# Lecture 3 - Formal Elements of Games ### SET09121 - Games Engineering
Babis Koniaris
School of Computing. Edinburgh Napier University --- # Recommended Reading Game Design Workshop. 4th Edition. Tracy Fullerton (2019). - Read Chapter 3 on Formal Elements. - Digital copies are available in the library. ![GameDesignWorkshopBook](assets/images/gdw_book.jpg) --- # What are the Formal Elements of Games? - Structure of the game. Without them, the game is not a game anymore. - Fullerton defines eight elements: - Players - Objectives - Procedures - Rules - Resources - Conflict - Boundaries - Outcome - The Formal Elements help us define games from a design perspective - ** We can also use these elements to scope the technical features** --- # Players --- # Players: who plays and why? - Games are designed for the players. - You must consider your game genre and target audience. - A game should start with an invitation to play. You want to entice the player. - Cinemas dim their lights. - A book uses a cover. - A game has a title screen or introduction video. --- # Multiplayer games - The invitation to play can become quite complicated in multiplayer games. - Can you name unique challenges when inviting players to a multiplayer online game? - You need to check how many players want to join and how many are needed. - Are all of them ready? - Which role is assigned to which player? - Are there any teams? --- # Player Interaction Patterns - A **Player Interaction Pattern** helps us define how players play the games. - There are seven key types: - Single-player versus the game. - Multiple individual players versus the game. - Player versus player. - Unilateral competition. - Multilateral competition. - Cooperative play. - Team competition. --- # Single-player versus the game - A single player competes against the game system. ![SinglePlayerVersusGame](assets/images/SinglePlayerVersusGame.png) (Image source: T.Fullerton. Game Design Workshop. 4th Edition, 2019.) --- # Multiple individual players versus the game - Multiple players competes against the game system. - They do not compete against each other and the action is not directed at other players. ![MultipleIndividualsVsGame](assets/images/MultipleIndividualsVsGame.png) (Image source: T.Fullerton. Game Design Workshop. 4th Edition, 2019.) --- # Player versus player - Two players directly compete. - Within games, the term "Player versus Player" might be used differently. ![PlayerVsPlayer](assets/images/PlayerVsPlayer.png) (Image source: T.Fullerton. Game Design Workshop. 4th Edition, 2019.) --- # Unilateral competition - Two or more players compete against one single player. ![UnilateralCompetition](assets/images/UnilateralCompetition.png) (Image source: T.Fullerton. Game Design Workshop. 4th Edition, 2019.) --- # Multilateral competition - Three or more players compete against each other. ![MultilateralCompetition](assets/images/MultilateralCompetition.png) (Image source: T.Fullerton. Game Design Workshop. 4th Edition, 2019.) --- # Cooperative play. - Two or more players cooperate against the game system. ![CooperativePlay](assets/images/CooperativePlay.png) (Image source: T.Fullerton. Game Design Workshop. 4th Edition, 2019.) --- # Team competition. - Two or more groups compete against each other. ![TeamCompetition](assets/images/TeamCompetition.png) (Image source: T.Fullerton. Game Design Workshop. 4th Edition, 2019.) --- # Example: Witcher 3 - What is the Player Interaction Pattern? ![Wither3](assets/images/witcher3.jpg) - Single-player versus the game --- # Example: World of Warcraft - What is the Player Interaction Pattern? ![WorldOfWarcraft](assets/images/wow.jpg) - Multiple individual players versus the game. - Player versus player. - Cooperative play. - Team competition. --- # Example: Fortnite - What is the Player Interaction Pattern? ![Fortnite](assets/images/fortnite_win.jpg) - Multilateral competition - Team competition --- # Player Roles - You need to define what the player's task is in the game. - Some games offer different roles for the player to choose from. - A Game Master in Dungeons and Dragons has a different role than the other players. - One team member might be the party leader. - Different roles might have different rules associated with them. --- # Objectives --- # Objectives: providing drive and challenge to the player - Players are the heart of the game experience, objectives drive the experience. - Objectives provide a challenge to the player that should be achievable. - Objectives also set the overall feel of the game: - FPS: killing and survival. - The Sims: Manage the lives of simulated people. - Objectives may also be made up of sub-objectives. - Side quests are similar, but normally distinct. --- # Common Objective Types - Capture - Take or destroy something from the opponent. - Chase - Catch an opponent or elude one. - Race - Reach the goal before all other players. - Alignment - Arrange pieces in certain configurations or categories. - Rescue / escape - Get a designated unit to safety. - Forbidden act - Try to make other players perform a forbidden action (laughing, say a word, etc.). --- # Common Objective Types (cont.) - Construction - Build, maintain, and manage objects. - Exploration - Explore different game areas. - Solution - Solve a problem or puzzle. - Outwit - Gain and use knowledge to defeat the other players. --- # Exercise - What is the objective in Super Mario Bros? ![SuperMarioBros](assets/images/mario.jpg) - Saving the princess? - Reaching the end of the level? - Jumping on enemies? --- # Procedures --- # Procedures: How we Interact with and Control the Game - **Procedures** describe how we interact with the game world and how we can act within the game world. - Video games typically define procedures via the input control mechanisms. - Procedures can be broadly broken down into four categories: - Starting actions. - Progression of action. - Special actions. - Resolving actions. --- # Example: Mario's Jump - Mario's jump is one of the best examples of a 'simple' procedure - But it gives a huge amount of freedom and flexibility
