CMPM 176: Advanced Game Design: Parts, Attributes, and Scope

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This assignment provides a detailed exploration of advanced game design concepts based on Seller's "Advanced Game Design". It addresses how game parts inform the scope, defines name-value pairs and their importance in representing data, and explains how to determine which attributes should be included in a game, including exceptions for one-use attributes. The discussion covers attribute ranges, their requirements, and provides an example from the game "Angry Birds". Finally, it summarizes the process of defining parts, attributes, and subsystems as described by Seller's. This student-contributed assignment is available on Desklib, offering valuable insights for students studying game design.
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Running head: ADVANCED GAME DESIGN
ADVANCED GAME DESIGN
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1ADVANCED GAME DESIGN
1. How do the parts of the game inform the scope?
There are different parts of a game such as game mechanics, characters, dialogue
as well as user interface. In simple video games, these are often taken care by a single
designer however for larger projects there are separate designers for each of these parts
and separate budgets that has to be taken into consideration.
These parts determine the amount of features, functionalities that should be
allowed or disallowed within the game (Schell 2014). The complexity of the game parts
informs the scope as well as the number people and budget allocated.
2. What are name-value pairs?
According to Seller’s, in the computing world, a name-value pair is a basic form
of representing data. He has stated that the designers often prefer a data structure that has
the provision of future extension without having to modify the existing code or the data
(Nordvall 2013). He stated that the designers prefer open-ended data structures in the
design of games.
The name-value pair comprises of a data value as well as a name that identifies
the data value, which exists in the entry control block, unless a data value removal
request is or till the ECB exits.
3. How to determine the attributes that should be included in the game and what is one
exception of one-use attributes?
There are different attributes such as player role, game play, and perspective of
the game, its genre, platform, target audience, game world and game marketing
strategies, which must be considered by the designers while successfully designing the
game.
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2ADVANCED GAME DESIGN
During the design of a particular game, once the value of a standard attribute
changes, its corresponding property value is also automatically updated using one use
attributes and vice versa.
4. Attribute ranges, their requirements, and provide an example of one from a game.
The attribute ranges are the limit of the permissible values of each of the gaming
attributes that has to be taken into consideration. They have different requirements such as
understanding the target audience will need surveys to be conducted among the different
categories of gamers (Fullerton 2014). The genre and the gameplay will have different kinds
of cost factors associated to them which again will need the expert opinion and feedbacks
from the users to be decided.
Angry birds is a game in which the target audience were mainly children below
the age of 14 and it was a flash game that was completed in a lesser budget than other
complex games.
5. In your own words, list the process of defining parts, attributes, and subsystems that
Seller’s describes.
Parts are defined using the different attributes as well as the loops that run in the
source codes of the games as designed by the designers (Whyte, Smyth and Scherf 2015).
The attributes and subsystems can be decided based on the kinds of bugs that needs to be
fixed by the designers as well as the surveys from the users that help in improving the
game further.
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3ADVANCED GAME DESIGN
References:
Fullerton, T., 2014. Game design workshop: a playcentric approach to creating innovative
games. CRC Press. 3rd edition.
Nordvall, M., 2013. The Sightlence game: designing a haptic computer game interface. In Digra
international conference. DiGRA. Volume: 7.
Schell, J., 2014. The Art of Game Design: A book of lenses. CRC Press. 2nd edition.
Whyte, E.M., Smyth, J.M. and Scherf, K.S., 2015. Designing serious game interventions for
individuals with autism. Journal of autism and developmental disorders, 45(12), pp.3820-3831.
DOI: 10.1007/s10803-014-2333-1.
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