© The Author(s), under exclusive license to APress Media, LLC, part of Springer Nature 2022
M. KillickThe Way We Playhttps://doi.org/10.1007/978-1-4842-8789-7_3

3. From Paper to Screen

Michael Killick1  
(1)
Cambridge, UK
 

Now as we have looked into different roles, genres, idea generation, and how we can pitch our game ideas to a team, we can now begin to design our first video game and the steps we can take to start. This chapter will break apart some of the key factors you need to consider during your development and design process and tips and tricks of the trade. I have separated the design process into six different areas that you will need to consider during this process: narrative, goals, design, character, controls, and camera. All link into each other and cannot work without the other. Let us get designing!

Section 1: The Narrative

There has always been the argument within game design about the balance between gameplay and story. Some games have little or neither of both. A game could be engaging with awesome gameplay but little story, or a game could have more of a focus on story and little gameplay. The art to game design is having a good balance of both.

There are some games that have a story without even really noticing it. Super Mario Bros (1980) showed no story in the game except for the usual: “The princess is in another castle!”. But the game came with an extensive manual in the box which provided the backstory as well as the instructions for the game. Pac-Man is another example of where a game can be successful but has no story, but a narrative is still being created. We may imagine that Pac-Man is running from death which is why he is being chased by ghosts (that is not true but is my theory!). We as a player are creating an infinite number of narratives for something that has not been provided. While a game may not need a story, it always seems to have one.

From games to movies, there is a typical structure to writing a story:
  1. 1.

    The protagonist (main character or hero) will have a desire to do something. This is what sets the story into motion.

     
  2. 2.

    Our hero then encounters something that gets in the way of their desire and causes a problem that they need to solve.

     
  3. 3.

    While trying to overcome this problem, their method may fail. But they find a way to deal with this; it then creates…

     
  4. 4.

    A larger problem! Which then leads the hero into their final task which brings the biggest risk for them.

     
  5. 5.

    The hero then resolves their final task and brings them to their desire!

     

This could lead to a sequel, but that is something for another day!

No matter the story you are trying to tell, there must always be a beginning, middle, and end. How you fill the in-between is up to you. Hollywood has been following this method for years, so there is nothing stopping you from following this method too. Be sure to go out and get some inspiration for this too. Read stories that you may not have read before, watch tutorials or talks online about how games have been written, view methods that others have used, and follow tutorials. There are lots of ways to learn how to write for games and places you can look to help you. How is a story told in a song? TV show? News report? Poem?

Games are interactive and require balance. As previously mentioned, a game needs to have a good amount of all aspects to make it work; have too much of one thing, then your game may not turn out as well as you hoped. When designing a game, you need to be able to know the narrative that the player will experience. Never mistake a story for gameplay and vice versa.

To help us with creating simple game ideas , we can take a children’s story and turn that into a game. I am going to use “The Three Little Pigs ”:
  1. 1.

    The player will play as all three pigs. You will build a house out of straw (working with crafting and inventory).

     
  2. 2.

    The antagonist (the enemy) is the big bad wolf, who will come and blow your house down, causing you to evade and seek shelter with a fellow pig while collecting items for your next house.

     
  3. 3.

    You will craft another house out of sticks (another chance for crafting).

     
  4. 4.

    The wolf will try to destroy your house again which will cause you to flee and collect more items for another house.

     
  5. 5.

    For the final level, you will craft a new house out of bricks which will have a higher resistance rate to wind (you could add abilities, strengths, and weaknesses to each house to make it more immersive).

     
  6. 6.

    The wolf will try to defeat you one final time but to no avail. You have beaten the final boss and won the game!

     

Simple? You have been able to add gameplay to a famous story. While it may be a short game, you can see how to turn a simple story into something that could be playable.

While you may come across many limitations within the design of your game (but these will vary based on scenarios), the biggest limitation you will face is your imagination. No idea is too big or too small.

When developing a game and its story , you need to find the middle ground and appeal to wider audiences. This can be defined by the following:
  1. 1.

    Players that are in the story as it happens. Those that wish to be thrown into that world and experience something immersive.

     
  2. 2.

    Players that want to go in depth. These are the ones that wish to know the lore, backstories, and all details about the world you have created. And then you have…

     
  3. 3.

    Players that do not care for the story at all. I have met so many players that would rather skip cutscenes and just enjoy the game for what it is. (In my opinion, I could not think of anything worse than to miss something from the story which could make the gameplay confusing and lose track as to what the goal might be!)

     
While these are the types of players that you will need to accommodate, this can be a challenge. Here are a few tips that might help:
  • Have you thought about collectibles your player could get that give more of a backstory? This is a fantastic way to include more into the story without it getting in the way of the main storyline while also letting the player enjoy exploring the world and searching for lore.

