A History of Games: A History of Games staffanb@cs.chalmers.se
But First!: But First! Exercise today!
Time: 13.00-15.00
Meet in Grace Hopper (here, duh.)
Instructions given there|here!
Reminder
Instructions on assignment #1 is available on the course web site
Today’s lecture: Today’s lecture History of Games
Evolved & Designed Games
Before Computer Games
History of Computer Games
Computer Games today & tomorrow
Famous Game Designers
Intended takeaways
Gameplay mechanics
View on design
117 Slides…
Playing is older than games: Playing is older than games Playing done in many animal species
Training
Passing knowledge
Determining social rang
First way to negate
Possible between species
Evolved & Designed Games: Evolved & Designed Games
Evolved & Designed Games: Evolved & Designed Games Evolved Games
Games that have no documented original design
Many anonymous designers
Variant rule sets
Rule sets maintained through organizations or manufacturers
Designed Games
Identified designer
Often commercial intent
Original rule set
Example evolved games - Bowling: Example evolved games - Bowling Egyptian Tombs
5200 BC or 500 BC
Monasteries
Metaphorical teaching tools in monasteries and church where the pins represented heathens
Medieval Europe
Use in English courts gave rise to the concept of king-pin
United States
Banned in the 19th century due to betting
Nine-Pin Bowling changed into today’s Tin-Pin Bowling
[another example Chess] Sources:
Brasch, R., How Did Sports Begin?, Tynron Press, 1986
Levison, D. & Christensen, K. (eds.), Encyclopedia of World Sports – From Ancient Times to the Present, Oxford University Press, 1999.
Example designed Games - Basketball: Example designed Games - Basketball James A. Naismith, 1891
Design criteria
enjoyable by average people
skill rather than strength or weight
ball easy to handle, difficult to conceal
no tackling
[another example Landlord]
Differences and Similarities between Evolved and Designed Games: Differences and Similarities between Evolved and Designed Games Differences
Gradual improvement - Original idea
Improvised Gameplay - Intended Gameplay
Similarities
Same general structures
Can be analyzed same way to look at gameplay
Claims to be in one category can be wrong
First Games?- First suspect: Sport: First Games? - First suspect: Sport Ritualized forms of other activities
Running
Wrestling
Archery
Gameplay features
Produce a measure of physical skill by competition against other person
First Games?- Second suspect: “Dice” Games: First Games? - Second suspect: “Dice” Games Randomizers
Objects used for divination
Evidence
Staves found in Tutankhamen’s tomb (~1323 BC) together with gameboard
Similar staves found in the royal tombs at Ur together with another gameboard
Mentioned in the Rig Veda (~1500 BC)
Gameplay features
Produce a random outcome within well-defined limits and clear states
Source:
Parlett, David, The Oxford History of Board Games, Oxford University Press, 1999
First Organized Games: First Organized Games Funerals
Gladiators
Religious festivals
Olympic Games, 776 BC
Judges
Truces between countries,
Participants status as religious pilgrims
Gladiator Games
Celebrate battles at funeral
Changed when Julius Caesar organized one in honor of his dead daughter
Dice Games: Dice Games Inventors
Lydians of Asia according to Herodotus
Predecessors
Binary Lots
Astragals
Depicted ~800 BC
Gameplay features
Provide variety of ranges for randomizers and tie results to abstract measures – numbers
Meta game – betting on outcome (but equally possible from sports)
Will of the gods - not taxed!
