COMP 23: Introduction to Game Development
Brief History of Video Games; Game Design Principles
* No good Game Dev course can be without a history lesson
* Shed insight on the progress and significant contributions to
video/computer games...
* ...and perhaps will enlighten you
* ...so sit back and enjoy the ride!
The First Computer/Video Game
=============================
1952 - A.S. Douglas of U. Cambridge developed Tic-Tac-Toe for the
Electronic Delay Storage Automatic Calculator (EDSAC), a British
computer.
The 60s
=======
The first games were hacked on oscilloscopes and university mainframes.
1962 - Spacewar. Developed at MIT on a PDP-1 (Programmed Data
Processor-1; Digital Equipment); used vector graphics.
1965 - Periscope. Developed by Sega; popularity prompted Sega to ditch
the pinball business and produce more of its own games. See
http://www.pinrepair.com/arcade/sperisc.htm
The 70s
=======
1971 - Computer Space (a Spacewar clone). Developed by Nolan Bushnell
and Ted Dabney; used a regular raster display television set; too ahead
of its time.
1972 - Magnavox Odyssey. The first home video game console developed by
Ralph Baer. A commercial success ($100 a system, 330,000 sold).
1972 - Nolan Bushnell and Ted Dabney found Atari.
1972 - Pong, the arcade machine (by Atari). Home version released in
1975.
1974 - Tank. Developed by Kee Games. The first arcade game to use ROM
chips.
1976 - (Colossal Cave) Adventure. The first text-based interactive
fiction game developed by William Crowther and Don Woods on Digital
mainframes.
1976 - Breakout. Prototyped by then Atari employee Steve Jobs (with the
help of friend Steve Wozniak). Jobs "hosed" Wozniak on bonus money from
Atari. Good read:
http://classicgaming.gamespy.com/View.php?view=Articles.Detail&id=395
1977 - Atari 2600 (128 bytes of RAM); Apple introduces the Apple II. 2
million Atari 2600s sold by 1980 --thanks in part to the next game...
1978 - ...Space Invaders. Developed by Taito in Japan.
1979 - Asteroids. Developed by Atari.
The 80s
=======
1980 - Pac-Man. Developed by Namco. Made over $1 billion since its
release.
1980 - Battlezone. Developed by Atari (who was doing $1 billion in
business).
1981 - Many games released: Donkey Kong, Centipede, Ms. Pac-Man,
Galaxian, Tempest.
1982 - Electronic Arts (EA) is founded.
1984 - Apple introduces the Macintosh (birth of the modern computer).
The best-of-times and the worst-of-times: the game industry > $6 billion
in 1981, then Atari sales down 50% in 1981, the game industry < $800
million by 1984.
1985 - Nintendo Entertainment System (NES)
1985 - Tetris. Developed in the Soviet Union.
1986 - Sega Master System, Amiga by Commodore (computer), and Atari
7800.
1989 - Three major products: Sega Genesis (16-bit console), Nintendo
GameBoy, SimCity (developed by Maxis).
What Sega did right for Genesis: EA sports titles.
The 90s: The Start of the Console Wars
======================================
1990 - Super Mario Brothers 3 (NES)
1991 - Super Nintendo (SNES) released. The 16-bit competitor to the Sega
Genesis.
1991 - S3 introduces first single chip graphics accelerator for PC.
1991 - Two major games: Street Fighter II (Capcom) and Wolfenstein 3D
(id Software)
1992 - Goro lives... Mortal Kombat. Developed by Dan Forden, Ed Boon,
and John Tobias at Midway Games.
Nintendo has $7 billion in sales worldwide; Sega and Nintendo consoles
dominate 80% of the computer/video game market.
1993 - Two major games: DOOM (id Software; 2.5D, not true 3D) and Myst
(Broderbund).
1993 - 7th Guest. First game with full-motion video.
1995 - Windows 95. Make game development significantly easier (DirectX
SDK, plug-and-play).
1995 - Two 32-bit systems released: Sega Saturn and Sony PlayStation.
1996 - Nintendo 64. Cartridge based system aimed for the younger market.
1996 - Quake (id Software). Real 3D engine; multiplayer online game
1997 - Standardization of 3D acceleration; Pentium II 200 MHz PCs.
1997 - Ultima Online. The first 3D Massive Multiplayer Online Role
Playing Game (MMORPG).
1997 - GoldenEye 007 was released for N64. Apparently, the game was
developed by a team of developers who had never developed a game before.
The renown multiplayer mode was an afterthought!
1997 - Final Fantasy VII was released for PS1.
1998 - The Legend of Zelda: Ocarina of Time was released for N64.
1999 - Sega Dreamcast released. 128-bit console.
The New Millennium
==================
2000 - The Sims, developed by Maxis and published by EA. The
best-selling PC game of all time (over 16 million copies)
October 26, 2000 - Sony PlayStation 2 released. 128-bit console; 294 MHz
processor ("Emotion Engine"), made software development difficult.