  • As mentioned before, there are those that would rather skip all cutscenes and move to playing the game. If you can reveal the story through the gameplay so the player does not miss much from the cutscenes, this will avoid any confusion or loss in the goals of your level.

  • Playing games in short bursts can help keep the player involved. While keeping twists and turns within the story, it helps keep the player on their toes and engaged with what you have designed.

While producing your story may be fun and engaging for you, writing the end of a story can be a challenge. With more games becoming immersive and expansive, producing an ending not only satisfies the player, but it also brings their goals and what they set off to achieve to a close. Previously, older games used to have an end screen as the story was limited. But how long should a story/game be? Most games will average 8–15 hours of playtime, but this will vary depending on the size of the game. In games such as Skyrim or Breath of the Wild, you can complete the main story of the game within that time, but you can still leave room for the player to explore the world while also completing any side missions or quests. This also allows the player to replay the game again or aim to achieve 100%. But remember, make the player feel satisfied, and make them feel that they have got enough from their money and the time they have invested to play your game.

Some games might offer alternative endings or experiences for the player, such as minigames, unlockable content after the story, downloadable content, etc. This is another way to keep the player engaged despite completing the game. If you create a world that your player wants to be in, they will come back to it again.

Games will also take the form of a linear or nonlinear storyline . The difference between the two are as follows:
  • Nonlinear – The story will take a path based on the player’s decisions; hence, it is not travelling in a straight line. While the end may be the same no matter the choices you make, small details might change such as certain characters being alive for the end. Until Dawn is a great example of keeping characters alive through the actions of the player. There is a way of being able to keep all the characters alive by the end of the game, but the result of the player’s actions will have ripple effects throughout the story. This is also a great way to give the characters a personality based on your choices. A character might not support you or talk to you differently if you fail to help them. The Batman, Game of Thrones, The Walking Dead, and The Wolf Among Us games from TellTale and the Life Is Strange series from Square Enix are examples of nonlinear story-based games.

  • Linear – Where the story travels in one direction and all players will experience the same ending. Some games might allow choices to appear that affect gameplay, but all players will get the same experience. This is widely used in games such as first-person shooters and platformers.

Section 2: Who Are You Playing As?

Considered one of the most creative parts of video game design is the creation of the main character. I have spent many hours listening to talks from my students about their flashy protagonist and their backstory and what brought them into the world that they wish to make. Credit to some where they were able to create a simpler version of their intended character, but in most cases, they did not come to life, and this was partly due to time management. While we have spoken about the designing of your story earlier in this chapter, this section now focuses on the designing of the gameplay and how they are presented to the player.

Nathan Drake: Cocky, brutal, and intelligent

Spider-Man: Acrobatic, young, heroic

Ratchet: Whitty, lost, protective

These are just a few familiar characters within the gaming world, but these are three words that best describe their personality. Try it, think about some of your favorite characters, and try to best describe their personality in three words; it is not as easy as you think! But these traits need to be considered through the story and through the gameplay too. Also consider the appearance of your character; you can try to produce some mock designs of what your character could look like while considering your mentioned personality traits.

While thinking about your character, why not try to think about what sort of hero they might be? Would they fit into one of the following categories?

Humorous

  • Will say funny things and make the player laugh. This can be one of the most difficult things to write, so it might require someone who has experience with writing funny dialogue.

  • Will do funny things but not too childish. Slapstick comedy is always a winner, but try to keep it funny without it looking forced.

Heroic

  • The one that saves the world, day, etc., but does it with the right morals and is good at something . For example, Nathan Drake is good at climbing and solving puzzles and good in a firefight. Also consider a specialty for your hero such as a weapon or a skill. This will help them stand out from the crowd in a market that is full of heroes and abilities!

  • But what weaknesses do they have? Not everyone is perfect, but you need to think about what could halt your character. Indiana Jones is the perfect tomb raider, but he is scared of snakes. Having little considerations helps make your hero more human and real. Try to find ways to have these incorporated into your game; you will find that balancing things out like this will make your game feel more rounded.

The last one is the player we all wish we could be.

Rebel and Awesome

  • Will always look awesome, no matter what they might wear , do, or say.

  • Not a nice person but is never afraid to kill anyone that might get in their way to complete their mission. Your character enjoys killing others just a little more than the rest.

  • While you may want to create a character that looks and feels awesome to play as while also wishing that you were them (it can happen!), you need to be careful that your character does not come across as someone who does not have a personality . Wolverine was a badass, but the more films that he was in, the more of his personality we got to see. Turns out he was just a troubled guy and looked out for his own!

