Friday, 19 November 2010

Apple Interactive Concept

When thinking of an Apple interactive concept I considered the idea of designing a game based around the control of a paper airplane. My idea was that by using the touch screen on the iphone; the player would launch a paper airplane across an office and to control the flight of the plane by tilting the iphone, using the gyro + accelerometer, and land it in the in-tray.  I didn’t choose this idea for a number of reasons; firstly; after some research I discovered there are many paper airplane games one of which my housemate owned on her new iphone 4 called paper pilot. Paper pilot used the tilting technique to control the plane but the goal is to collect all the paper clips on the level as fast as you can although there is no time limit. In paper pilot the control of the plane was very easy and you float around endlessly so there is very little to challenge you. After play testing paper pilot I found it very boring and believed my idea was better as it would have posed more of a challenge as you have to make it to the in-tray before you hit the ground.
After this play test it occurred to me that the iphone is overrun with too many meaningless time wasting simple games, just looking at the endless list of games on the phone made me want to try something a little more complex. 
Digital games are an expressive art form often expressing the culture of the time they’re made. I have tried to make my game concept of modern times.
My game is based on a cynical view of world. Urban culture today is often one of fear; phrases like ‘don’t walk down that road at night’ are all too common in modern urban society. Urban society is full of muggings, break-ins, vandalism and not forgetting random violence of strangers looking for a fight. After living near the town centre of Ipswich all my life I have witnessed this sort of behaviour first hand.
In Urban Hero I’m hoping to capture this culture and exaggerate it for effect. The character you play in Urban Hero is the guardian angel of a dark city overrun by crime and evil doers, the police are restricted by rules and are unwilling to put themselves in any real danger. As the Urban Hero you patrol the streets protecting the innocent searching out violent thugs and destroying them with a variety of weapons or unarmed.   

Primary Research

I have never owned an iphone but know a few people who do including my housemate who owns an iphone 4. The after using the iphone 4 I compared it to using the previous model and found i preferred the iphone 4. This because the iphone 4 has increased power so you don't worry about the game your playing slowing and an HD screen so they look clearer. Iphone games have a tendency to be very addictive yet normally very simple like doodle jump or touch grind, however their are more complex games like Prince of Persia.

My experience with the iphone 4 has made me want to choose it as the product for my game to be designed for. This is because of its power and HD screen, I am aware the ipad is also strong in these areas but I want my game to be handheld because I want the controls to be in a location so the player can play the game using their thumbs. The ipad is too big for me to achieve this.

Character Development – Urban Hero
To develop my character I took inspiration in real life trying to make him look like a normal person so the player can relate to him. I did this by using my jacket in his design and then to give him the sinister assassin look I took inspiration from Ezio in Assassins Creed 2. My reasoning for this being that I wanted the Urban Hero to be seen as a dark avenger.

