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.