators (algorithms) usually

use a seed If the seed is the same the sequence of the numbers

will be the same If a game always uses the same seed, the generated

numbers and the sequence will be the same all the time Such numbers are called pseudo random numbers Useful for testing games

Bug fixing – can prevent bugs happening by chance Identify that changing the mechanics has affected the game or

not – fine tune core mechanics However, players play the game

Pseudo random numbers are not used Rather the seed is changed (current time), so that the

sequence of random numbers changes at each play

Page 29: Fundamentals of Game Design Core Mechanics

MONTE CARLO SIMULATION You can test a system with two or few inputs

easily Some direct mathematical relation may exist

But system that are dependent on too many factors May be hard to test Defining mathematical relationship can be difficult Still, using the mathematical relations to understand

and test the system may be difficult Rather you can take random input, and execute the

system, check the output Try to justify that the output makes sense or not If the output is logical or not If not, then you should work on more fine tuning

Page 30: Fundamentals of Game Design Core Mechanics

MONTE CARLO SIMULATION A game tournament with 20 teams

Difficult and time consuming To make people play the game Test if the algorithms resemble fairness or not

Rather automate the game playing Select random inputs Analyze the output Think if the output made sense? Did the weak team defeat the strong team?

Did that happen very frequently – if so the game mechanics is not reasonable/fair – needs

fine tuning If it happened rarely – the game can be assumed to be

fair

Page 31: Fundamentals of Game Design Core Mechanics

UNIFORM DISTRIBUTION Random numbers are generally generated

with uniform distribution The chance of getting any one number is

exactly equal to getting any other number Uniformly distributed die rolls

Die roll = (random number * number of faces on the die) + 1

Page 32: Fundamentals of Game Design Core Mechanics

NON UNIFORM DISTRIBUTION You may want that

Some values will be generated more frequently than others

For example, You are designing a game: olympic shooting

A player who came to play in olympics Most of the times will hit a very close area

• Than he will hit an area far from the center An artificial player needs to be implemented that most of the

times he hits a point close to the center So the random number generation algorithm should

Generate numbers where some numbers (the middle ones)• Will show up more frequently than others

Can be implemented as the sum of the numbers as generated from Two or three dice rolls (at once) From two dice rolls: only one combination yields 2 but six

combinations (six possible ways) yield 7

Page 33: Fundamentals of Game Design Core Mechanics

THE GAUSSIAN CURVE

Page 34: Fundamentals of Game Design Core Mechanics

THE GAUSSIAN CURVE Most things lie somewhere in the middle Rare things lie in the extremes

Page 35: Fundamentals of Game Design Core Mechanics

SUMMARY By this time, you have a clear understanding of

What core mechanics are What they do in games Mechanics consists of

Algorithms and data That governs the way the game is played

How to document core-mechanics In terms of

Resources, simple and compound entities Mechanics composed of

Events, processes, and conditions Internal economy of games

To define the movement of resources from Place to place Owner to owner

Governed by mechnics