Structure and Progression
This lecture was all about the structure and progression for developing a game.
A game should be easy to learn to play but difficult to master. The player/players should be involved in the game within the first 20 minutes otherwise they lose interest and will simply switch off.
The levels should become progressively harder to keep the interest going. As the player advances there should be more complexities built into the game. For example traps, more enemies and using the AI.
The climax of the game should be the hardest part but not impossible to complete the game.
Remember: A game that is too hard is not fun and a game that is too easy is boring. The best game is one in between and challenges and frustrates enough to provide the player with excitement and joy.
Always get feedback so you can improve it and provide the best gameplay. As the designer you know your own game inside out and can not be objective. Always listen to feedback.
We were also taught that building a game is actually software development. You need to programme your software systems to, for example take away health points when a person gets shot in the game. Economy of design is making the game as best as you can but with simplicity so that you create a game within your budget. I was surprised to learn that if you wanted a 100 things in your game only 2-3 would actually get done.
- Action games
- RPGs (role playing games)
- Adventure games
- Strategy games
They all have:
- An objective
- Their own worlds
- Systems that interact with each other and the player