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RGD - Chapter 2

The document discusses game typology and categorization. It defines ten common game typologies: choose, configure, solve, create, find, obtain, optimize, reach, synchronize, and remove. It also covers typical game components of design, art, and logic. Game perspectives are discussed as side-scrolling, top-down, first-person, and third-person. Common game genres like action, role-playing, simulation, and strategy are also outlined.
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0% found this document useful (0 votes)
83 views21 pages

RGD - Chapter 2

The document discusses game typology and categorization. It defines ten common game typologies: choose, configure, solve, create, find, obtain, optimize, reach, synchronize, and remove. It also covers typical game components of design, art, and logic. Game perspectives are discussed as side-scrolling, top-down, first-person, and third-person. Common game genres like action, role-playing, simulation, and strategy are also outlined.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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RAPID GAME

DEVELOPMENT
Chapter 2: Game Typology

RICKMAN ROEDAVAN
TABLE OF CONTENTS

Game Component 01

Game Perspective 02

Game Genre 03

Game Typology 04

Conclusion 05
GAME COMPONENT

Game Programmer
(C#, C++, Phyton)
Art

Game Engine
GAME Game Artist
(Photoshop, Premiere, Maya)
Logic
Design
Game Designer
(Paper, Pencil, Ms. Word)

Game development consists of three component namely Game Design,


Game Art and Game Logic. A game designer main task is to design:
1) Mechanics and systems, which are the rules and objects in the game
2) Gameplay, which is the interaction between the player and the
mechanics and systems
3) Player experience, which is how users feel when they’re playing the
game and monetization aspect

A game artist is an artist who are responsible for all of the aspects of game
development that call for visual art.

A game programmer is a software engineer, programmer, or computer


scientist who primarily develops codebases for video games or related
software, such as game development tools.
GAME PERSPECTIVE

Side Scrolling
First Person

Top Down
2D 3D Third Person
Angled/
Isometric

HYBRID
Brandon Dollar has doing a Game Studies to classify some popular game
perspective namely: Side Scrolling, Top Down, Angled/Isometric, First Person
and Third Person.
GAME GENRE

Action Role-Playing Simulation Strategy Sports

Auto
Platform Rogue Construction Racing
Battler

Life Real Time


Shooter MMO Chess
Sims Strategy

Car Real Time Field


Fighting Tactical
Sims Tactics Sports

Aircraft Tower Water


Survival Sandbox
Sims Defence Sports

Battle Industry Card


JRPG MOBA
Royale Sims Games

Game genre is a specific category of games related by similar gameplay


characteristics. Video game genres are not usually defined by the setting or
story of the game or its medium of play, but by the way the player interacts
with the game. For example; a first-person shooter is still a first-person
shooter regardless of whether it takes place in a science fiction, fantasy, or
military setting; so long as it features a camera mimicking the perspective of
the protagonist (first-person).
GAME TYPOLOGY

Choose Configure Solve Create Find

Obtain Optimize Reach Synchronize Remove

Michael Debus has doing a Game Studies to classify the game goals and has
created ten game typology namely: Choose, Configure, Solve, Create, Find,
Obtain, Optimize, Reach, Synchronize and Remove.
GAME TYPOLOGY

Choose refers to the act of making a decision in a given task from limited
options provided. Often, but not necessarily, one of the options is the
“correct” one.
GAME TYPOLOGY

Choose refers to the act of making a decision in a given task from limited
options provided. Often, but not necessarily, one of the options is the
“correct” one.
GAME TYPOLOGY

Configure refers to the need to manipulate game objects such that they are
in a state (or configuration) determined as appropriate or acceptable.
GAME TYPOLOGY

Solve refers to the goal of providing an answer. It is often implied that the
answer must be “correct”, such as in the case of riddles. Solve and Choose is
different gameplay. Choose has limited options presented to player, while
Solve is more open-ended.
GAME TYPOLOGY

Create refers to bringing something into existence which was not present
before. Generally, this refers to objects in a gameworld such as when buying
(creating from an economic transaction), crafting (combining existing objects
to create a new one), building, or summoning a minion.
GAME TYPOLOGY

Find is an imperative that relates to the goal of identifying or locating


something in a game.
GAME TYPOLOGY

Obtain refers to the need to gain control or ownership over something such
as items (e.g. key or weapons). It can also mean spatial locations or even
characters in a game.
GAME TYPOLOGY

Optimize refers to the maximization or minimization of a resource, score, or


amount. There is a notion of a resource or amount that it is necessary for the
player to manage such that its final value is acceptable.
GAME TYPOLOGY

Reach generally refers to the idea that the player must (usually through the
direct control of a character) act such that the character reaches a certain
spatial location in the gameworld.
GAME TYPOLOGY

Synchronize describes the imperative to perform an action such that it is


synchronous with an in-game event. This can be either a moment in time or
within certain limits.
GAME TYPOLOGY

Remove refers to removing an object from the gameworld. This includes the
colloquial uses of the terms “killing”, “eating”, “destroying” and “eliminating”
seen in many games.
CONCLUSION

There is two type of game namely Entertainment Game and Serious Game or
Applied Game. Serious game is a game that designed for a primary purpose
other than pure entertainment.
From development perspective, game consists of three element, namely
Design, Art and Logic that need to integrated together to create good game
mechanic, aesthetic and also player experience.
There is at least ten game typology for all major game world wide. Theres
game typology are: Choose, Configure, Create, Find, Obtain, Optimize, Reach,
Remove, Solve and Synchronize.
AUTHOR
Rickman Roedavan

Rickman Roedavan is author of the best selling book


Unity3D & Construct2 Tutorial Game Engine. He also
write various fiction and comic books. He was a project
leader in Indonesian Aerospace and responsible for
some client server application development projects,
flight simulator and wargaming system. Currently he is a
lecturer at Telkom University as well as a Game Director
at Jagad Kreatif Nusantara.
BIBLIOGRAPHY

1. Debus, Michael et al. A Typology of Imperative Game


Goals. Game Studies: The International Journal of
Computer Game Research, v. 20, n. 03, September 2020.
ISSN 25811604-7982
2. Roedavan, Rickman. "Unity Tutorial Game Engine
Revisi Kedua". Bandung. Penerbit Informatika. 2018.
ISBN 9786026232632
3. Roedavan, Rickman et al. Zetcil: Game Mechanic
Framework for Unity Game Engine. IJAIT (International
Journal of Applied Information Technology), [S.l.], v. 3, n.
02, p. 96-105, july 2020. ISSN 2581-1223.
4. Roedavan, Rickman et al. Adaptation Atomic Design
Method for Rapid Game Development Model. IJAIT
(International Journal of Applied Information Technology),
[S.l.], p. 93-102, may 2021. ISSN 2581-1223.
BIBLIOGRAPHy

• Debus, Michael et al. A Typology of Imperative Game


Goals. Game Studies: The International Journal of
Computer Game Research, v. 20, n. 03, September 2020.
ISSN 25811604-7982
• Roedavan, Rickman. "Unity Tutorial Game Engine
Revisi Kedua". Bandung. Penerbit Informatika. 2018. ISBN
9786026232632
• Roedavan, Rickman et al. Zetcil: Game Mechanic
Framework for Unity Game Engine. IJAIT (International
Journal of Applied Information Technology), [S.l.], v. 3, n.
02, p. 96-105, july 2020. ISSN 2581-1223.
• Roedavan, Rickman et al. Adaptation Atomic Design
Method for Rapid Game Development Model. IJAIT
(International Journal of Applied Information Technology),
[S.l.], p. 93-102, may 2021. ISSN 2581-1223.

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