--- # System Procedures - Video games are complex systems. - Numerous procedures are running behind the scenes to respond to player actions. - Compare Dungeons and Dragons to a video game RPG. - Example: Calculating the damage based on attributes and random rolls. ![image](assets/images/dnd.jpg) ![image](assets/images/neverwinter.jpg) --- # Rules --- # Rules: Defining Objects and Restrict Actions - **Rules** define the objects and restrict actions in the game. - In chess, the rules define different objects: - King: Can only move one tile in any direction. - Bishop: Can only move diagonal. - In a RTS game, rules define different unit types: - A tank might have more HP than infantry. - The type and amount of damage might be different. - A rule can restrict what you can do in a city builder: - You can only build a building if you have enough money. - You can only build an airport when you reached a population of 100 000. --- # Example: Rules Defining a shotgun - Consider a shotgun in a FPS: - Cost: $500, Damage: 20 - Spread: 10, Range: 5 - Ammo: 2, Magazine: 12 - We can also use rules to restrict certain actions for progression purposes. - Special items in Legend of Zelda series - Providing all capabilities at once can confuse and frustrate the player. - Same applies with tutorials, and any form of learning --- # Rules Determining Effects - Rules that trigger events or effects are very useful when considering the procedures of our game. - We can boil down such rules to a collection of `if` statements: - `if player’s health == 0 then player dies.` - `if player picks up apple then health += 10.` - etc. --- # Resources --- # Resources: providing in-game assets A **resource** is an asset that provides the player with an advantage, allows the player to reach certain objectives, or allows the player to perform certain procedures. - Resources are ubiquitous in games: - Monopoly has money and property. - Command & Conquer has Tiberium. - Halo has health, ammunition, and shields. ![BorderlandsLootBox](http://lootmaster.weebly.com/uploads/3/8/1/3/38139257/7052736.jpg) ![UThealthPack](assets/images/uthealthpack.jpg) --- # Examples of Resource Types Try to name some examples of resources. - Lives - Units - Health - Currency - Inventory - Special terrain - Actions - Power-ups - Time --- # Conflict --- # Conflict: Clash between Objectives, Procedures, Rules, and Resources - **Conflict** occurs due to a clash between the objectives, the procedures, the rules, and the resources. - A great example is golf. - The objective is simple: put the ball in the hole ... - ...but the hole and ball are small ... - ...and you can only move the ball with a little stick ... - ...and the hole is away over there! - Conflict increases the challenge, which increases the fun. - Some Conflict examples: - Obstacles: physical or conceptual. - Opponents: NPCs or other players. - Dilemmas: putting real choice in a game. --- # Example: Starcraft 2 - What is the conflict here? ![Starcraft2](assets/images/Starcraf2.png) - Obstacles: Limits on how many units you can build. - Opponents: AI or other players. - Dilemmas: On what unit or tech should I spend my resources? --- # Boundaries --- # Boundaries - **Boundaries** define where the game is taking place. - Games exist in a world where the formal elements exist. - Sometimes called the magic circle. - Boundaries can be physical. - The normal approach in video games. - Screen boundaries, 3D world boundaries, etc. are all examples of this. - Boundaries can be conceptual. - The players make an agreement to stay within the rules of the game. --- # Outcome --- # Outcome - The **outcome** is the expected payoff from playing the game. - How do we resolve the objectives that the game sets out? - What, if any, is the end state of the game? - Winning is a traditional end point. - The game state where one of the winning conditions (objectives) has been met. - Some games continue without end points. - Sim City, Factorio (if you ignore the rocket), The Sims --- # Summary --- # Try Describing a Game Using the Formal Elements - After the class, try and describe a game (board, video, or social) using the vocabulary of formal elements. - Try to go into some real depth: it will help you understand games more. - Think about the formal elements whenever you play a game. Try and pick apart the individual elements of the game to get a better understanding of how it is put together. --- # Summary - **Players**: Who is playing our game? - **Objectives**: What is the goal of playing the game? - **Procedures**: How is the game played? - **Rules**: What are the restrictions on how the game is played? - **Resources**: What assets are available in the game? - **Conflict**: How do the objectives, procedures, rules, and resources constrain each other? - **Boundaries**: Where is the game played? - **Outcome**: How is the game resolved?