what are the Objectives, Operation, Obstacles, Outcome of PacMan
(Game design)
Answers
Answer:
The Definition of Games
“Design is the process by which a designer creates a context to be encountered by a participant, from which meaning emerges.” (Katie Salen and Eric Zimmerman)
This quote from the Rules of Play book encapsulates the main items that we should focus on as game designers: (1) Context, which can be the spaces, objects, story and behaviours that you encounter in games. (2) Participants are your players that act upon your game context for example via manipulation or exploration. They inhabit your game world to play. (3) Meaning is a concept that we have already mentioned last week when we talked about meaningful choice. When players take actions in your game, meaningful play should emerge from the agency that players feel. Meaning here is tied to the value of significance of something encountered in a game for the individual player.
To develop a game, it is best to constrain ourselves at the start of our design process to some core elements of games. We begin by brainstorming elements that we find in all games. The results of such a brainstorm from class is shown below. However, as mentioned in the above Extra Credits video, there is no progress in exhaustively defining what exactly a game is. We simply use this as a starting point to wrap our head around the elements in games that we are going to work with as game designers. We have to start somewhere to develop this new medium and this list serves as a good starting point.
When you are designing a game, an interesting approach to take is to think about your game’s core first (this would be your core mechanic), the one particular pattern of actions that you want your player to take over and over again. The best way to think about cores, is to look at board games and take some common concepts from there (which are also listed in the Challenges for Game Designers textbook):
Territorial Acquisition. These games are often zero-sum games, where the players fight over a limited amount of territory or resources. Think about Risk, for example.
Prediction. Often you find this core in party games or gambling games and luck is involved in making a prediction. Roulette is an example of this.
Spatial Reasoning. Often you need to consider how your game pieces work together to create a successful winning strategy. An example of this core is Tetris.
Survival. This core banks on our natural instincts to survive and is found in many action games. An example is Dark Souls.
Destruction. A game with this core allows players to wreck havoc on most things in the game. It is very common in first-person shooters.
Building. The building and use of structures is a core of many games. Good examples are Sim City and Minecraft.
Collection. The need to collect, own and match things is deeply ingrained in humans. This is a popular core mechanic in many board games and casual games (Match 3).
Chasing or Evading. This appeals to our fight-or-flight response and often works as a driving core in games. An example is Pac-Man.
Trading. This a very cooperative game core. Sometimes, players want to exchange resources and negotiate the values with one another. The most common example is the board game Settlers of Catan.
Race-to-the-end. This core dynamic is very simple to implement and you have already created a Race-to-the-end game in your first homework assignment. It is very common in children’s games.
Games as Systems
Objects. This refers to elements, variables or parts of a system. These could be physical and/or abstract in nature.
Attributes. These are the properties or qualities that a system and the objects within the system can have.
Internal relationships. The objects in a system are usually in an internal relationship to one another.
Environment. Systems are influenced by the context that surrounds them.
Games can be framed as different forms of systems as well, such as formal, cultural or experiential systems.
For more details visit :- https://acagamic.com/courses/intro-to-game-design/the-formal-systems-of-games-and-game-design-atoms/
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Explanation: Pac-Man[a] is a 1980 maze action video game developed and released by Namco for arcades. The original Japanese title of Puck Man was changed to Pac-Man for international releases as a preventative measure against defacement of the arcade machines by changing the P to an F.[5] In North America, the game was released by Midway Manufacturing as part of its licensing agreement with Namco America. The player controls Pac-Man, who must eat all the dots inside an enclosed maze while avoiding four colored ghosts. Eating large flashing dots called "Power Pellets" causes the ghosts to turn blue, allowing Pac-Man to eat them for bonus points.
Game development began in early 1979, directed by Toru Iwatani with a nine-man team. Iwatani wanted to create a game that could appeal to women as well as men, because most video games of the time had themes of war or sports.[6][citation needed] Although the inspiration for the Pac-Man character was the image of a pizza with a slice removed, Iwatani has said he also rounded out the Japanese character for mouth, kuchi (Japanese: 口). The in-game characters were made to be cute and colorful to appeal to younger players. The original Japanese title of Puckman was derived from the titular character's hockey-puck shape, and is now the mascot and flagship icon of Bandai Namco Entertainment.
Pac-Man was a widespread critical and commercial success, leading to several sequels, merchandise, and two television series, as well as a hit single by Buckner and Garcia. The franchise remains one of the highest-grossing and best-selling games, generating more than $14 billion in revenue (as of 2016) and 43 million units in sales combined, and has an enduring commercial and cultural legacy, commonly listed as one of the greatest video games of all time.