Some of us may play a game and enjoy it for what it is, but there are others who see these characters as role models. There has been an ongoing debate about whether video games make players violent, or morals of the character are suitable for the audience. I found that The Amazing Spider-Man films with Andrew Garfield depicted Spider-Man’s morals in the wrong light. Peter Parker became a vigilante to find Uncle Ben’s killer, not to save the city or fight crime. In comparison with other versions of Spider-Man, this was one where the morals were slightly slanted (but this is just my opinion!). However, Spider-Man is one of the world’s most popular superheroes, and this is partly due to his superpowers but also because of his morals. If your character is designed effectively, you could find that your player will look up to this character. Who knows, you may even get someone dressing up as them at a Comic Con!

Customizing Characters

Ever struggled to produce a name for a character? Well, why not save yourself the time and let the player decide! As a fan of customization , being able to choose the name of the protagonist is an effective way to feel like YOU are the character in the world. The Pokémon games are excellent for doing this. In every game in the main series, you are greeted with the professor who asks you for your name. In some of the recent games, you can choose hair color and facial features. But throughout the game, you are referred to as the name you provided at the start, so it really feels like you are becoming a Pokémon trainer and eventually the champion. In some games where customization is key to completing the game (Skyrim, Fallout), they will allow you to choose a name for your player and will also allow you to decide on what your character’s appearance will be. You can imagine the sort of facial features that have been created! But in some cases, your name will never be referred to once you have designed the appearance; your name might appear on your save file or in other capacities. As you play through the game, you will start to become the character that you always wanted to be. You might only wear items that match, or deal the most damage or look the best, but this is one of the best ways for your player to take some of the stress off of you such as personality, name, appearance, etc. Sometimes, it helps to cheat!

Some games allow the player to choose what gender they would like to play as but remove the option to choose a name. Far Cry 6 gives the player a choice between the role of a male or a female, but the name of the character will always be called Dani. I find this as an excellent way to be inclusive while also catering to the player’s preference. Having a name that is gender neutral not only keeps the game inclusive but also stops the player from feeling like they should have picked the other gender if they have a better sounding name. A notable mention is Assassin’s Creed Valhalla where the player can switch between genders mid-game, but both genders share the same name. Another thing that I love that Ubisoft does for their players, and to give nods to their previous titles, is allowing the player to purchase outfits or customization items. For example, you could play Far Cry 6 while dressed as an old lady from Watch Dogs: Legion or Altaïr from Assassin’s Creed. What about giving a special item or costume that can only be unlocked at the end of the game or in the final level? This gives it the specialty and lets the player think that they have worked hard for something.

More games are starting to include the option to customize or create your own character. When Grand Theft Auto’s online feature was turned on, the player needed to create a character that they would use while playing with friends. If some players preordered the game, they would be able to share facial features with that of John Marston, the protagonist from Red Dead Redemption. But players would have to consider heritage and their parents’ background when designing their character. FIFA has also been using customization for years. Pro Clubs was a way for players to create their own player that they would be able to use in their own team while also playing across different football leagues. While LittleBigPlanet provides simple customization, such as costumes, you can also change the emotions of Sackboy. If you use the directional pad, you can make him smile, excited, sad, or at the point of tears.

Customization does not end with the player, it extends to items, weapons, base/home, etc. Pokémon games now give the player a chance to build caves or bases where they can train and interact with Pokémon they have caught. Liberation games such as Far Cry give the player the chance to expand their base with crafting items they find in the world. The base provides power-ups or modifications to the playstyle, such as vehicles and supporting teammates.

If you give the player the option for personalization, you could give the player the option to change the following:
  • Name

  • Appearance

  • Clothing/armor/gear

  • Vehicles

  • Home base

  • Weapons/items

However, customization should be used wisely to work with the overall experience for the player. If this is something that you would consider, you will need to think about how it will tie into the gameplay and how the player will benefit from it. I believe that customization should be something that can be seen and appreciated. If you want your player to earn armor that will provide buffs or advantages to their experience , then you want them to be able to see what they have earned to help them on their journey. There is nothing better than to wear or use something that they have earned in-game that will make their experience all the more enjoyable.

Some weapons could be unique to the character but cannot be customized. This helps keep them personal to the character and their personality and identity. What would Link be without his Master Sword or Ratchet with his trusty Wrench? It is also important to consider how these items will be used for gameplay. In most Ratchet & Clank games, the wrench is used to turn cranks to move objects or unlock doors. How will your item be used to complete levels? How will they fit in with your grand design?

Most games will have a character that looks realistic or human; it is important for the characters to look well designed. If a character has not been designed correctly or does not look realistic, then this can become a problem for the player and can cause a distraction. The last thing you would want is for the player to be watching a cutscene and the character either has not rendered properly or their facial features are looking off. Here are a few things that you can consider when creating realistic and stylized looking characters.

Realistic

Facial Proportions

Something that was just mentioned was the proportions of a character’s face . The only time where these can be wrong or look silly is when the player is creating their own player and they can mess with the features. Otherwise, this should be perfect!