Board Games: Board Games Origins
traced to keeping track of player’s scores in dice games
Gameplay features
Introduced game token to maintain game state
Linked series of actions to randomized values to manipulate game state
Racing games: Racing games Interpreting movement on board as physical movement
Ludo (from Pachisi, ~700 BC)
Backgammon (from Senet & Mehen, 2650+ BC)
Gameplay features
Introduction of the concept of a game world
Introduction of several game tokens controlled by one player introduced choice
Capturing other tokens meant that effects of changing one part of the game state by have additional effects – abstract events
Perfect Information Games: Perfect Information Games Removal of randomness from board games
Chess (referred ~600 AD)
Go (from Wei-qi, 2000 BC)
Gameplay features
2D game world
Focus on mental skills
Actions defined by tokens
Context-dependent actions
Functionally different tokens
Possible to predict opponent
Additional goals based on space control, space filling, connection, and collection
Side note – Perfect Information Racing Games : Side note – Perfect Information Racing Games No known examples of evolved variants
Design Variants
Bantu, 1955
Hare & Tortoise, 1974
Imperfect Information Games: Imperfect Information Games Making part of the game state unknown to players
Stratego
Battleship
Blind Chess | Kriegspiel
Gameplay features
Hidden game state
Heterogeneous information availability
Need of umpire for gameplay to commerce
Skill Games: Skill Games Board games where movement is determined by successful action or performance
Scrabble
Trivial Pursuit
Pictionary
“Normality Game”
Balderdash (Rappakalja)
Apples to Apples
Gameplay features
Introduction of variety of skills – social, artistic
Tabletop or Miniature Games: Tabletop or Miniature Games Origins in forms of kriegspiel
Similar to board games but use graphically depicted miniatures
Warhammer
Warhammer 40K
Gameplay features
Continuous game world
Players own game tokens they use
Requires players to do extra-game activities
Card Games: Card Games Background intertwined with Dominoes & Mah-Jong tiles
Modern variants probably Persian origin
Brought to Europe by Arabs 13th century
Specialized decks quite late
Gameplay features
Game systems
Bipartisan
Random but fixed distribution
Define Game Space
Collectable Card Games: Collectable Card Games Combines card games with idol cards
Magic: the gathering
Illuminati: new world order
Gameplay features
Cards have self-contained rules within a rule framework
Physical rarity affects value of game token
Time-limited functionality of cards
Roleplaying Games: Roleplaying Games Expansion from miniature games
Dungeons & Dragons, 1974
The Basic Roleplaying System
GURPS
Gameplay features
Unclear winning conditions
Unclear end conditions
campaigns
Game master
Unequal power structure
Open-ended rule set
Mediates the Game World
Character development
Roleplaying
Novel narrative structure – adventure modules
D&D 3rd edition introduced Open Gaming Licenseand id20 Trademark License
D&D 4th edition will include online support
Live-Action Roleplaying Games: Live-Action Roleplaying Games Arose from roleplaying games, improvisational theatre and re-enactment societies
Earlier similar activities
re-enactments of battles between Osiris and Seth in ancient Egypt
‘carrousel’ games at European courts during the 17th and 18th centuries
psychoanalytic methods in the 1920s
Gameplay features
Players represent their characters
Players physically act out what they do in the game
Extra-game activities may take a majority of time spent
Novelty Games: Novelty Games Machines that provide gameplay or lets players test skills
Gameplay features
Coin-op
Machine controls game flow
Pinball: Pinball Reaction to games being banned due to being used for gambling
Gameplay features
Flippers
Electro-mechanical game system
Computer Games: Computer Games
Spacewar! - 1962: Spacewar! - 1962 Stephen "Slug" Russell, MIT
DEC PDP-1 assembler in 1962
Demonstrate the Type 30 Precision CRT Display
“It should demonstrate as many of the computer's resources as possible, and tax those resources to the limit;
Within a consistent framework, it should be interesting, which means every run should be different;
It should involve the onlooker in a pleasurable and active way -- in short, it should be a game.”
Tennis for Two - 1958: Tennis for Two - 1958 William Higinbotham
Demonstrate system
Analog computer
Real-time game
A.S. Douglas - 1952: A.S. Douglas - 1952 Part of Ph.D. thesis in Human-Computer Interaction
Tic-Tac-Toe
Play by dialing numbers
Computer opponent
Emulator
http://www.dcs.warwick.ac.uk/~edsac/
Ralph Baer - 1951: Ralph Baer - 1951 Asked to Build the best television set in the world.
Built in several prototypes between 1966-1968
Hand controller and light gun
Use of sensor
Magnavox signed an agreement in 1971 and the first video game system got released in May 1972: Odyssey
Computer Space – 1970Back to Spacewar: Computer Space – 1970 Back to Spacewar Nolan Bushnell decided to commercialize Spacewar
Stand-alone machine
Nolan Bushell - 1972: Nolan Bushell - 1972 Atari
syzygy
Pong
Arcade version, 1972
TV-console, 1975
Difficulties getting bank loans due to association with pinball and mafia
Pong vs. Pong?: Pong vs. Pong? In 1972, Magnavox sued Atari
Patents on electronic games & electronic ping-pong
Settled out of court
$700,000 paid-up license
Other later companies had to pay royalties
Coin-eaters: Coin-eaters 1974 to 1975
57 games are released.
