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ptg7947181 ptg7947181 SECOND EDITION Ernest Adams FUNDAMENTALS of Game Design ptg7947181 FUNDAMENTALS OF GAME DESIGN, SECOND EDITION Ernest Adams New Riders 1249 Eighth Street Berkeley, CA 94710 510/524-2178 Fax: 510/524-2221 Find us on the Web at www.newriders.com To report errors, please send a note to errata@peachpit.com New Riders is an imprint of Peachpit, a division of Pearson Education Copyright © 2010 by Pearson Education, Inc. Senior Editor: Karyn Johnson Development Editor: Robyn Thomas Production Editor: Cory Borman Copy Editor: Rebecca Rider Technical Editor: Christopher Weaver Compositor: WolfsonDesign Proofreader: Scout Festa Indexer: Jack Lewis Interior Design: WolfsonDesign Cover Design: Peachpit Press/Cory Borman Cover Production: Mike Tanamachi NOTICE OF RIGHTS All rights reserved. No part of this book may be reproduced or transmitted in any form by any means, elec- tronic, mechanical, photocopying, recording, or otherwise, without the prior written permission of the publisher. For information on getting permission for reprints and excerpts, contact permissions@peachpit.com. NOTICE OF LIABILITY The information in this book is distributed on an “As Is” basis without warranty. While every precaution has been taken in the preparation of the book, neither the author nor Peachpit shall have any liability to any person or entity with respect to any loss or damage caused or alleged to be caused directly or indirectly by the instructions contained in this book or by the computer software and hardware products described in it. TRADEMARKS Many of the designations used by manufacturers and sellers to distinguish their products are claimed as trademarks. Where those designations appear in this book, and Peachpit was aware of a trademark claim, the designations appear as requested by the owner of the trademark. All other product names and services identified throughout this book are used in editorial fashion only and for the benefit of such companies with no intention of infringement of the trademark. No such use, or the use of any trade name, is intended to convey endorsement or other affiliation with this book. ISBN-13: 978-0-321-64337-7 ISBN-10: 0-321-64337-2 9 8 7 6 5 4 3 2 1 Printed and bound in the United States of America ptg7947181 “In this updated edition of Fundamentals of Game Design, Adams adds much to what was already a thorough look at game design in all its varieties. The result is a veritable feast of design lessons sure not only to satisfy the budding designer’s appetite, but also to refine her palate.” —Ian Bogost, Georgia Institute of Technology “In Fundamentals of Game Design, Second Edition, Ernest Adams provides encyclopedic coverage of process and design issues for every aspect of game design, expressed as practical lessons that can be immediately applied to a design in-progress. He offers the best framework I’ve seen for thinking about the relationships between core mechanics, gameplay, and player—one that I’ve found useful for both teaching and research.” —Michael Mateas, University of California at Santa Cruz, co-creator of Façade “Ernest writes in a way that is very down to earth and approachable to students. It is obvious that he has ‘been there and done that’ and his real-world, unpretentious approach to the material is what makes this text so accessible.” —Andrew Phelps, Rochester Institute of Technology ptg7947181 This page intentionally left blank ptg7947181 To Mar y Elle n Foley, for love and wisdom. Omnia vincit amor. ptg7947181 Acknowledgments It would be a rare developer indeed who had worked on every genre and style of game addressed in this book, and certainly I cannot make that claim. When it came time to speak about subjects of which I had little direct experience, I relied heavily on the advice and wisdom of my professional colleagues. I owe a special debt of gratitude to: Monty Clark Jesyca Durchin Joseph Ganetakos Scott Kim Rick Knowles Raph Koster Mike Lopez Steve Meretzky Carolyn Handler Miller Brian Moriarty Tess Snider Chris Taylor Michelle Hinn and the IGDA Accessibility Special Interest Group I hasten to add that any errors in the book are mine and not theirs. I am also espe- cially indebted to MobyGames (www.mobygames.com) whose vast database of PC and console games I consulted daily, and sometimes hourly, in my research. My technical reviewer, Chris Weaver, provided advice and feedback throughout the book. I cannot express the value to me of his experience as a game designer, game industry entrepreneur, and professor at MIT. A number of my colleagues offered valuable suggestions about different parts of the manuscript; I am particularly grateful to Chris Bateman, Ben Cousins, Melissa Federoff, Ola Holmdahl, and Lucy Joyner for their advice. Several people and institutions generously gave me permission to reproduce images: MobyGames (www.mobygames.com) Giant Bomb (www.giantbomb.com) Björn Hurri (www.bjornhurri.com) Cecropia, Inc. (www.cecropia.com) Pseudo Interactive (www.pseudointerac- tive.com) Chronic Logic (www.chroniclogic.com) and Auran (www.auran.com) Finally, no list of acknowledgments would be complete without recognizing the help of my editors. Robyn Thomas worked hard with me to get the book done under severe deadline pressure, and Mary Ellen Foley, The Word Boffin (www.word- boffin.com), offered valuable insights and editing assistance. I’m also grateful for the assistance of Margot Hutchison, my agent at Waterside Productions, in helping to finalize the contract. Suggestions, corrections, and even complaints are always welcome; please send them to ewadams@designersnotebook.com. ptg7947181 About the Author Ernest Adams is an American