Index of /Kuliah2016-2017/SejarahGame

Day 1 & 2

HISTORY OF GAME DESIGN
Kholid Fathoni, S.Kom., M.T.

QUESTION FOR YOU:
WHY DO YOU PLAY GAMES?

WHY DO PLAYERS PLAY?
SOME INTUITIVE ANSWERS:
Players want to HAVE FUN!
Players want a challenge – sense of accomplishment, or adrenaline
rush
Players want a dynamic solitaire experience – different from books or
movies- interactive.
Players want to socialize – play with friends and strangers over the
network; bragging rights
Players want bragging rights- high scores & score comparisons at the
end of each multiplayer tournament
Players want an emotional experience – excitement in shooters; fear
in horror

Players want to fantasize – do what is not normally possible; become
someone else

WHAT DO PLAYERS EXPECT?
Expect to be Immersed – suspension of disbelief, ignoring their own
surroundings.
Expect a consistent world – same rules should apply everywhere.
Expect to understand the game-world’s bounds – What is possible
and not possible in a game.
Expect reasonable solutions to work – ie solutions should not be
arbitrary.
Expect Direction – truly free form games do not really exist (yet);
players want some notion of a goal.
Expect to accomplish a task incrementally – ie sub-goals present
themselves towards the final goal.

WHAT DO PLAYERS EXPECT?
Expect to Fail - save games are therefore important.
Expect a Fair Chance – multiple levels of difficulty – the game must
be at least completable at the easiest level.

Expect to Not Need to Repeat Themselves – repetitions should also
include some differences (e.g. different levels of a platformer).
Expect to Not Get Hopelessly Stuck – provide multiple solutions to a
problem so that if a user forgot to do something early on in the game,
they are not prevented from finishing the game. RPGs are notorious
for this.
Expect to Do, Not Watch – do not make cutscenes too long; provide a
way to skip through long scenes.

WHAT DO PLAYERS WANT
A LITTLE SURVEY
From this list choose and rank the top 3 features that are most important to you in
order to attract you to plunk down $50 to buy a game.
Good weapons
Interactivity
Unpredictability
Lots of Action
Excitement
Interesting Story
Realistic Graphics

Good sound effects
Good characters
Others- please specify

What type of game player are you:
Casual Player – play arbitrary games now and then
Hobbyist – have many genres of games but not an expert in any one
Hardcore – hobbyist who is an expert in a genre and follows it “religiously”

47.5

1st most important thing…
5.7

Steve Jones
1162 respondants
Name 3 of the most
important characteristics of
a good game.
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0.7

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SURVEY SEZ
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SUMMING UP ALL THE FREQUENCIES FROM
THE 3 TABLES
600

500

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552
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DESAIN GAME
Proses:
Imagining a game.
Defining the way it works.
Describing the elements that make up the
game (conceptual, functional, artistic, and
others).
Transmitting that information to the team
that will build the game.

SENI ATAU SAINS?
Seni yang membutuhkan kreatifitas super yang
hanya dimiliki orang berbakat.
ATAU
Sains yang memerlukan matematika,
bagaimana menetapkan aturan2,
keseimbangan peran, persamaan2, dan aliran
serta pembagian sumber daya.
Memandang hanya dari masing2 satu sisi ini
saja ternyata tidak komplit.

MIX ANTARA SENI DAN SAINS
(MULTI DISIPLIN ILMU)
Desain game tidak sepenuhnya seni yg berupa
konsep awal dan ide-ide kreatif.
Define and refine, implement --> rekayasa
perangkat lunak
Nor is game design purely a science; it doesn't posit
hypotheses or seek truth. It's not bound by rigorous
standards of logic or formal methods.
Designing a game requires both creativity and
careful planning.

PENTINGNYA DESAIN
Ambil Mc Donald sebagai contoh. Warna kuning dan
merah yang mencolok. Psikologi mengatakan warna
kuning merangsang lapar, sedang merah
meningkatkan anxiety dan kebutuhan untuk
bergegas. Konsep untuk fast-food, makan cepat,
dan pergi. Tersedia pula fasilitas drive-thru, takeaway (selain dine-in).
Games boleh jadi terlihat sangat menarik, tetapi bila
tidak ada gameplay, maka itu bukan game; demo yg
menarik. Contoh: Quake versi asli dg teknologi yg
menakjubkan, kualitasnya buruk sebagai sebuah
single-player gameplay.







The rules that define the operation of the game world make up the core
mechanics of the game, or the foundations of gameplay.
All games tell a story. The complexity and depth of that story depends on the
game. In adventure games such as Grim Fandango, the game is the story. At
the other extreme, it's the player who tells the story by the act of playing, for
example Tetris.
Interactivity is the way that the player sees, hears, and acts within the game's
world—in short, the way the player plays the game: graphics, sounds, user
interface—everything that comes together to present the gaming experience.

ELEMENT GAME (1)
Nonton tivi, film bioskop dan membaca bersifat pasif.
Passive entertainment disajikan dan Anda tidak perlu
berpartisipasi.
A game is a form of participatory, or interactive
entertainment. When people play a game, they are
being entertained by actively participating.
A game takes place in an artificial universe that is
governed by rules. The rules define the actions; boleh
dan tidak boleh/bisa.
Kebanyakan dari aturan2 ini justru tidak eksplisit.
Computer games generally allow you to try anything you
want.