Movement

Make sure that your player looks and feels realistic. Try not to make them do things that a human cannot do. Rigging your character’s skeleton will help make your player move realistically.

Humanity

Like movement, a human should only be able to do things that only a human can do, such as drink from a glass or climb a wall and pull an enemy off the edge. You need to show a human personality through the actions of the player.

Stylized

Facial Proportions

Eyes , chins, cheeks, and other facial features are enlarged to convey an overexpressed emotion. This can be typically found in Japanese anime and games.

Movement

Using stylized movement and representations may be an easier and cost-effective method for your game. This can also help you if you lack the equipment, skill, and support you need to make your characters realistic. There are always other methods if you find yourself stuck!

Humanity

Not all games feature human characters ; some notable characters such as Ratchet and Clank, Rocket, Groot (Guardians of the Galaxy), and Sackboy can show emotion and player investment as human characters. Again, this is down to the design and the good story writing to ensure that the player can empathize with the story they are going through.

Gameplay

You have now designed your characters; you have thought about what they are going to look like and considered their story and what has brought them to the world that you are creating. But now you need to consider the character will be impacted by gameplay . All gameplay flows from the main character, and now you need to think about their relationship with the world around them. How tall will they be? Will the enemies be taller than the character? What will be their reach if they are using a melee weapon? As you create the character, these things need to be considered. The last thing you want is to make your character too small for them to jump onto a ledge or they cannot reach an item.

Here are a few aspects of character gameplay that you need to consider:
  • Height – The height of the player.

  • Player’s reach – This tends to be how far the player can reach when using melee attacks. This is usually the length of an arm a weapon.

  • Width of passage – When creating a pathway or passage for the player to walk through, will the player fit ?

  • Walking speed – How fast will the player walk (this will usually be determined by how far forward you push the joystick on a controller. This will not be the case if the game is played with a keyboard).

  • Running speed – How fast will the player run (this will also be determined the same way as the walking speed).

  • Jump distance – This will be determined by the width of the player and how far forward they can jump.

  • Jump height – This will be based on the player's height. It might be that the player can single or double jump.

  • Projectile distance – Some projectiles will be destroyed after travelling a certain distance. In some cases, they will be as far as the player can see or as short as the player can reach.

Let us imagine that the player needs to climb or jump over a wall; we need to think about how the player will collide with the solid object. When programming a game, you need to think about something called collision checking. This is the method of colliding precisely with another object to avoid “clipping.” Ever played a game and found yourself or an enemy moving or getting stuck in a wall? This can be down to the collision of the player and the object not checking for its point of origin.

The best place to put a point of origin would be in the center of an object . This gives enough distance between both halves of the body and creates a more realistic collision between the player and another object. You can have more than one point of origin, but this will ultimately make your code run slower. Having a collision check at the head might be useful for any hats or costume items, but you might find that your player will fall through the map and leave only their head showing through the ground. It might look funny but will ultimately leave the game unplayable. Having the point at the feet would fix the collisions with the ground, but it would mean that if the player were to jump and hit their head on something, then they would jump through the ceiling.

Moving in the Right Direction

While we are on the subject of movement and colliding with objects , being able to walk from one area to another is not gameplay. I have seen many students get confused with this meaning and use the word incorrectly when it comes to describing their games. This starts to delve into level design which is something that will be covered in a future chapter. You need to think about how the player is going to creatively move from one place to another. You could create a beautiful environment with some stunning visuals, but if the gameplay does not engage the player, then they will become bored very easily. Therefore, you need to keep gameplay interesting and more than walking!

Rather than getting your player to walk to an objective, why not get them to run, climb, and jump to it? This allows the player to practice the skills and abilities they have already learned. Lots of student games I have tested immediately have me walking through the map and make me find my way to the objective they have made. While this may seem basic and straightforward for a student game, this does not always display the “fun” and interactive element of the game. I spend more time trying to find it than experiencing it. Rather than having the play to walk to the fun, why not let them have fun all the time? The problem I find with open-world games is that there is a lot of walking to missions if there is no other means of travelling. While this might be an effective method for me to explore the map, craft, and collect items, this can quickly get tedious and sometimes boring. If you are going to make your player walk, make it quick but fill it with obstacles that can make their journey feel quicker and engaging, then they never really notice how much walking they are really doing.