game design consultant and trainer currently work- ing in England with the International Hobo game design group. In addition to his consulting work, he gives game design workshops and is a popular speaker at con- ferences and on college campuses. He has worked in the interactive entertainment industry since 1989, and he founded the International Game Developers’ Association in 1994. He was most recently employed as a lead designer at Bullfrog Productions, and for several years before that he was the audio/video producer on the Madden NFL line of football games at Electronic Arts. In his early career, he was a software engineer, and he has developed online, computer, and console games for machines from the IBM 360 mainframe to the present day. He is the author of three other books and the “Designer’s Notebook” series of columns on the Gamasutra developers’ webzine. His professional web site is at www.designersnotebook.com. About the Technical Editor Christopher Weaver founded Bethesda Softworks, the software entertainment com- pany credited with the development of physics-based sports sims, including the original John Madden Football for Electronic Arts, as well as the Elder Scrolls role- playing series. A former member of the Architecture Machine Group and Fellow of the MIT Communications and Policy Program, he is currently a Board Member of the Communications Technology Roadmap and Visiting Scientist in MIT’s Microphotonics Center. Weaver is CEO of Media Technology, Ltd. and teaches part time in the Comparative Media Studies Program at MIT. In 2005, he was inducted into the Cosmos Club for Excellence in Engineering. ptg7947181 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xiv PART ONE THE ELEMENTS OF GAME DESIGN. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .xx 1 Games and Video Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2 What Is a Game? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2 Conventional Games Versus Video Games . . . . . . . . . . . . . . . . . . . . . 15 How Video Games Entertain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 2 Design Components and Processes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29 An Approach to the Task . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 The Key Components of Video Games . . . . . . . . . . . . . . . . . . . . . . . . . 35 The Structure of a Video Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39 The Stages of the Design Process . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 The Game Design Team Roles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52 The Game Design Documents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54 The Anatomy of a Game Designer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62 3 Game Concepts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64 Getting an Idea . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64 From Idea to Game Concept . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67 The Player’s Role. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68 Choosing a Genre . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70 Defining Your Target Audience . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72 Progression Considerations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76 Types of Game Machines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82 4 Game Worlds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84 What Is a Game World? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84 The Purposes of a Game World . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85 The Dimensions of a Game World . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85 Realism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111 CONTENTS viii ptg7947181 CONTENTS ix 5 Creative and Expressive Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115 Self-Defining Play. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115 Creative Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119 Storytelling Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123 Game Modifications . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125 6 Character Development . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .127 The Goals of Character Design. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127 The Relationship Between Player and Avatar. . . . . . . . . . . . . . . . . . 128 Visual Appearances . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134 Character Depth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 142 Audio Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 152 7 Storytelling and Narrative . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .155 Why Put Stories in Games? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155 Key Concepts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 158 The Storytelling Engine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166 Linear Stories . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168 Nonlinear Stories . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 169 Granularity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 179 Mechanisms for Advancing the Plot . . . . . . . . . . . . . . . . . . . . . . . . . . 180 Emotional Limits of Interactive Stories . . . . . . . . . . . . . . . . . . . . . . . 183 Scripted Conversations and Dialog Trees . . . . . . . . . . . . . . . . . . . . . . 184 When to Write the Story . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 192 Other Considerations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 193 Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 197 8 User Interfaces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 200 What Is the User Interface? