Wednesday, October 16, 2013

Casual Game Design: Designing Play for the Gamer in All of Us - Part 2

Play Is The Thing
51-79

Identifying playful activities, picking the fun ones out and building games around them. Play is an act in which we we learn, understand and interact with other people or things in the world. Play is argued as an elemental form of interaction and a contributor to culture. Play used as experimentation and socialization. There are no explicit rules to play, but most people develop a good sense for when the lines are crossed.

The more formalized that etiquette and those guidelines become, the closer play inches toward structured games. Understanding how to tap into that primal urge to play gives game designers powerful tools with which to engage players

The Liminal Moment

There is a liminal moment in play when a playful activity transforms into a game. The play provides the spark of fun. The game provides the framework for long-term interaction. It’s the game designer’s job to usher the player through these liminal moments, to transform moments of free play into structured game.

For game designers looking to build casual game experiences, the closer they can keep their game to that liminal moment, the better.

The Rush To Complexity

The adding of new or existing mechanics into a already existing genre to create a new and interesting experience to the user but still holds the fundamental core mechanics from its predecessors. The starting point for the mechanic or how the game reacts to the user would similar to something you may of learnt or seen as a child (FPS - Water gun fights)

The Push Toward Simplicity

Older games can become casual compared to the new ones that add more complexity to keep the players interested.

Casual games are stripped down to the core mechanic and the fun aspect of it instead of piling on added complexity. Eventually it may demand to evolve in complexity to match grown skill and understand of the game.

Patterns Of Play

Attunement play: This very simple interaction produces measurable brain activity and powerful emotional connections. A mother makes eye contact with her child, and the child smiles. The mother smiles back, reinforcing the baby’s smile and bringing the two into attunement. 

Body play and movement: We understand much of the world through our own bodies. From babies flailing their arms as they learn motor control, to kids tossing snowballs at each other, to adults learning the foxtrot, we explore our world and simultaneously entertain ourselves and explore our limits through movement. 

Object play: Much of our play is inspired by objects. We pick them up, shake them, turn them over, spin them, throw them. Through these interactions, we explore the limits of the object. How much stress can it take before it breaks? How far will it fly with a good heave? Babies do it. Grown-ups do it. Object play can also lead to problem solving as you learn to take apart an object and put it back together. 

Social play: Social play runs the gamut from rough-housing to more complex rituals like the Dozens, in which participants trade ribald insults. Animals also engage in social play. This play serves important socialization and cultural functions. 

Imaginative and pretend play: Playing house and other games of pretend may seem like child’s play, but it does wonders for our creativity, at a young age and even later in life. It also helps kids build their own mental models of the world. 

Storytelling-narrative play: Stories are one of the atomic units through which we organize our understanding of the world around us. We group our lives and our days into stories about the characters and events of our lives. Shaping them into stories helps give them meaning and lets us make sense of the random events of life. We largely learn to create those stories through play. We take on roles, we make up tall tales and we share them with each other.

Transformative-integrative and creative play: We use our fantasy play to spark creativity and imagine new possibilities for our play. We imagine all of the different things we might do with a ball and test them out. Sometimes we use these ideas in our lives outside of play as well. Group brainstorming often takes on elements of creative play.


 Tapping Play for Games

Useful ways to think about game design:
  • Physical play - Jumping, kicking, hitting, touching etc, can be restructures in new ways to get the player a new context to master.
  • Playing with others - Lying, accusing, betting, bluffing, bidding, joking, gossiping, comparing, copying, repeating, guessing, swarming.
  • Playing with things - finding fun in the simplest thing helps reveal in our discoveries about how it behaves.
  • Playacting -  playing as someone else, provides immersion into the game and promotes exploration into the story or theme. Extends outside of game, into such things as acting.
  • Daredevilry or pushing your luck - Pushing the limits, testing your abilities and appetite for risk. Joy of preforming a simple action - these activity's offer the trill of seeing just what you can get away with.