1976
53 videogames by 15 companies
First controversy
Death Race 2000
Vector Graphics: Vector Graphics Space Wars, 1977
Cinematronics
pong clone maker
Speed Freak, 1977
Coin shortage: Coin shortage Taito, known for pachinko games
Space Invaders, 1978
Improvements & Variants: Improvements & Variants Atari Football, Atari, 1978
Screen down
Asteroids, Atari, 1978
Initials and High Score
Galaxian, Namco, 1979
8-bit color
Stratovox, Taito, 1980
Speech sound
Platform Games: Platform Games Pac-Man, Namco, 1981
Moru Iwatani
Donkey Kong, Nintendo, 1981
Shigeru Miyamoto
Introduced Mario & Donkey Kong
Game Brains & Cartridges: Game Brains & Cartridges Fairchild
Fairchild VES, 1976
Atari VCS
Simple Hardware
No screen buffer
Third Party Developers
Activision, 1979
Sued by Atari
Home Computers: Home Computers Commodore
Commodore PET, 1977
VIC 20, 1980
Commodore 64, 1982
Commodore Amiga, 1985
Amiga 500, 1987
Amiga 2000, 1987
Sinclair
ZX80, 1980
ZX81, 1981
ZX Spectrum, 1982
Etc. etc. etc.
Crash of Arcade Games: Crash of Arcade Games Transition Cycles
6-8 years
Atari Hubris
E.T. games buried?
Oversupply
50+ companies
Home Consoles
Lack of Faith
Video games fad
Exception exist
Paperboy, Atari, 1984
Gauntlet, 1985
Games today: Games today Following facts from
The Entertainment Software Association
www.theesa.com Next: video games
Video Games: Video Games Next: computer games
Computer Games: Computer Games Next: online games
Online genres: Online genres Next: Video games sales
Slide47: Next: computer games sales
Slide48: Next: who plays?
Who plays?: Who plays? Next: part 2
Who plays?, cont.: Who plays?, cont. Next: industry facts
Top 10 Industry Facts (from 2007)(according to the entertainment software association): Top 10 Industry Facts (from 2007) (according to the entertainment software association) US computer and video game software sales grew six percent in 2006 to $7.4 billion – almost tripling industry software sales since 1996.
67% percent of American heads of households play computer and video games.
The average game player is 33 years old and has been playing games for 12 years.
The average age of the most frequent game buyer is 38 years old. In 2007, 92% of computer game buyers and 80% of console game buyers were over the age of 18.
85% of all games sold in 2006 were rated "E" for Everyone, "T" for Teen, or "E10+" for Everyone 10+.
86% of game players under the age of 18 report that they get their parents’ permission when renting or buying games, and 91% say their parents are present when they buy games.
36% of American parents say they play computer and video games. Further, 80% of gamer parents say they play video games with their kids. 66% feel that playing games has brought their families closer together.
38% of all game players are women. In fact, women over the age of 18 represent a significantly greater portion of the game-playing population (31%) than boys age 17 or younger (20%).
In 2007, 24 % of Americans over the age of 50 played video games, an increase from nine percent in 1999.
49% of game players say they play games online one or more hours per week. In addition, 34% of heads of households play games on a wireless device, such as a cell phone or PDA, up from 20% in 2002.