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 200 Player-Centric Interface Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 201 The Design Process . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 207 Managing Complexity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 211 Interaction Models . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 214 Camera Models . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 215 Visual Elements. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 223 Audio Elements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 230 Input Devices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 233 [...]... won’t go into the theory of game semiotics in detail It is a complex issue and the subject of ongoing research, but it is beyond the scope of an introductory work ■ The gameplay consists of the challenges and actions the game offers the player ■ The sequence of play is the progression of activities that make up the game ■ The goal(s) of the game is also known as the objective of the game and is defined by... Zimmerman, 2003) You now know the formal definition of a game, but from this point on, we’ll use the word game in an informal sense to refer to the game software Phrases like “the game is smart” or “the game offers the player certain options” mean the software, not the play activity itself Video games are a subset of the universe of all games A video game is a game mediated by a computer, whether the computer... video games entertain Chapter 2 introduces the key components of a video game: the core mechanics, user interface, and storytelling engine It also presents the concept of a gameplay mode and the structure of a video game The last half of the chapter is devoted to the practice of game design, including my recommended approach, player-centric design Chapter 3 is about game concepts: where the idea for a game. .. indicates the end of the game by specifying which player has lost Such a game can never be won, only abandoned The RollerCoaster Tycoon game is a good N O T E The concepts of winning and losing are not essential to games, but they make a game more exciting A game must have a goal, but the goal need not be characterized as victory or defeat CHAPTER 1 GAMES AND VIDEO GAMES 8 FUNDAMENTALS OF GAME DESIGN example:... different genres of games and the design considerations peculiar to each genre The final chapter addresses some of the special design considerations of online gaming INTRODUCT ION xvii Part One: The Elements of Game Design Chapter 1 introduces games in general and video games in particular, including formal definitions of the terms game and gameplay It also discusses what computers bring to games and lists... achievement but not necessarily the opposition of forces As a game designer, you should take a broad view of games Think of a game as an activity rather than as a system of rules, as some theorists do Although all games require rules, rules alone do not make a game For a game to exist, it must be played; otherwise it is simply a theoretical abstraction If you think of a game as an activity, it focuses your attention... brilliant single-player game but was not well designed for multiplayer play GAMES AND VIDEO GAMES 15 CHAPTER 1 Conventional Games Versus Video Games A game designer should be able to design all kinds of games, not just video games A game designer must have a thorough understanding of the essential elements— play, rules, goals, and so on—and should be able to design an enjoyable game with nothing but... interacts with the game world A bad user interface can kill an otherwise brilliant game, so you must get this right Chapter 9 discusses gameplay, the heart of the player’s mental experience of a game The gameplay consists of the challenges the player faces and the actions he takes to overcome them It also analyzes the nature of difficulty in gameplay Chapter 10 looks at the core mechanics of a game, especially... the kind of game you are designing and the skills of the individuals on the team From the standpoint of teaching the material, it is simplest to write it as if one person will do all the work How Is This Book Organized? Fundamentals of Game Design, Second Edition is divided into two parts The first twelve chapters are about designing games in general: what a game is, how it works, and what kinds of decisions... INTRODUCTION Welcome to Fundamentals of Game Design, Second Edition—an updated version of the original Fundamentals of Game Design, which was itself based upon an earlier book called Andrew Rollings and Ernest Adams on Game Design I hope you enjoy this book and find it both informative and helpful In the past three years, the field of interactive entertainment has changed in a number of ways, and I felt it was

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  • Contents

  • Introduction

  • PART ONE: THE ELEMENTS OF GAME DESIGN

    • 1 Games and Video Games

      • What Is a Game?

      • Conventional Games Versus Video Games

      • How Video Games Entertain

      • Summary

      • 2 Design Components and Processes

        • An Approach to the Task

        • The Key Components of Video Games

        • The Structure of a Video Game

        • The Stages of the Design Process

        • The Game Design Team Roles

        • The Game Design Documents

        • The Anatomy of a Game Designer

        • Summary

        • 3 Game Concepts

          • Getting an Idea

          • From Idea to Game Concept

          • The Player’s Role

          • Choosing a Genre

          • Defining Your Target Audience

          • Progression Considerations

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