ernest adams fundamentals of game design
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Fundamentals of Game Design by Ernest Adams and Andrew Rollings Chapter 5: Creative and Expressive Play © Pearson Education Firewalls and VPNs
Objectives n n Describe self-defining play as a way a player can project his personality into the game world by selecting an avatar and the avatar's attributes Explain creative play as a way to allow players to design or construct as part of the gameplay © 2006 by Pearson Education, Inc. Chapter 5 Creative and Expressive Play 2
Objectives (Cont. ) n n n Understand the difference between constrained creative play and freeform creative play Know how games can provide storytelling play by allowing players to create stories List ways in which you can provide additional creative freedom by allowing the player to modify a game © 2006 by Pearson Education, Inc. Chapter 5 Creative and Expressive Play 3
Self-Defining Play n n Lets the player project his personality into the game world by means other than gameplay choices Methods q q q Avatar selection Avatar customization Avatar construction © 2006 by Pearson Education, Inc. Chapter 5 Creative and Expressive Play 4
Functional Attributes n Functional attributes affect gameplay q Characterization attributes n q Status attributes n n Define fundamental aspects and change slowly or not at all Give the current status of the character and may change frequently When players assign values to functional attributes, they define themselves in a creative way © 2006 by Pearson Education, Inc. Chapter 5 Creative and Expressive Play 5
Functional Attributes (Cont. ) n Allowing players to set all functional attribute values may introduce bugs; instead q q q Give players a fixed or random number of points to assign among all attributes Include a set of default or recommended settings for new players who want to get started quickly Allow players to earn the right to set their character's functional attributes any way they like © 2006 by Pearson Education, Inc. Chapter 5 Creative and Expressive Play 6
Cosmetic Attributes n n n Cosmetic attributes do not affect gameplay Cosmetic attributes make a game more fun at a low implementation cost Typical cosmetic attributes: q q Headgear, clothing, shoes, and jewelry Hair color, eye color, skin color Body type or size Paint color, decals, insignia on vehicles © 2006 by Pearson Education, Inc. Chapter 5 Creative and Expressive Play 7
Creative Play n n Allow players to save and reload creations Computerized creative play can be categorized as q q Constrained creative play Freeform creative play © 2006 by Pearson Education, Inc. Chapter 5 Creative and Expressive Play 8
Constrained Creative Play n n A player can create only within artificial constraints imposed by the rules Play can be limited by the economy Can require that the created items meet specific physical requirements Can require that the created items meet specific aesthetic requirements © 2006 by Pearson Education, Inc. Chapter 5 Creative and Expressive Play 9
Freeform Creative Play n n n Provides unlimited time and resources Traditionally known as sandbox mode Usually offers fewer rewards or no rewards © 2006 by Pearson Education, Inc. Chapter 5 Creative and Expressive Play 10
Storytelling Play n n Provide features that allow players to create and share stories Forums and captured images assist this ability © 2006 by Pearson Education, Inc. Chapter 5 Creative and Expressive Play 11
Game Modifications n n For utmost creative freedom, allow players to modify the game itself Pros q q n Popular with core gamers Extends the lifespan of a game Cons q q You have no control over the mod Allowing players to create mods can put the reputation of your game at risk © 2006 by Pearson Education, Inc. Chapter 5 Creative and Expressive Play 12
Level Editors n Allow players to construct new levels for a game q n Players may be able to construct a new landscape, place challenges in it, and write a script for the game engine to run Tools must be included with the game © 2006 by Pearson Education, Inc. Chapter 5 Creative and Expressive Play 13
Bots n n Artificially intelligent opponent that the player can program Players create tougher opponents than the original game included © 2006 by Pearson Education, Inc. Chapter 5 Creative and Expressive Play 14
Summary n You should now understand q q How players express themselves through their avatars How to provide creative play How to provide storytelling play Why players create mods © 2006 by Pearson Education, Inc. Chapter 5 Creative and Expressive Play 15
ernest adams fundamentals of game design
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