Here are a few things to consider in your gameplay when thinking about speed :
  • Running

  • Jumping

  • Flying

  • Driving

  • Shooting

  • Fighting

  • Falling

What about when you are moving slowly? Will your player do any of the following?
  • Walking

  • Crouching

  • Sneaking

  • Climbing

  • Swimming

  • Hoisting/scaling

If your player will be travelling via a land, sea, or air vehicle, or sometimes an animal, then you need to consider a variety of ways this will give the player an advantage over walking. If you are in a land vehicle, then you will need to apply some weight to make it feel more realistic. If a car or van is turning a corner , then weight will make it feel like you are swinging this heavy object around a tight turning. This also needs to be considered when designing a character to make them feel connected to the world. If the player jumps, how quickly will they come back down? Gravity will always play a part in your game, regardless of the world you are making. Will the player float back down if they jump on a foreign planet? Will they be wearing heavy armor that will stunt their jump height? As you can probably guess, movement, speed, and gravity are crucial items to designing a character!

Much like a box of chocolates, having a mixture of gameplay will make the game all the sweeter. Rather than keeping the speed and gameplay the same, mix it up! Keep the player engaged and provide them with a variety of gameplay elements to keep them on their toes. The world you make will impact the speed your player will move at. If your world is covered in snow, will the player be trudging through it? Will they slide on any of the ice? Much like other players , I like to sprint to my next location/level. But the sprint does not last forever. All players are given a stamina limit, but they do not always see it on the screen. This will regenerate over time or can be restored using items found in a game. Some games might have a crafting function for the player to make food or items that can restore health or stamina.

As well as stamina, some games allow the player to “dash.” This is the use of giving the player a short burst of movement in a certain direction. Call of Duty: Black Ops 3 uses this with the mech suits the player wears, allowing them to move higher into the air and carry out wall running. This also has a limit but will regenerate quicker than stamina. Dash can be useful for gameplay but is also fun when it comes to designing a level with it. You could have somewhere to wall run, but if the player runs out of dash, they could fall off. When thinking like this, you are starting to get into the mindset of a true designer! Crouching or rolling is another excellent way to help the player move quickly but evasively around the map. Rolling is typically found in open-world or third-person games where the player might be trying to dodge an enemy or an incoming object. Pokémon Legends: Arceus uses this mechanic to dodge incoming attacks from Pokémon in the wild and crouches when sneaking up on unsuspecting Pokémon, while games such as the recent Tomb Raider trilogy use crouching to move through small caves and rolling to dodge and move faster.

What kind of player are you? Go in guns blazing and hope to kill everything that sees you as an enemy? Or are you someone that likes to sneak around and take out your enemies quietly and discreetly? Whatever you are, you will find games that have stealth levels that require you to use patience and cunning to complete your mission. This is not something that is exclusive to certain game styles, such as first person or third person. Call of Duty has had a range of stealth-style levels, while earlier entries to the Assassin’s Creed series began with more stealth-style levels. The purpose of stealth is for the player to move quietly and slowly. Some games may have a Detection Bar that appears above an enemy’s head to indicate whether the player has been noticed. This will normally determine if your stealth efforts have been dashed or if you have been successful in not being noticed. Again, speed is something to consider when thinking about playstyle and how you want your player to move through the world.

How to Go Higher

What is a game if you do not have one of the most common gameplay elements ? Jumping! Nearly all games have some form of jumping. During all my programming lessons where my students are introduced to a game engine, something that immediately follows the programming of movement is jumping. It is so basic but can be one of the most creative elements to design. How high will you have to jump to reach a ledge? Will there be jump pads you can jump on? Will your player jump/slide over the front of cars? Whenever you start to think about the player moving off the ground, you need to think about physics. Do you intend to use physics based on the real world or game physics? This is the idea of programmers tweaking the values of the real world to meet the games’ needs. They need to consider the walking and running speed, jumping heights, distances, and collisions. Although these may never be exactly like the real world, having your own spin on them can make the designing of your game just a little bit more enjoyable. Now you need your physics to reflect the world you are making. If you are in space, how long will it take for your player to come back to the ground? Will you be creating a fast-paced shooter like Doom? Will there be a low or high level of gravity? It is the little things that need to be considered when designing your game, but they will always make the difference.

Now you need to understand the basics of jumping . Sounds silly, but there are several types you may have experienced while playing games:
  • Single jump – Simple, a single jump either horizontal or vertical.

  • Double jump – A second jump in succession of a single. This will follow the single jump before the player reaches the ground.

  • Triple jump – Why have two jumps when you can have three?! This could be followed by a double jump onto a bounce pad.

  • Automatic – A jump that happens when the player approaches something they can climb on such as a ledge.

  • Wall jump – When a player reaches a wall, they can launch themselves from it. This could also follow the completion of a wall run. Games such as Ratchet & Clank allow the player to jump between ledges to climb up a wall or chain a jump between two walls to gain altitude.