November 2001 - Microsoft XBox released. 128-bit console; Pentium 4 733
MHz processor; DirectX API; hardware is the strength of the system.
Launch title: Halo
November 2001 - Nintendo GameCube released. 128-bit console; IBM Gekko
Processor at 403 MHz; easier software development; cheapest of the three
systems. Over 20 million units sold worldwide as of 2008.
2001 - Grand Theft Auto III. Developed by Rockstar Games.
2004 - Two handheld systems released: Nintendo DS, Sony PlayStation
Portable (PSP)
November 2004 - World of Warcraft released; over 9 million players /
subscriptions worldwide as of 2008
November 2005 - Microsoft XBox 360 released. Custom IBM PowerPC and ATI
Graphics processors. Very powerful hardware.
Problems with overheating
"Red Ring of Death" (hardware failure of some sort)
November 2005 - Guitar Hero I released
November 7, 2006 - Guitar Hero II released
November 17, 2006 - PlayStation 3 (PS3) released. Chaos ensue in lines
at Best Buy stores across America and on eBay.
Supports Blu-ray. An optical disc can hold up to 25 GB or data.
Expensive to produce initially
40 GB or 80 GB hard drive options
November 19, 2006 - Nintendo Wii released. You no longer need good luck
finding one, unlike the past two years!
Originally code-named "Revolution"
Can play NES / SNES / Nintendo 64 / Sega Genesis / TurboGrafx-16 / Neo
Geo games via emulation and download services
No high definition support
April 2007 - Nintendo profits up 77% (thanks WSJ); Wii outsells the PS3
4:1; XBox 360 outsells PS3 2:1
June 2007 - Apple releases the iPhone
July 2007 - Zynga founded
September 2007 - Halo 3 released. Sold over 8 million copies sold
worldwide.
November 2007 - Rock Band released for PS3 and XBox 360 by Harmonix
Music Systems (based in Cambridge, MA)
January 2009 - Apparently, Wii Sports becomes the best-selling game of
all time (that was quick)
November 15, 2009 - 2D lives! New Super Mario Bros. Wii
December 2009 - Rovio Mobile publishes first Angry Birds
April 3, 2010 - Apple iPad
June 24, 2010 - iPhone 4
November 2010 - Microsoft Kinect
Motivation: Why Do We Love Pong?
- Simple
- Every game is unique
- Elegant representation (of table tennis in real life)
- Social: it takes two to play
- Fun
- Cool
What is a Game?
- What are the differences between a movie and a game?
- A movie does not require any input from a user; a game does
- A movie has a predetermined ending; a game sometimes have no ending, sometimes have one ending, sometimes you can have multiple ways to die
- You have to make (interesting) decisions. There are consequences for all decisions
- What are the differences between a toy and a game?
- Every game is unique; you face different choices in each game
- A game has rules and clearly-defined goals
- There may be constraints in a game
- A game has a universe
- Players
- Objects (e.g., vehicles)
- Terrains
- Behaviors: e.g., physics, sound, speech, emotions
- Pretending - the mental ability to establish a notion of reality
What is a Digital Game?
- Immediate interactivity
- Visible and measurable feedback
- Narrow input and output
- Information manipulation
- Automation of complex systems (e.g., graphics, AI)
- Network communications
- Integration of all the traits above
What is Fun?
- Games tap into human motivation systems
- Fun = self determination theory
Game Design Principles
- "Why should someone else play it?"
- Identify the players and the audience
- Identify the genre, which may automatically put in place constraints
- Identify the universe and landscape
- Identify the constraints and goals
- Determine the criteria for success. How do you win? How do you lose?
- Determine the rules of interaction
- Controls; interaction with character, put the player in some environment
- How do you explain constraints to the player? Do you tell a story?
- Operational issues (e.g., delivery)
Rules
- Semiotics - symbols; sometimes abstract and sometimes have parallels in the real world
- Gameplay - the challenges that a player must face to arrive at the objective of the game; the actions that the player is permitted to take to address those challenges
- Sequence of play - progression of activities
- Goal(s) of the game - the objective of the game
- Termination condition - a.k.a, victory conditions, a.k.a., end-game
- Metarules - rules about the rules
Common Goals in Games
- Beat the final boss
- Save the princess
- Capture the king, the country, flag, etc.
- Save the world
- Beat your opponent, the other guy
- Get the highest score
- Complete all the levels
- Build the best {fill in the blanks} without going bankrupt
- Sandboxing; play God (a.k.a., "wuss" mode)
- Achieve something (e.g., reunite the Triforce)
- Grab a lot of grub
- Get the most kills
- Kill everything that moves
- Be the last man standing
- Don't die
- Beat the clock; don't run out of time
- Character building
- Build relationships
- Solve a puzzle
- Level up
- Make the right choices (well, try not to screw up)
Designing the Gameplay: Making the Fun Happen
- Some skill or strategy involved
- Feeling of accomplishment
- Immersion: you are living a different life, or something that you wish you were
- Anticipation: do I look forward to playing this? Can this pass time? Sometimes addiction.