Platform Games: Platform Games Zelda Series
Mario Series
Both examples of franchises
Usually given as examples of good learnability
Strategy: Strategy Sprung from board games
Traditional Strategy
Civilization, 1990
Civilization IV, 2006
Victoria, 2003
Real-time Strategy
Dune 2: The Building of a Dynasty, 1992
Age of Empires, 1997
First-Person Shooters: First-Person Shooters First person perspective in 3D environments
id Software
Wolfenstein 3D, 1992
Doom, 1993
Quake, 1996
Themes sprung from role-playing games…
Valve Software
Half-Life,1998
Counter-Strike,
Bungie
Halo, 2001
Often most criticized
Graphical violence
Columbine
FPS online: FPS online FPS usually support deathmatch modes
Online
Class-based systems
Examples of games dedicated to online play
Team Fortress Classic, 1999
Counter-Strike, 1999
Battlefield 1942, 2002
Massively Multiplayer Online Games: Massively Multiplayer Online Games Typically based upon role-playing games
Ultima Online, Origin Systems, 1997
Everquest, Sony, 2000
Puzzle Pirates, Three Rings, 2001
Sims Online, Maxis, 2003
Sport Games: Sport Games FIFA 200X, Electronic Arts, 200X-1
Madden NFL 200X, EA Sports, 200X-1
Tiger Woods PGA Tour, 200X-1
Annual version
Tightly tied to real-world statistics
Volunteers collect
Racing: Racing Grand Theft Auto 3, Rockstar Games, 2001
Midtown Madness 3, Digital Illusions, 2003
Handheld Games: Handheld Games Platforms
Game’n’Watch, 1980
Gameboy, 1989
Gameboy Advance, 2001?
N-Gage, 2003
Gameboy DS, 2005
PSP, 2005
Pervasive Games: Pervasive Games
Famous Game Designers: 61 Famous Game Designers
Recommended Reading: 62/58 Recommended Reading Costikyan, G. I have no words and I must Design, Interactive Fantasy magazine, 1994.
Crawford, C. The Art of Computer Game Design, 1992.
Crawford, C. The Art of Interactive Design, 2002.
Crawford, C. Chris Crawford on Game Design, 2003.
Dear, William C. The Dungeon Master: The Disappearance of James Dallas Egbert III, 1984.
Demaria, R. & Wilson, J. L. High Score! The Illustrated History of Electronic Games, 2002.
King, B. & Borland, J. Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to Chic, 2003.
Koster, R. A theory of fun, 2004.
Kushner, D. Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture, Random House, 2004.
LeBlanc M. Online presentations of Mechanics, Dynamics, Aesthetics model
Schuessler, N. & Jackson, S. Game Design – Volume 1: Theory and Practice, 2005 (1981)
Valve. Half-Life2: Raising the Bar, 2004.
Famous Game Designers: 63 Famous Game Designers
What game designer have you heard about?: What game designer have you heard about?
What backgrounds do game designer have?: What backgrounds do game designer have?
Will Wright: 66/58 Will Wright Maxis, Inc.
Raid on Bungling Bay, 1984
SimCity, 1989
SimAnt, 1991
The Sims, 2000
The Sims Online, 2002
SimCity 4, 2003
The Sims 2, 2004
Will Wright on Design: 67/58 Will Wright on Design Making dynamic models
“put the player in the design role”
“large solution space” -> “much stronger feeling of empathy”
Creates “interactive toys”
Shigeru Miyamoto: 68/58 Shigeru Miyamoto Donkey Kong, 1981
Super Mario Bros., 1985
Super Mario 64, 1996
The Legend of Zelda: Ocarina of Time, 1998
The Legend of Zelda: Majora's Mask, 2000
Pikmin, 2001
Super Mario Sunshine, 2002
Shigeru Miyamoto on Design: 69/58 Shigeru Miyamoto on Design "A delayed game is eventually good, a bad game is bad forever“
Inspiration from childhood memories
Exploring wilderness and caves (Zelda)
Attacked by dog on chain (Chain Chomp)
Sid Meier: 70/58 Sid Meier Solo Fight, 1984
Sid Meier’s Pirates!, 1987
Railroad Tycoon, 1990
Civilization, 1991
Colonization, 1994
Sid Meier’s Gettyburg!, 1997
Sid Meier’s Alpha Centauri, 1999
Civilization IV, 2005
Sid Meier on Design: 71/58 Sid Meier on Design “be able to play the game and understand it as quickly as possible”
“If a player feels there is something they would like to do that the game is not letting them do then that is a failure of the game”
“a series of interesting choices”
most acclaimed games were inspired by board games designed by Francis Tresham vf
1829 (Railroad Tycoon)
Civilization (Civilization)
Spanish Main (Pirates!) maybe
“one more turn”
Chris Crawford: 72/58 Chris Crawford Eastern Front (1941), 1981
Balance of Power, 1985
Balance of the Planet, 1990
Storytron (Erasmatron), 1992-2006?