What about ledges ? What would a player do if they made it to the edge of a cliff? Would they hang? Would they try to jump off? Would they try to climb a wall? Now you need to start to think about how to climb something that might be in their path. Sometimes, jumping is not enough to get the player over an obstacle; they might need to jump and then climb. Games like Uncharted 4 or more recent entries to the Far Cry series use grapples when trying to reach higher places. These ledges you try to grapple to will tend to be double if not triple the player's height, giving the sense that you are really climbing high. These ledges tend to be slightly higher than the player’s jump, which will result in the player hoisting themselves over the edge. You may also want to add a “peak” mechanic to let the player peak over the edge for added stealth. Not all games need climbing to be able to hoist the player over something, but if you do decide to add them, consider the height of the player and how high you have allowed them to jump . Some games within the action/adventure genre are now seeing the inclusion of the player being able to traverse everything. The Legend of Zelda: Breath of the Wild and Assassin’s Creed Valhalla now let the player climb most buildings and cliffs which avoid the need for jumping from different ledges. This opens the door to more stealth-like missions and the option to include stamina for the player and how long they can climb for. Have you thought about what your player will do if they stand at the edge of a cliff or ledge? This is a chance for you to add some character to the player with the animation or their reaction to standing at the edge. They might flail around humorously, or they might say something to remind the player that they are close to an edge.

What happens when you fall off a ledge ? Or when you jump, and you want to come back down? The next thing to think about is falling. How quickly will this happen? Thinking about the player standing on the edge of something, will they jump straightaway, or will you give enough space for the player to get a run-and-jump? Some games might give the player a chance to sprint and jump. A good example would be the introductory levels to Super Meat Boy. They give the player a chance to learn the controls without realizing they are in a tutorial, such as sprinting and running over a large gap. Try to get the player to practice the skills and controls they have learned; the last thing you want is for the player to forget an ability that you have worked hard to design, and they never use again beyond the tutorial. As your player jumps, what will happen next? Do you want them to slide off the edge of the ledge and slide down the wall? Will they be able to jump onto another platform? What do you want to happen when they do reach the ground? Will the player lose health, or will they roll to recovery? For something so simple, there is a lot surrounding the design of it!

Just Keep Swimming!

The last movement we will cover will be swimming. Not all games have this ability, but this is always a useful method of travel or exploration technique if you ever want to implement it. Open-world games tend to use this method to allow players to either find crafting materials, travel, or explore. Some games will incorporate water into the world, but will kill the player if they try to go swimming. Grand Theft Auto : Liberty City Stories is an example of this where the player might walk into a body of water, and then the player will stop moving and ultimately drown. Later games in the Grand Theft Auto series implemented swimming and vehicles that could travel on or underwater (more about that later!).

If you want water to be a key element of your game and that your player needs to use, then why not consider making a level around it so they understand what they need to do if they encounter it? I find that open-world games will have levels surrounding new abilities that help you learn the mechanics that are being introduced to the game. If a player can explore water, are you going to have things in there to harm you? Or will it be deep enough to explore? Grand Theft Auto 5 is an excellent example of being able to explore the depths of the sea and what will happen to you if you venture too far. If you use a submarine, you can gauge the pressure the deeper you go, but your vehicle will get crumpled by the pressure which can result in death. But the use of this vehicle will encourage players to view drowned planes, easter eggs, and treasures and avoid anything that could harm the player. But this will depend on the world you want to make. Will it be safe and calm, or will you go deadly and deep?

But how will the player use the water? You will need to consider the following when adding water into your game:
  • How will the player enter/exit the water? Will there be signs to show where the body of water is, or will you have a boat or water vehicle to help indicate it?

  • Can the player dive? You may want to give an indication of an oxygen meter to show how long the player can last underwater. Will the player develop a skill to stay underwater for longer? Some games do not provide that option and will only swim on the surface, but it is up to you and how you want your world to be.

  • If there is anything harmful under the water, can the player defend themselves? Some games might have a harpoon that they can use or a knife; others might only let you defend yourself on land, and you need to clear the water before taking a dip.

  • Can the player swim faster underwater or on the surface? Can you use the sprint button to swim faster, or will you slow down if you dive deeper?

Bringing It All Together

Now bringing all that we have learned about designing a character, we can now summarize what we have covered and what you can do to begin the making of your own.

Movement

  • How high can the player jump? What are they jumping toward? Think about how big the player is and if they can reach what you want them to jump for. Are you planning on the player jumping/rolling out of the way of something? Will it be used for a defense mechanic?

  • How fast/slow will the player be walking/running? How far will they need to travel in your game? Try to use a mixture of running and walking to avoid the player feeling bored and thinking your gameplay is tedious. No one likes to be bored while playing a game that should be fun!

  • Will the player be able to fast-travel or move to different parts of the world? Lots of open-world games give the option to fast-travel to previously visited locations, or they encourage the player to take the long way home to visit and explore the world .

