CLASS NOTES:
GD150 Game Interface Design & Theory
 
 

 

EXERCISE 2
 
 
OVERVIEW:
 
   


We explored several games and game types, picking one video and one non-video game for our lists, and determining what features that had in common as well as those which made them unique.

King of the Hill
- find a hill
- try to stay on top as long as possible
- push others off when their on top
- goal is to be on top the longest
- one vs everyone

Black Jack
- play against a dealer
- try to get highest sum of cards without going over 21\
- split pairs
- double down
- insurance
- 5 card Charlie
- start with two cards, and repeatedly add card at your own risk

War
- each player lays down a card
- highest card wins all cards
- tie cards require 3 additional cards face down and 1 face up; repeat
- one against many

WarCraft
- stay ahead of opponent as far as resources go
- army vs army
- attack resources, and theats
- managing resources effectively
- take over enemies main base

Tetris
- score points by completing lines
- complete lines by positioning shapes
- try to keep the board from filling up
- playing against yourself
- try to complete as many lines as possible at once for more points
- you have less time to position shapes as you progress (drop faster)

PacMan
- eat all pellets
- avoid being eaten by ghosts
- eat power pills to eat ghosts
- clear all pellets to advance
- speeds up as you progress
- eat fruit for more points
- navigate maze to get around

Components of Non-Video Games
All have players
All have conflict
All have a goal
Base and special cases for playing
Players go though various states
Rules
Decisions to make (usually)

Components of Video Games
Controls via some input device
Can play by self
Built in sounds/atmosphere/environment
Strategy
Rules
Decisions
Goals
Win / Lose conditions
Linear

Similarities
Conflict
Rules
Goals
Decisions
Players
Escapism (different between single player and group games)

Differences
Players: vg 1+, non 2+
Interactivity: vg different (limited reactions from computer)
Environment: vg more constructed

Book’s List
Players
Objectives (Goals)
Procedures
Rules
Resources
Conflict
Boundaries

Reasons Games are Challenging
Learning controls
Learning maps / Finding things
Coordinating people to take down extremely high level monsters
L ots of resources to manage
Cchallenging puzzles
R equires intense observational skills
Action obstacles: jumping, shooting
Learning strategies to kill different enemies

   
     
 
BACK