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

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Presentation transcript:

RECAP Game Design Class Héctor Muñoz-Avila

Motivation Good games don’t need –the latest and best graphics –deep narrative or involved story line –Complicated gameplay –sophisticated AI Good 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 choice  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? 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 Game: A game is a system In which players engaged in an artificial conflict defined by rules That results in a quantifiable outcome Closed Open Formal Experiential Cultural

Meaningful play: Player: (action  system: outcome) Other presentations… discernable integrated Game: A game is a system In which players engaged in an artificial conflict defined by rules That results in a quantifiable outcome Virtual economies Closed Open Formal Experiential Cultural

Meaningful play: Player: (action  system: outcome) Other presentations… discernable integrated Game: A game is a system In which players engaged in an artificial conflict defined by rules That results in a quantifiable outcome Virtual economies Closed Open Formal Experiential Cultural

MaddenSportsContro, McGairty, Callaghan Age of Empires 3 RTSParker Command &Conquer RTSGross ÖkamiRPG/actionMontgomery- Wicks Empire Earth RTSKing Diablo 2RPGGiszter Killers of 3 Kingdoms Card gameTong, Wang Uncharted 2: Thieves Action/ adventure Frankel League legends RTS modHardy, Ryan BioShockFPSParrelli, Hicks Sims 3simulation Weigl, Riordan, Cabezas DESIGN GenreAuthors Eve online MMORPGPirk Fallout 3RPGSchiavo, Lyon MetroidPlatform/actionChristam Heroes of Newerth RTS modBerdiel, Lee Starcraft 2RTSStinson Super Mario 3 platformLenehan, Abate, Thompson BlurracingPollock Call of Duty FPSDibella, Sullivan World Warcraft MMORPGLambert, Cheek HaloFPSDagbo, Villegas Other presentations…

BOOMarcadeParrelli RPG Ryan, Hardy G-Game Gross Flight-SimHardcore space simulation Schiavo Battle- board Space battle board game Pirk Extreme Poker Card gameStinson GAME GenreAuthors ParadoxCard gameGiszter Card combat Card gameWang, Tong, Lee Flash game adventureDibella Escape the maze arcadeAbate, Thompson Lehigh RPG RPGLenehan, McGarity Business RPG RPG – Instructional Callaghan, Contro Find the apple FPS modBerdiel, Dagbo, Villegas..and the games created Best Games (by popular vote): Pirk, William B.: Battle-biard Parrelli, Greyson K.: BOOM Best Games (by popular vote): Pirk, William B.: Battle-biard Parrelli, Greyson K.: BOOM

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 21 games analyzed 13 games created

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… 21 games analyzed 13 games created