ELEMENT GAME (2)
The rules also define the obstacles, or challenges, that
the players must overcome to win the game.
Victory conditions.
Loss conditions
Eksplisit atau implisit

Some computer games have no victory condition.
Civilizations: sim-city tujuan akhir di-set sendiri oleh player.
Tetris: tiap level makin sulit dan player akhirnya terpaksa
menyerah kalah. Memiliki scoreboard (top ten players).

ELEMENT GAME (3)
SETTING, MODEL INTERAKSI DAN PERSPECTIVE
Setting = World = Dunia
Model Interaksi:
Jika seorang pemain di dunia mengendalikan satu karakter
atau satu keping/unit yg mewakili dirinya, dan jika karakter
itu ada di satu tempat saja dan hanya mempengaruhi local
area di sekitarnya, character itu disebut avatar. Contoh:
mario bros
Jika player dapat melihat banyak tempat di dunia, bertindak
(dan mempengaruhi komponen2 lain), disebut omnipresent.
Contoh: catur

Perspektif: cara player melihat dunia.
Side-scrolling
Aerial, top-down, isometric
Fps, 3d

ELEMENT GAME (4)
PERAN PLAYER
Di Monopoly, player sebagai juragan kos2an.
Di game side-scroller perang antariksa, semua
pesawat lain adalah pesawat lawan. Tembak
semua yg bergerak.
Di Madden NFL Football, player kadang2
sebagai pemain atau pelatih (manajer).
Di Police Quest, player sebagai polisi yg patuh
pada aturan. (Contoh lain: Virtual Cop)

ELEMENT GAME (5)
Mode dan Struktur
Realism
Seberapa riil?
Realistis versus Abstract
Microsoft Flight Simulator vs Digger, Pacman

Distorsi
Game sederhana
Friendly Fire vs Hostile
Peluru yg tidak terbatas
Membawa beberapa lemari perangkat keras, tetapi tidak
berdampak pada laju pesawat

Spatial (ruang)
Waktu
Believable environment
Suspension of Belief

AUDIENS
Core versus Casual
Tingkat usia
Anak-anak Balita
Remaja
Tingkat pendidikan

Dewasa
Kekerasan, berdarah
Bahasa

Game Semua Umur (?)

Action

GENRE

Arcade, kecepatan tangan, psiko-motorik, sedikit taktik

Strategi-Taktik
Strategi: Hancurkan benteng sisi timur
Taktik: Kerahkan ketapel dikawal oleh infantri

RPG
Taktik, logistik dan eksplorasi
Tantangan ekonomi
Puzzle

Real World Simulations
Olahraga dan Kendaraan
Fine-tune detail di area konsentrasi

Construction and Management
Adventure
Eksplorasi dan Teka-teki

Puzzle (Teka teki)
Logika dan biasanya bertema

TIPE MESIN GAME
Console
XBOX, Sony PS3, WII
Karakteristik
Keyboard (?)

Lingkungan Pengembangan
Emulator

PC
OS: Microsoft, Linux
Karakteristik
Joystick (?), Mouse

Pilihan Pengembangan

Genggam
Nintendo, PSP
Karakteristik
Lingkungan Pengembangan
Emulator

GAME CONCEPT WORKSHEET (1)
What is the nature of the gameplay? That is,
what challenges will the player face? What
actions will the player take to overcome them?
What is the victory condition for the game, if
any? What is the player trying to achieve?
What is the player's role? Is the player
pretending to be someone or something, and if
so, what? How does the player's role help to
define the gameplay?
What is the game's setting? When and where
does it take place?

GAME CONCEPT WORKSHEET (2)
What is the player's interaction model?
Omnipresent? Through an avatar? Something
else? Some combination?
What is the game's primary perspective? How
will the player view the game's world on the
screen? Will there be more than one
perspective?
What is the general structure of the game?
What is going on in each mode, and what
function does each mode fulfill?

GAME CONCEPT WORKSHEET (3)
Is the game competitive, cooperative, team-based, or
single-player? If multiple players are allowed, are they
using the same machine with separate controls or
different machines over a network?
Does the game have a narrative or story as it goes
along? Summarize the plot in a sentence or two.
Does the game fall into an existing genre? If so, which
one?
Why would anyone want to play this game? What sort
of people would be attracted to this game?

FREEWARE GAME ENGINE/OPEN SOURCE
GAME ENGINE
• Blender
• Golden T Game Engine (GTGE)
• DXFramework
• Ogre
• Aleph On

COMMERCIAL ENGINES/GAME ENGINE
BERBAYAR (KOMERSIAL)
• Alamo
• A.L.I.V.E
• BigWorld
• DXStudio
• Dunia Engine
• Euphoria
• GameStudio

GAME DESIGNER

1. Lead Designers/Visionary
2. Game Mechanics
3. Level/Mission Designers
4. Story and Dialogue Writers

GAME CODER

1. Lead Programmer
2. Game Mechanics Programmer
3. 3D graphics Programmer
4. Artificial Intelligence Programmer
5. User Interface Programmer
6. Audio Programmer
7. Tools Programmer
8. Mission /Level Editor Programmer
9. Network Programmer

GAME ARTIST

1. Art Director
2. Concept Artist
3. 2D artist/Interface Designers
4. 3D modeler
5.Character modeler
6. Texture Artist
7.Animation/Motion capture studio

AUDIO

1. Sound effect
2. Music