  • Will the player swim? Will they be using that to collect resources, explore, or just to travel from one area to another? Think about it being deadly, calm, or not used at all!

  • How does the player reach that ledge that is too high for them? How will they react? What will happen when they come off or fall from a ledge? Will they be hurt or roll to recovery?

  • Finally, have a mix! A good balance of everything is always the best way to keep the player happy and engaged. You are in complete control of the design, so be sure to play and consider if this is what you set out to achieve for your character’s gameplay.

  • As mentioned before, will the player be climbing anything? This could be from ladders, over walls, or up cliffs.

Appearance

  • Ever thought about what your player might look like if they are low on health? The Last of Us shows Joel and Ellie bruised and bleeding the more health they lose. In the Ratchet & Clank games, Ratchet looks exhausted when he is low on health, which is another way to show personality for your character.

  • Apart from the appearance, how else will you show that your player is damaged or needs help? Will clothes be torn or their armor be damaged and dented ?

Weapons and Items

  • If a player can upgrade their weapon, rather than it just being a stat that is improved, why not make it cosmetic as well? Sometimes, a bigger gun can be awesome but can reflect its stats when shooting your enemies!

  • Can items be seen on your player if they acquire them ? Rather than them ending up in your inventory, what about them appearing on the player so you can keep track of the items that you have collected for a mission? Sometimes, the small touches can make the biggest difference.

Section 3: How to See the World

Now you have your character and controls, how do you see the world? This is where you now need to consider the perspective of the game and how you want your player to view the game. Choosing the right camera for your game is crucial as it does not only impact the controls for the game, but you will also need to determine how to program it to work with the ideas and world you are creating. Camera types or perspectives appear in four typical forms based on your chosen dimension.

2D Top Down

You usually find this method being used with arcade games such as Space Invaders or Galaga to show the player controlling the character from a top-down perspective. While some recent games might use this for a “retro feel,” it does come with its disadvantages such as not being able to see the character or the world clearly around you . You might be able to get a bird’s-eye view of any incoming enemies so you can see what’s coming for you, but level design can be quite simple with this method. The popular Dead Ops Arcade in Call of Duty: Black Ops was a huge success by taking the zombies mode from the game and giving it a top-down multiplayer twist.

2.5D/Isometric

What comes between 2D and 3D? 2.5D of course . This perspective gives the impression that the world is a mixture of both. Classic Pokémon games followed this perspective while using 2D assets, and the Animal Crossing games used 3D assets. This also limits the camera movement in terms of it looking up, down, and in/out while on the Z axis.

Again, this camera mode comes with some advantages to using it. The player can get a snippet of what’s to come in the environment such as enemies or collectibles. Enemies can also look more impressive and dangerous when approaching the player, but this can also be a disadvantage when it comes to judging whether something is closer or further away. An enemy could look close to the player when it’s actually above the player. I remember playing the first Lego Star Wars on Game Boy which adopted this camera view, but trying to shoot enemies on a D-pad was a challenge to ensure that my blasters would aim at the enemies. But if this is something that you want for your game idea, then it’s up to you!

First Person

From working with games that work with the X and Y axes, we can now throw the Z axis into the mix. This camera is used within a variety of genres such as first-person shooters (this is the most common), adventure, racing, platform, and puzzle. While this might be a popular camera form, it will come with a range of pros and cons through gameplay.

Pros

  • Easier to aim weapons at targets (this is why first-person shooters are so popular as they can give a more accurate experience with shooting weapons).

  • Can create a more realistic experience through the eyes of the character compared to a camera being above a character in third person.

  • Items and weapons can be viewed in more detail and appreciated more.

  • Augmented reality games can help create an immersive experience through the eyes of the character. Superhot creates the experience of smashing glass enemies with weapons found around them.

Cons

  • Not always able to appreciate the world around you compared to having a camera that can rotate and view the map.

  • Player might not be able to see something that the designer wants them to see (might be trickier to view the world around them and a solution to a puzzle).

As you can see, there’s a good balance of pros and cons to using this camera , but it will ultimately come down to your preference and ideas. But you can add effects to the camera to give it a more realistic experience. Many first-person games allow blood splatters to appear on the screen if the player is damaged or hurt. This might also be used to determine how much health the player has. Call of Duty uses this method by covering the screen in blood with the more hits the player takes. If you want to use this method, make sure that you don’t cover the screen too much as dying players might be at a disadvantage if they can’t see! Weather conditions might be used to show the world in more detail. If the game is set in a frozen land, then the player could see ice forming on goggles they might be wearing to emphasize how cold it is. Raindrops might fall onto the screen and slowly disappear; you can be as creative as you like with it! Damaged or blurred vision is an excellent one to use to show that the player has been disoriented by an explosion or they have been hit by something. Explosions in Call of Duty will blur your vision but may also show blood on the screen to show that you have been hit. See, you can mix up some of the effects!