Suggested Reading
Crawford, C. The Art of Computer Game Design, 1992.
Crawford, C. The Art of Interactive Design, 2002.
Crawford, C. Chris Crawford on Game Design, 2003.
Chris Crawford on Design: 73/58 Chris Crawford on Design “It’s easier to learn from turkeys than from masterworks”
“Accept full moral responsibility for the games you design”
“Always delete clever ideas that don’t add to the design”
“The logic of the game dominates; pick a topic to fit it”
“Lose the storyboards”
“Conceptualize your design in terms of its challenge, not its topic”
“Keep the player on the razor edge of failure, but don’t let him fall”
“Those who would build the future must understand the past”
Peter Molyneux: 74/58 Peter Molyneux Populous, 1989
Powermonger, 1990
Theme Park, 1994
Magic Carpet, 1994
Syndicate, 1993
Dungeon Keeper, 1997
Black & White, 2001
Fable, 2004
The Movies, 2005
Black & White 2, 2005
Peter Molyneux on Design: 75/58 Peter Molyneux on Design “interfaces are paramount”
“designing a game in not thinking up a storyline but about what the player does and sees while playing your idea.”
“Next time we will do it right”
“There’s no democracy in game design, just inspiration”
“Idea has to come from one person”
“Focus on elements that cannot be seen elsewhere”
“Make it like [game X] but better does not work”
“writing design documents is stupid”
But Fable II’s design document weighs in at 1,000 pages
Gary Gygax: 76/58 Gary Gygax Dungeons & Dragons, 1974
Advanced Dungeons & Dragons, 1977
Mythus, 1992
Lejandary Adventures, 1999
Suggested Reading
Dear, William C. The Dungeon Master: The Disappearance of James Dallas Egbert III
Gary Gygax on Design: 77/58 Gary Gygax on Design On Games
“interesting diversion from everyday life”
“chance to excel”
“… and if you're playing in good company you don't even mind if you lose because you had the enjoyment of the company during the course of the game”
On Dungeons & Dragons
Variation on medieval small battles because the guys got tired playing the original
“Even when you're playing miniatures, there's still some role-playing aspect”
Warren Robinett: 78/58 Warren Robinett
Adventure, 1978
Part was spun-off as superman game…
First Easter Egg
Roberta Williams: 79/58 Roberta Williams King’s Quest I, 1984
King’s Quest II, 1985
King’s Quest: Mask of Eternity, 1998
Janet Jensen: 80/58 Janet Jensen
Gabriel Knight Series
Sins of the Fathers, 1993
The Beast Within, 1999
Blood of the Sacred, Blood of the Damned, 1999
Steve Jackson: 81/58 Steve Jackson Ogre, 1977
Car Wars, 1981
Illuminati, 1983
Toon, 1984
GURPS, 1986
Illuminati: New World Order, 1997
Suggested Reading
Schuessler, N. & Jackson, S. Game Design – Volume 1: Theory and Practice, 2005 (1981)
Steve Jackson on Design: 82/58 Steve Jackson on Design “the more factors are explicit […] the less playable [the game] will become”
“Don’t just proofread – PLAY”
“There is no excuse for failure to playtest a design thoroughly before putting it on the market; it indicates either gross ignorance, total egotism, or an absolute lack of interest in giving the gamer his money’s worth.”
After playtesting, do blindtest, “new playtesters are exposed to the game without the benefit of advice from the designer or other experienced players.”
After blindtesting, do proof playtesting, “an extra stage of blindtesting and another round of designer playtesting … using only “proof copies” of the finished rules, maps, and charts.”
Richard Garriott: 83/58 Richard Garriott Ultima I: The First Age of Darkness, 1981
Ultima II: The Revenge of the Enchantress, 1982
Ultima IV: Quest of the Avatar, 1985
Autoduel, 1985
Ogre, 1986
Ultima VIII: Pagan, 1994
Ultima Online, 1997
City of Heroes, 2004
City of Villians, 2005
Tabula Rasa, 2007
Suggested Reading
King, B. & Borland, J. Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to Chic
Raph Koster: 84/58 Raph Koster LegendMUD
Ultima Online, 1997
Star Wars Galaxies, 2003
EverQuest II, 2004
Suggested Reading
Koster, R. A Theory of Fun for Game Design, 2004.
