RECAP Game Design Class Héctor Muñoz-Avila. Motivation Compelling games don’t need –the latest and best graphics –deep narrative or involved story line.

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Presentation transcript:

RECAP Game Design Class Héctor Muñoz-Avila

Motivation Compelling games don’t need –the latest and best graphics –deep narrative or involved story line –beautiful people –sophisticated AI Compelling games need good gameplay –What is that? –How can we obtain it? –How can we tell if we do have it or not?

Meaningful play: Player: (action  system: outcome) discernable integrated

Meaningful play: Player: (action  system: outcome) discernable integrated choice  What happened before the player was given a choice? How is the possibility of a choice conveyed to the player? How did a player make a choice? What is the result of choice? How affects future choices? How are the results of choice conveyed? Interactivity:

Meaningful play: Player: (action  system: outcome) discernable integrated choice  What happened before the player was given a choice? How is the possibility of a choice conveyed to the player? How did a player make a choice? What is the result of choice? How affects future choices? How are the results of choice conveyed? Game: A game is a system In which players engaged in an artificial conflict defined by rules That results in a quantifiable outcome Interactivity:

Meaningful play: Player: (action  system: outcome) discernable integrated choice  What happened before the player was given a choice? How is the possibility of a choice conveyed to the player? How did a player make a choice? What is the result of choice? How affects future choices? How are the results of choice conveyed? Game: A game is a system In which players engaged in an artificial conflict defined by rules That results in a quantifiable outcome Video Immediate but narrow interactivity Information manipulation Automated complex systems Networked communication traits Interactivity: Closed Open Formal Experiential Cultural

Meaningful play: Player: (action  system: outcome) discernable integrated choice  What happened before the player was given a choice? How is the possibility of a choice conveyed to the player? How did a player make a choice? What is the result of choice? How affects future choices? How are the results of choice conveyed? Game: A game is a system In which players engaged in an artificial conflict defined by rules That results in a quantifiable outcome Video Immediate but narrow interactivity Information manipulation Automated complex systems Networked communication traits Interactivity: Closed Open Formal Experiential Cultural play Primary schemas rules context

Magic circle Lusory attitude Meaningful play: Player: (action  system: outcome) discernable integrated choice  What happened before the player was given a choice? How is the possibility of a choice conveyed to the player? How did a player make a choice? What is the result of choice? How affects future choices? How are the results of choice conveyed? Game: A game is a system In which players engaged in an artificial conflict defined by rules That results in a quantifiable outcome Video Immediate but narrow interactivity Information manipulation Automated complex systems Networked communication traits Interactivity: Closed Open Formal Experiential Cultural play Primary schemas rules context

rules Meaningful play: Player: (action  system: outcome) Now lets talk schemas… discernable integrated

rules Constitutive Operational Implicit Meaningful play: Player: (action  system: outcome) Now lets talk schemas… digital vs. non digital games discernable integrated

rules Constitutive Operational Implicit Meaningful play: Player: (action  system: outcome) Now lets talk schemas… digital vs. non digital games is pre-determined  deterministic game not predetermined  chance games has complete information  perfect information game discernable integrated

rules Constitutive Operational Implicit Meaningful play: Player: (action  system: outcome) is pre-determined  deterministic game not predetermined  chance games has complete information  perfect information game Now lets talk schemas… digital vs. non digital games emergence discernable integrated

rules Constitutive Operational Implicit Meaningful play: Player: (action  system: outcome) is pre-determined  deterministic game not predetermined  chance games has complete information  perfect information game Now lets talk schemas… digital vs. non digital games emergence uncertainty discernable integrated macro-levelmicro-level Information theory Noise redundancy

rules Constitutive Operational Implicit Meaningful play: Player: (action  system: outcome) is pre-determined  deterministic game not predetermined  chance games has complete information  perfect information game Now lets talk schemas… digital vs. non digital games emergence uncertainty discernable integrated macro-levelmicro-level Information theory Noise redundancy Information known to all players Information known to only one player Information known to the game only Randomly generated information Systems of information

rules Constitutive Operational Implicit Meaningful play: Player: (action  system: outcome) is pre-determined  deterministic game not predetermined  chance games has complete information  perfect information game Now lets talk schemas… digital vs. non digital games emergence uncertainty discernable integrated macro-levelmicro-level Information theory Noise redundancy Information known to all players Information known to only one player Information known to the game only Randomly generated information Systems of information Cybernetics (feedback) Positive Negative Stability Duration Success Control

rules Constitutive Operational Implicit Meaningful play: Player: (action  system: outcome) is pre-determined  deterministic game not predetermined  chance games has complete information  perfect information game Now lets talk schemas… digital vs. non digital games emergence uncertainty discernable integrated macro-levelmicro-level Information theory Noise redundancy Information known to all players Information known to only one player Information known to the game only Randomly generated information Systems of information Cybernetics (feedback) Positive Negative Stability Duration Success Control Game theory Game tree Saddle points

Meaningful play: Player: (action  system: outcome) Other presentations… discernable integrated Magic circle Lusory attitude Game: A game is a system In which players engaged in an artificial conflict defined by rules That results in a quantifiable outcome

Meaningful play: Player: (action  system: outcome) Other presentations… discernable integrated Instructional gaming Epistemic games Second life Motivation theory Games in education Education theories Magic circle Lusory attitude Game: A game is a system In which players engaged in an artificial conflict defined by rules That results in a quantifiable outcome

Meaningful play: Player: (action  system: outcome) Other presentations… discernable integrated Instructional gaming Epistemic games Second life Motivation theory Games in education Education theories Magic circle Lusory attitude Game: A game is a system In which players engaged in an artificial conflict defined by rules That results in a quantifiable outcome

Meaningful play: Player: (action  system: outcome) Other presentations… discernable integrated Instructional gaming Epistemic games Second life Motivation theory Games in education Education theories Magic circle Lusory attitude Game: A game is a system In which players engaged in an artificial conflict defined by rules That results in a quantifiable outcome Ben’s presentation

Meaningful play: Player: (action  system: outcome) Other presentations… discernable integrated Instructional gaming Epistemic games Second life Motivation theory Games in education Education theories Magic circle Lusory attitude Game: A game is a system In which players engaged in an artificial conflict defined by rules That results in a quantifiable outcome Ben’s presentation Virtual economies

Meaningful play: Player: (action  system: outcome) Other presentations… discernable integrated Instructional gaming Epistemic games Second life Motivation theory Games in education Education theories Magic circle Lusory attitude Game: A game is a system In which players engaged in an artificial conflict defined by rules That results in a quantifiable outcome Ben’s presentation Virtual economies GenreMM Warc3 rts/pg Starcft rts Savage rts/pg  Fate rpg GTA fps ZooT sim HalfL2 fps WOW rpg  Neverw rpg Diablo rpg Soccer sport Sims sim

Magic circle Lusory attitude Meaningful play: Player: (action  system: outcome) discernable integrated choice  What happened before the player was given a choice? How is the possibility of a choice conveyed to the player? How did a player make a choice? What is the result of choice? How affects future choices? How are the results of choice conveyed? Game: A game is a system In which players engaged in an artificial conflict defined by rules That results in a quantifiable outcome Video Immediate but narrow interactivity Information manipulation Automated complex systems Networked communication traits Interactivity: Closed Open Formal Experiential Cultural play Primary schemas rules context The End…