Third Person

One of my favorite camera perspectives is third person. I find that this is one of the best ways for the player to appreciate the world around them while also viewing the action and what could be coming behind you.

There are different pros and cons for using this method, one being that you can view the character in its entirety which is another way to appreciate your character design which you can’t always see when in first person (unless you walk past a mirror while in first person!). You may spend most of your time viewing the back of your player during third person unless you allow the character to run toward the camera. But what happens if your camera passes through your player if you run toward yourself? Or passes through a wall or object? This is known as sorting. You can apply a detection radius to stop the camera from doing this. As a result, your camera will look like it's running along the wall to avoid going through it. This can also apply if you move your camera to look up as high as you can see, by making it hit the ground and stopping it from going through the floor.

The biggest debate that I have had with my students over the years has been the inversion of controls for the camera. I typically use the method of pushing down on the analog to look up, while my students use push up to look up. This is the typical “simulator vs. player-relative controls.” Many first-person games use these controls as the default, but I always find I invert the controls to meet my needs. Always give this as an option for your player; otherwise, I won’t be playing your game!

The last thing to consider is the position of the camera. While this may sound simple, think back to all third-person games you have played and where the camera position has been. Not all of them have been the same! Uncharted and Tomb Raider games have the camera quite high due to the design of the environments so the player can see what they need to jump or climb onto. Grand Theft Auto tends to have the camera quite low so the player can interact with the world and vehicles easily. See, not all of them are the same! This will all depend on the game you are making and down to what feels right with the game. If you need to have it higher so you can see the world, or have it lower and move more freely, then this is up to you!

Bonus Stage: Easter Eggs

One of the most popular things that my students love to implement is easter eggs. For those that are not familiar with this term, they are defined as references to famous pop culture icons. These can range from referencing previous games that a company has made or bizarre references from TV shows, games, or real-world events. The list is endless of the easter eggs that have appeared in games and what they have referenced to, but we will discuss a few in this bonus stage.

The Grand Theft Auto series is a perfect example of different games or pop culture references being made through their main story or in the world. There are numerous references to Back to the Future, previous game projects from Rockstar, Apple, Hollywood, Thelma and Louise, Bigfoot, ghosts, Playboy Mansion, Halloween, Aliens, and so many more. The TARDIS and other Doctor Who references have been made in numerous games through the years. The TARDIS has been found in various games through time, such as Assassin’s Creed: Origins if the player dives deep enough in certain body of water, the original Fallout game, and Lego Dimensions. The last notable series of games that is famous for its easter eggs is the Batman: Arkham series and their references to famous Batman comics and lore. There was one example where the developers had left an easter egg for the player to find that was a reference to the next Batman project in the series, which was never found. The developers had to reveal the location of a hidden room which featured their hidden easter egg. You will also find references to other characters from the DC Universe through the form of audio files, conversations you can overhear with enemies, or collectibles. You can be clever when it comes to putting them in your game, but try to make some a challenge for the player to find and encourage them to explore.

But the typical thing I have seen through hundreds of game design lessons is that students will get so excited about making a game that they start to design their game around an easter egg that they have always wanted to make. I rarely turn down ideas in my lessons to allow students to explore their creativity, but easter eggs are something that I always encourage to be done at the end of production. I love finding references in games as much as the next player, but unless they are important for the development of the story or the game, these should be at the very end of your design stages. Easter eggs should be a fun time-filler for players that want to explore the world and experience the joy and fulfillment in finding them.

I believe that easter eggs can always be appreciated if implemented correctly and the player has time to find them. But they should always be easy to understand. One group I was working with was pitching a game idea to me, and they mentioned that they wanted to reference a famous YouTuber that they love to watch. While this may be satisfying for them to see the reference, the chance of other people understanding the reference is very unlikely.

If you ever want to make an easter egg, do not be deterred from making one, but just be sure that you are clever in the way you make them and give the player time to explore and stumble across them. It can be a satisfying and enjoyable experience to find them. Some players would rather watch videos or read about easter eggs in video games rather than finding them for themselves. While I tend to read about them, there is nothing more satisfying than to know that I have been able to beat a certain level that shows me an exclusive cutscene or unlock an item that I have worked hard for. It's never quite the same watching an easter egg being found in a video compared to finding it myself!

Conclusion

So far within this chapter, we have covered the following:
  1. 1.

    How to design your character

     
  2. 2.

    How to control your character

     
  3. 3.

    How to see the world around you

     
  4. 4.

    Designing the narrative for your game

     

With Chapter 3 now completed, we will now follow a tutorial on how to create a first-person camera in Unity and how this can be used as the basis for a future project. You will have the chance to develop new skills or develop upon previous experience within the software.

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