This a my first concept drawing of my protagonist character the Urban Hero


Thursday, 21 October 2010

Introduction to Games Studies

Defining Games
“The word [game] is used for so many different activities that it is not worth insisting on any proposed definition.” – David Parlett, The Oxford History of Board Games.
I can see the relevance of this statement as it can be difficult to draw the line between a game and just some other activity as what someone perceives as a game can vary from person to person. This is similar to how people can often have different ideas of what’s fun and what’s not. 
However in Katie Salen and Eric Zimmerman’s ‘Rules of Play: Game Design Fundamentals’ they say it’s important to define what a game is if you wish to “formalize the field of game design”.
I agree that finding a definition of a game would help separate game design from other design methods and practice. It will also help anyone wanting to create a game understand what is needed to make that game appealing as it would define what a game consists of and what is expected from a game. 
It would also be useful to define ‘play’ and what it is in relation to the word ‘game’. In ‘Rules of Play’ the author has raised the point that ‘play; and ‘game’ may be separate in English but in other languages they are not. However using the fact English separates the two is useful to define exactly what ‘play’ and ‘game’ are and how they relate to each other. There are times when games are a subset of play and play is a component of games as mentioned in ‘Rules of Play’. For example not all forms of play would involve what we might call a game, such as a child playing on a swing or playing with a puppy. It would seem the play is less organised then a game and doesn’t necessarily follow any rules, have structure or an end goal. A game on the other hand cannot exist without play as games are created for players and have no purpose without them.
Another way of looking at the relationship of ‘play’ and ‘game’ in the field of game design is that games contain play as one of their components. As said in ‘Rules of Play’ “The experience of play is but one of many ways of looking at and understanding games”.  
John Huizinga a Dutch Anthropologist published a study in 1938 of the play element in culture.  
He defines play as:
·         Outside ordinary life
·         “not serious”
·          Utterly absorbing
·         Not to be associated with material interests or profit
·         Takes place in its own boundaries of time and space
·         Proceeds according to rules
·         Creates social groups that separate themselves from the outside world
My comments on the definition in the order they appear above.
·         Outside ordinary life- I agree that play does take place separately from any ordinary or constructive activities.
·         “not serious” – The whole idea of the play and gaming is that it is not serious. It’s meant to be a fun casual activity done out of your own free will.
·         Utterly absorbing- Play and gaming is very absorbing as you are doing it of your own free will so if you choose to play you are doing it because you enjoy it and it is easy to get lost in the activities you enjoy.
·         Not to be associated with material interests or profit- When you play a game you are doing it for your own satisfaction not to increase your wealth or material possessions. However if you include gambling activities such as poker under play or gaming then there is an aspect of desire to make a profit.
·         Takes place in its own boundaries of time and space- It’s true that when playing a game you make time for it and it almost seems to take place in another world entirely as it is not strictly part of the real world.
·         Proceeds according to rules- As I mentioned earlier play doesn’t necessarily require rules in my opinion but in relation to games it does. Games have to follow rules and restrictions to function even if they give the impression of giving the player fee will there are always rules set in place.
·         Creates social groups that separate themselves from the outside world- Play and gaming can definitely cause people to separate themselves from the outside world. When you play a computer game you are in the games reality, for example if you are playing a single player game like Fallout 3, whilst you are playing the decisions you make don’t affect the real world just the world that hypothetically exists in the game itself. It’s obviously an option to play multi-player games whether they are computer games or another type of game you may be interacting with other people but you are doing so through a game. So instead of being separated from the outside world alone you are doing it in a group.       


Comment on Lecture
Are Games still Primitive 
      It would seem wrong in a way to suggest games are primitive given how advanced and impressive digital games are in how they look and their content. Digital games are displaying brilliant and realistic graphics, as well as the capability to include massive environments and storylines extending the gameplay time of some games. Good examples of this are Oblivion: The Elder Scrolls IV and Fallout 3 both made by Bethesda, both have very good graphics, large and complex environments and a vast amount of content for the player to interact with.
      However as impressive as this is digital games haven’t been around long enough for anyone to say with conviction that they have reached their true potential. Digital games are obviously limited by the technology around at the time so it would make sense that the more powerful the consoles get the more impressive the games become. Games haven’t been taken as seriously in the past as they are now. It’s only recently that some people consider games as a form of art and still not viewed like this by everyone. So looking from this perspective games potentially have a long way to go and there will surely be many new ideas on how they work and what they contain in the future. This would mean games are in fact still primitive despite appearances.     

What makes a Game?
Goals and Objectives in Games
      Games need to have a goal for the player to aim for otherwise the game would have no purpose. The reason goals are so important to games is that everything the player does will ultimately be connected to achieving a goal. A game can be made up of many goals or objectives some of which can be put in place to complete larger objectives such as mini or optional objectives. For example say the goal is to get through a door and in order to do so you have to get a key, and someone gives you the key for completing a mini objective or as an optional objective you can kill them and take the key.
      A goal or objective should be considered carefully by the designer as it can reflect what sort of game they make. The objective should, where applicable, hold relevance to the story of the game. For instance if an objective is integrated properly it can improve the impact of the story as the player will feel as if they are involved directly in the story as appose to the story taking place in cut scenes and the player completing meaningless objectives. A game designer can also use goals or objectives to convey a feeling of freedom in a game. for example in Fallout: New Vegas there is a main storyline objectives  but also many side quests that are optional and often have no fixed outcome giving the feeling of freewill and control in the outcome of the game. 
      An example of a game where the player is free to set their own goals is The Sims where the only set objective is to keep your household alive as you manage the lives of the character you create in the game.   
Rules
      All games are made up of rules that the player has to keep to and whilst playing has to accept those rules. Rules are a crucial element to games as they determine how a player completes the objectives of the game. Some games have very rigid rules such as Crash Bandicoot where you often travel in one direction of a set path to reach your goal on each level. Other games like Oblivion: Elder Scrolls IV you are given the illusion of freedom as you have a large varied environment to travel where you wish with hundreds of different objectives for you pursue and can even choose how you complete most of them. However, the player may feel free but is far from it as all games, Oblivion included, have set rules that cannot be broken. There is always a limit to every environment and a character may seem to be customisable in anyway but you always have to work within the limits in the game. Rules are also there to ensure the success of the game. For instance rules can be put in place to ensure a game doesn’t end too quickly or last too long, as well preventing a stalemate or giving one player an unfair advantage. An example of which would be in Monopoly when a player rolls three doubles in succession they go to jail and don’t pass go collecting £200. This stops players from travelling around the board too quickly and collect money or properties too fast.
Decision making in Games
      Games are made up of many decisions made by the player even if they don’t realise it. Decision making is part of what makes a game fun such as how you want to defeat an enemy, what weapon to use or what rout to take through a level. A game without decision making would be extremely dull as the player would have no say in what was happening and wouldn’t feel involved.
      I did a play test where I played Fallout: New Vegas for 20 minutes and saw how many larger decisions I made like what direction to travel, whether to search a room, what weapon to use or how to engage an enemy. I found in 20 minutes I made 19 decisions almost one a minute. This helps show that there is a lot of decision making involved in games to keep the player interested by keeping them active.     
   