Defining Games

Caillois's definition of play:-

Free: in which playing is not obligatory; if it were, it would at once lose its attractive and joyous quality as diversion;

Separate: circumscribed within limits of space and time, defined and fixed in advance;

Uncertain: the course of which cannot be determined, nor the result attained beforehand, and some latitude for innovations being left to the player’s initiative; 

Unproductive: creating neither goods, nor wealth, nor new elements of any kind and, except for the exchange of property among the players, ending in a situation identical to that prevailing at the beginning of the game;  

Governed by rules: under conventions that suspend ordinary laws, and for the moment establish new legislation, which alone counts; Make-believe: accompanied by a special awareness of a second reality or of a free unreality, as against real-life

Casual Game Design:Designing Play For The Gamer In All Of Us

Designing the Levels 
pages 41-50

Will most likely have to make level design's with minimal tools while waiting for the game to be fleshed out. Often they will have to be thrown away as new features get introduced. doing this can help you understand tthe potential and limitations of the game system.

Balancing learning curves to certain target audience can be hard and you may have to cater for many different types of players.

General guidelines for designing levels:

  • Be Empathetic 
level design should not be a struggle between designer and player. No, the game designer should offer a helping hand to guide the players through the level, leading them toward enjoyment.
 
You need be able to put yourself in the position of the players and see the game through their eyes. They don’t know all of the tricks and secrets hidden in the level.  
 
What would the players like to do?

They want to win. Your challenge is letting players do that without  letting them see that you 
let them win. 
 
  • If You Can’t Beat Your level, Then It’s Waaaaaaaay Too Hard 
As a general rule of thumb for casual games, I feel a designer should be able to beat early 
levels in a game with one arm tied behind his or her back.

You have to be able to play through your level from beginning to end and prove it’s winnable.
 
Don’t tune the level for your own enjoyment. Tune it for the player’s enjoyment.  
 
  • Design For The General Audience, Not The Hardcore  
Design your levels to please and thrill the general audience with intermediate skill levels. This is the audience that will make your game a success. You want them to be happy.

The hardcore players always have the loudest voices: they are a minority. 
 
  • Ease Players Into The Game 
Ease players into the game. Introduce one element at a time. If your game has a lot of 
power-ups, dole them out one at a time.
 
Enable players to master the different components. 
 
Since players must spend so much energy learning the game in the first few levels, don’t 
overwhelm them by making them learn tricky levels too. 
 
  • Don’t Forget To Challenge Players 
Without a bit of challenge, the game will lose all sense of vitality, devolving to no more than an exercise with some very idiosyncratic constraints

Dynamic difficulty adjustments

  • Build Levels Around A Central Concept 
A level is like a great pop song. It has a central melody that you can build variations around but underlying the whole level is one catchy hook or idea

Focusing on one idea will help you find the core element of fun in the level and let you polish that to a shine

  • Teach Players To Play The Level 
If your level is all about a particular type of move, give your players space to try out the move and learn to master it before placing them squarely into danger. Otherwise they will repeatedly die and get frustrated.
  
Setup general patterns and rules that players can learn to“read.”If your game requires a particular type of wall jump, set up similar structures for the wall jumps in the easy and hard parts. 

  • Give Players Room To Explore 
Completing the level should require the player to interact with the new feature in some basic and straightforward way.

Forcing them to use it will help push them to use the feature and break them out of their established playing pattern
  
In the next level, use the feature again, but open the play up to let the players explore other aspects of the feature. If it’s a power-up, give them the chance to explore the different facets and ways they could use the power-up.

  • Occasionally Break Your Own Rules (Carefully) 
Once you have set up patterns in your game, you can break your own rules. Do this with care. 
 
You don’t want to call into doubt the entire system of meaning you have created for players
 
  • Create A Plan 
Lay out where you think you will introduce different concepts, power-ups, enemies and content to the game. Make sure this level plan fits with the over-all narrative and goals of the game.

  • Vary Your Levels 
Where possible, get multiple designers to contribute levels to the game. Different designers inject fresh perspectives into the game, with each designer finding new ways to use the level variable tools to create a slightly different experience.

One lead designer should set some basic parameters and target goals for the all levels that the individual level designers follow.
 
  • Refine, Play and Refine 
This is the most important part of level design. Sometimes this will require you take a break from the level for a day or so then come back to it and try it again. A little distance can you give you some much needed perspective on your work.

  • Playtest 
Get outsiders to look at it and carefully note how they play it, where they have fun and where they don’t. Then modify the level to draw out the fun parts and reduce the not-so-fun parts.


More Notes :

Practice is the most important part. If you want to be a game designer, you have to start making games however you can. 

The more obvious and intuitive your rules, the better casual games they will make. Plus, some of these activities may even make good video games.