- Replay value
- A good story
- Believable story
- Good production
- Real-world feel
- Bug-free
- At least give me a chance
- Reasonable learning curve
- Some variety
- Not too linear
- Game balance
- Competition
- Well, is it suitable for certain people?
Core Mechanics
- Determines how the game actually operates
- Consist of data and algorithms that precisely define the game's rules and internal operations
- Should be so precisely stated that the programmers can write the code
- Its functions:
- Operate the internal economy of the game
- Present active challenges
- Accept player actions
- Detect victory or loss
- Operate the artificial intelligence
- Switch the game from mode to mode
- Transmit triggers to the storytelling engine
Designing Core Mechanics
- Keep it simple and elegant
- Look for patterns, then generalize
- Don't strive for perfection (on paper)
- Refinement is important
What are the rules and core mechanics of Monopoly?
Game Balance
- Fairness (start symmetrical: equal resources and powers to all)
- Asymmetrical
- Challenges vs. success
- Meaningful choices: low risk / low reward, high risk / high reward
- Short vs. long
- Rewards
- Punishment
Feedback
- What happens when you win?
- What if you lose?
Uh oh.....Game Design and Gameplay Blunders
- Very flat; linear gameplay
- Incorrect facts
- Really really poor production: bad acting, bad voiceover, bad translation, bad everything
- Bad physics
- The unfinished or rushed game. The consequences:
- Overworked developers
- Bad testing; bugs galore
- Doesn't sell well
- Players get pissed
- Patch /update hell
- I need the CD to play this game?
- False promise (a.k.a., Duke Nukem Forever)
- Not as good as advertised
- WHAT? I HAVE TO PAY FOR THIS PLUGIN IN THE GAME?!?!?!?!
- Dead as you know it
- Unrealistic storyline
- LOOOOOOOOOOOOOOOOOOONG movie that you CAN'T SKIP
- Bad camera control
- Bad AI
- Repetition, no variety
- You can't save
- I don't know what to do; lack of feedback
- Really really clunky user interface
- Too much emphasis on sound, graphics
- Really bad sequel
- Really bad support
- Poor lighting
- Bad port
- Poor performance; game crashes
Game Genres
- Classifications of digital game features
- Describe the style of the game
- Problems:
- Most games fit into multiple genres
- The list of nomenclatures goes on forever (see below)
- No standard; been an issue of controversy
- Importance: Set expectations
- For players: they know what to expect in the game
- For developers: they have to adhere to the design patterns (sometimes known as the "unwritten rules") of the genre
The Running List of Popular Genre Nomenclatures
- Strategy
- First-Person Shooter (FPS)
- Real-Time Strategy (RTS)
- MMORPG
- RPG
- Adventure
- Action
- Simulation
- Sports
- Shoot 'Em Ups / Beat 'Em Ups / Blow 'Em Ups
- Brawlers
- Fighting
- Sidescroller
- Puzzle
- Party
- God Games
- Music
- Space Shooter
- 2D Space
- Movie-Based / Full-Motion Video
- History
- Education / Edutainment
- Simulation
- Stealth
- Interactive Fiction
- Text
- ...and this list goes on!
Genre: 2D Space (a.k.a., Shoot 'Em Ups; Arcade)
- Examples: Space Invaders, Asteroids, R-Type, Defender, Chromium
- Spurred the arcade boom in the '80s
- Easy to develop
- Problems: unrewarding; stale; not a good sell anymore
Genre: Simulation
- Examples: SimCity, any EA sport game
- Mimics real-world scenarios, including physics, atmosphere, and limitations
Genre: Massively Multiplayer Online Role Playing Games (MMORPGs)
- Examples: World of Warcraft, Everquest, City of Heroes, City of Villians
- Descendant of interactive fiction and Multi-User Dungeons (MUDs) (e.g., Ultima)
- Popularly subscription-based for revenue stream
- Character-building
- Requires computer networking
- Problems: software patches; out-of-game economies; addiction; can have lots of mundane and boring tasks
Genre: Interactive Fiction (a.k.a., Adventure, Text-Based or Graphical)
- Examples: Blade Runner, the book, Adventure, Zork
- Sometimes known as interactive drama
- Immersive story
- Primarily text
- Completeness of world
- Prose
- Challenges and puzzles are typically conceptual solved by lateral thinking
- The world is essentially a (mathematical graph) where each node in the graph is a separate scene
- Tree
- Death trap (many ways to be dead)
- Open world
- You are faced with discrete and limited choices
- You could be dead as you know it, or loop around the world with no end
- What to avoid
- Puzzles solvable only by trial-and-error
- Illogical spaces. Perfect example: Legend of Zelda (NES), the second quest
- Require outside knowledge
Elements of a Game Design Document
- Game Title
- Overview
- Gameplay mode
- Core features in the game
- Secondary features in the game
- State diagrams (schematics)
- Internal economy
- Game balance
- Victory conditions
- Interface design (high-tech or low-tech)
The Importance of a Game Design Document