Tuesday, 19 October 2010

My Board Game Concept



Basic Overview of Board Game
Our team has decided to make a board game called Build It Up, Where the players have to navigate a four corner square board to collect pieces to build an object and the first of up to four players to build their object wins.  
My Idea
I decided to set my game in a dark post apocalyptic world recovering from a nuclear war the reason for which has long been forgotten. The game will be based around a ruined city with dangerous radioactive swamps and vicious raiders.  
In this game each player is a wasteland explorer scavenging for parts to build a vehicle to escape the dangerous regions in which they currently live. 

Aim of the Game
The players have to navigate the board avoiding pitfalls to collect pieces for their vehicle by landing on the piece collection squares. Each of the four players has their own build area where they must take the pieces they collect one at a time until the vehicle is complete.

Dangers and Pitfalls 
The players’ progress will be hindered as they travel around the board some spaces will be marked with symbols representing such as radioactive pools that make a player miss a go or raider squares which steal any piece the player is currently holding. All pieces that have been deposited into the build area are safe.

Board Layout
The board will represent a ruined city and will be split into four areas.
1.      Underground tube station area.
2.      Main city area- ruined urban setting.
3.      Scrap yard area- full of scrap and rubble with more opportunity for parts to collect.
4.      City outskirts- few remaining buildings. A hilly, bare wasteland.  
Each player will start in a different area and those areas will contain their build areas.  Each player will be expected to gain at least one piece from each area.  
Concept for the Board layout


Concept drawing of a character for my board game
 


Concept drawing of the vehicle for my board game


Thursday, 30 September 2010

Board Games Research

Primary Research

Scotland Yard Board Game-Published by Ravensburder
  • 3-6 players
  • Ages 10-99
Scotland Yard is a strategy based game where players representing the police have to work as a team to catch one player labelled Mr X. When our team played Scotland Yard we found it to be a very complicated game to learn. The problem with any game that starts out complicated is that it has to be worth the effort for the player to work out the rules and how to play. Otherwise the player will lose interest before they really understand the game properly.
Secondary Research


Monopoly Published by the Parker Brothers

Monopoly can be traced back to 1903 when a Quaker woman called Elizabeth J. Magie Phillips created a game called "The Landlord's Game" to try and to explain the single tax theory which was published in 1924. People who took an interest in "The Landlord's Game" redeveloped other versions of the game such as "Auctions Monopoly" which eventually became "Monopoly". Monopoly games started to use real street games and landmarks of different cities and towns on the board. This was very clever from a marketing prospective as people who lived or had visited the places could relate to the game. It also added an aspect of realism to the game. - Information sourced from Wikipedia.

Marketing Board Games

Board games are often marketed quite specifically to select target audiences. Monopoly is a prime example as it has adapted itself a huge number of times to appeal to different people. For example Star Trek Monopoly was brought out in the knowledge that Star Trek fans would want to collect this edition. They also targeted specific locations such as Ipswich, Norwich and many more making limited edition versions of Monopoly to entice the people living in or near these areas. It is also interesting to look at how when how a game like Monopoly changes with the culture and technology of society. For example one of the latest versions to be made tried to fit in with the modern culture and technology of today by replacing the Monopoly money with card machines so transactions are done electronically like most are today.