Raph Koster on Design: 85/58 Raph Koster on Design Fun is "the act of mastering a problem mentally”
Games are teaching patterns
Create a flow experience
About UO
“players don't care about what you wanted there, about what the dreams were - they only care about what they have in front of them, and then they proceed to do things you never imagined”
About SWG
“launched too early from a game design point of view”
“most systems in there were first-pass at best”
“A large chunk of the blame lies with me, for being over-ambitious with the design”
Greg Costikyan: 86/58 Greg Costikyan Toon, 1984
Paranoia, 1984
Star Wars: The roleplaying game, 1987
Paranoia XP, 2004
Suggested Reading
Costikyan, G. I have no words and I must Design, Interactive Fantasy magazine, 1994.
Grey Costikyan on Design: 87/58 Grey Costikyan on Design “Games GROW through innovation. Innovation creates new game styles […] but it’s over now.”
“Achieving a goal is meaningless if it comes without work, if there is no opposition”
“Whenever multiple players are involved, games are strengthened if they permit, and encourage, diplomacy”
“How can you tell a good game from a bad one? The test is still in the playing”
Ken Rolston: 88/58 Ken Rolston Paranoia, 1984
The Lost Island of Castanamir (D&D), 1984
River of Cradles (Runequest), 1992
Paranoia, 5th ed., 1995
Something Rotten in Kislev (WFRP), 1999
Elder Scrolls III: Tribunal, 2002
Elder Scrolls IV: Oblivion, 2006
About retiring
“… and play stupid paper-and-pencil RPGs”
joined Big Huge Games to do a new RPG
John Carmack: 89/58 John Carmack Commander Keen, 1990
Wolfenstein 3D, 1992
Doom, 1993
Quake, 1996
Doom 3, 2005
Suggested Reading
Kushner, D. Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture, Random House
John Romero: 90/58 John Romero Scout Search, 1984
Commander Keen, 1990
Wolfenstein 3D, 1992
Doom, 1993
Heretic, 1994
HeXen, 1995
Quake, 1996
Daikatana, 2000
Hyperspace Delivery Boy, 2001
Area 51, 2005
Gauntlet: Seven Sorrows, 2005
John Romero on Design: 91/58 John Romero on Design “We developed our games in a pretty non-disciplined and non-organized way because so much of it was R&D”
Warren Spector: 92/58 Warren Spector Toon, 1984
Car Wars, Ogre, Illuminati
AD&D, DM’s guide, 2nd ed., 1989
GURPs, 3rd ed. 1992
Send in the Clones (Paranoia), 1985
Underword: The Stygian Abuss, 1991
Ultima VII, Part 2, Serpent Isle, 1993
System Shock, 1994
Thief: The Dark Project, 1999
Deus Ex, 2000
Warren Spector on Design: 93/58 Warren Spector on Design “Learn to program” and “get as broad-based an education as you can”
“Become an effective communicator”
“Make games”
“giving players power to make choices enhanced the gameplay experience”
“attaching consequences to those choices made the experience even more powerful”
Gargoyle episode
Sequals & Adaptations: Get used to it!
Safe bets
Free marketing
Fan buy-in
“cool sandboxes to play in”
Sandy Petersen: 94/58 Sandy Petersen Call of Cthulhu, 1981
Runequest, 3rd ed., 1985
Ghostbusters: A Frightfully Cheerful Roleplaying Game, 1986
DOOM, 1993
Quake, 1996
Age of Empires: The Age of Kings, 1999
Call of Cthulhu, 2004
Worked on
Civilization
Sid Meier’s Pirates!
Sandy Petersen on Design: 95/58 Sandy Petersen on Design “Be familiar with all types of games, not just computer games”
Frederick Raynal: 96/58 Frederick Raynal Alone in the Dark, 1992
Infogrames took over creative control
Added Cthulhu mythos
Little Big Adventure, 1995
Little Big Adventure 2, 1997
Gabe Newell & Mike Harrington: 97/58 Gabe Newell & Mike Harrington Half-Life, 1998
Half-Life 2, 2004
Suggested Reading
Valve. Half-Life2: Raising the Bar
Mihn Le & Jess Cliffe: 98/58 Mihn Le & Jess Cliffe
Counter-Strike, 1999
Counter-Strike: source, 2004
Bill Roper: 99/58 Bill Roper Warcraft: Orcs and Humans
Warcraft II: Tides of Darkness
Warcraft III: Reign of Chaos
Starcraft
Diablo
Diablo II
Bill Roper on Design: 100/58 Bill Roper on Design “You can’t get good at making games unless you make games”
“tear apart boardgames to prototype your ideas”
“most importantly, never stop playing”
Richard Garfield: 101/58 Richard Garfield RoboRally, 1994
Magic: The Gathering, 1994
The Great Dalmuti, 1995
Marc LeBlanc: 102/58 Marc LeBlanc Ultima Underworld II, 1993
System Shock, 1994
Thief, 1998
Suggested Reading
Online articles on Mechanics, Dynamics, Aesthetics
Marc LeBlanc on Design: 103/58 Marc LeBlanc on Design “Have a critical eye for games”
“Learn to program”
“Play lots of games”
“Design the game for [millions of people], not for you”
Dr. Ray Muzyka: 104/58 Dr. Ray Muzyka Baldur’s Gate, 1998
MDK2, 2000
Baldur’s Gate II, 2000
Neverwinter Nights, 2002
Star Wars: Knights of the Old Republic, 2003
Based upon the roleplaying game (d20 version)
Jade Empire, 2005
Neverwinter Nights, 2006
Dr. Ray Muzyka on Design: 105/58 Dr. Ray Muzyka on Design “Be passionate, but self-critical”
“never compromise on quality, but do realize that there is a point of diminishing returns”
Bruce C. Shelley: 106/58 Bruce C. Shelley Railroad Tycoon
Civilization
Age of Empires
Bruce C. Shelley on Design: 107/58 Bruce C. Shelley on Design “Play a lot of games and analyze them”
“Think in terms of entertaining a large audience, not a small one”
“it is okay, even encouraged, to borrow from great games, but be different at the vision level and innovative at the gameplay level”
Starr Long: 108/58 Starr Long Ultima Online
Bioforge
Wing Commander: Privateer
Ultima Underworld 2
Starr Long on Design: 109/58 Starr Long on Design “play every game you possibly can”
“then analyze them carefully”
“finding inspiration from outside of games is extremely important”
“if you are not having fun making your game, then your customers will not have fun playing it”
Lorne Lanning: 110/58 Lorne Lanning Oddworld: Abe’s Oddysee
Oddworld: Abe’s Exodus
Oddworld: Munch’s Oddysee
Lorne Lanning on Design: 111/58 Lorne Lanning on Design “The best ideas will not come from areas that have nothing to do with games”
Scott Miller on Design: 112/58 Scott Miller on Design “Learn from other games and designers, but do not copy them.”
“must invent something unique and compelling (one without the other in not enough)”
Josh Holmes: 113/58 Josh Holmes Def Jam Vendetta
NBA Street
NBA Live ’98, ’99, 2000
Josh Holmes on Design: 114/58 Josh Holmes on Design “Think of the consumer”
“Fun first”
“whenever you have a choice between realism and fun, go with fun”
“Always strive for balance”
“Think Big”
“Remember Pacing”
“Play Bad Games”
“Look outside of games”
Ron Gilbert: 115/58 Ron Gilbert Maniac Mansion, 1987
The Secret of Monkey Island, 1990
Swedish Game Designers: 116/58 Swedish Game Designers Dan Glimne
Drakborgen
Martin Walfisz
Ground Control
Andreas Roman
Midtown Madness 3
(Battlefield: Modern Combat)
Mikael Emtinger
GTR
Tom Söderlund
Botfighters
Leftovers: 117/58 Leftovers James Ernest (see book page 76-77)
Don Daglow (see book page 104-105)
Rob Daviau (see book page 232-233)
Graeme Bayless (see book page 243-246)
Brian Hersch (see book page 276-277)
David Perry (see book page 304-305)
Richard Hilleman (see book page 324-325)
Matt Firor (see book page 332-333)
Troy Dunniway (see book page 350-351)
Stan Chow (see book page 354-355)
Chris Taylor (see book page 377)