Game Design: Interactivity ( 4190.420 Computer Game ) Jehee Lee Seoul National University.

Slides:



Advertisements
Similar presentations
Video Game Design Game Maker Ms. Scales. What is game design? Is it art? It is all about artistic expression. Is it technical? Just follow some deign.
Advertisements

Game Design Serious Games Miikka Junnila.
Participatory Simulation & Emergent Behavior Author : Uri Wilensky Presenter : Krunal Doshi.
Module 14 Thought & Language. INTRODUCTION Definitions –Cognitive approach method of studying how we process, store, and use information and how this.
LEARNING FROM OBSERVATIONS Yılmaz KILIÇASLAN. Definition Learning takes place as the agent observes its interactions with the world and its own decision-making.
RED DEAD REVOLVER Artificial Intelligence Critique By Mitchell C. Dodes CIS 588.
Data Mining.
Nov 20, Fall 2006IAT 4101 Play Testing Software Testing Play Testing Team Structures.
LEARNING FROM OBSERVATIONS Yılmaz KILIÇASLAN. Definition Learning takes place as the agent observes its interactions with the world and its own decision-making.
ENSURING EVERY VOICE IS HEARD. Speed Networking Prompt Find someone you do not know in the room. Introduce yourself and chat about why you chose to attend.
Decision Making What? Art of choosing between two or more courses of action. Always there cannot be a correct decision but … better decision.
Copyright © 2010, 2007, 2004 Pearson Education, Inc. Chapter 14 From Randomness to Probability.
The Power of Reading to Your Child. 8/7/ Begin with the End in Mind! If your child’s doctor told you that you could possibly prevent your child.
MANAGEMENT OF TECHNOLOGY – BPT 3113
Phase One Type of GroupGroup Formation Phase Two Group Development stages  Mutual Acceptance  Communication and Decision Making  Motivation and Productivity.
Comprehension Strategy Routine Cards
Video Games and Dialogue By Saim Zahid. Natural Language vs. Scripted Conversations.  Natural language refers to ordinary language as spoken or written.
GAME DEVELOPMENT DOCUMENTATION
University of Sunderland Professionalism and Personal Skills Unit 1 Professional and Personal Skills.
Early Design Process Brent M. Dingle, Ph.D Game Design and Development Program Mathematics, Statistics and Computer Science University of Wisconsin.
SIMPLICITY What, Why, and How? 13. “If you can't explain it to a six year old, you don't understand it yourself.” ― Albert Einstein WHAT IS SIMPLICITY.
CMPT 880/890 Writing labs.
McGraw-Hill/Irwin 2010 Modified by Jackie Kroening 2011 CREATIVITY AND HUMAN RELATIONS Chapter 12.
DR. SAFAA. Introduction It is clear, however, that learning a second language is a difficult time-consuming process. when students first enter the language.
Artificial Intelligence in Game Design Problems and Goals.
Design thinking evidence. design thinking assessment points When should assessment happen During the end of the project demonstration During the transitions.
The Writing Process Essays don’t just happen. We write in a series of logical steps: 1. Generate ideas 2. Plan 3. Organize 4. Draft 5. Revise.
Teaching Learning Principles and Practices Learning Styles and characteristics of Child Adult and Elderly Learner Unit – 4 Sohail Sajid Principal New Life.
Games Writing for Interactive Media. In the Beginning... First game: pong (nonnarative, developed on oscilloscope) Play Early GamesPlay Early Games.
LCC 6317/4720 Interactive Narrative Lecture 2 January 13, 2005.
W ORCESTER A REA W OMEN IN D EVELOPMENT __________________ M ANAGING & M OTIVATING V OLUNTEERS ON B OARDS & C OMMITTEES ___________________ C HARLES S.
School of Computer Science & Information Technology G6DPMM - Lecture 15 Media Design III – Video & Animation.
1-1 Copyright © 2015, 2010, 2007 Pearson Education, Inc. Chapter 13, Slide 1 Chapter 13 From Randomness to Probability.
1 Additional Topics: Splash, Flash and Web Usability INFO 654 – Spring 2007.
The Difficulties of Difficulties CSE1GDT Paul Taylor 2009.
Game Design Principles Part 1 : Milestone Games and Play Jehee Lee Seoul National University.
CS 4730 Action vs. Interaction CS 4730 – Computer Game Design Credit: Several slides from Walker White (Cornell)
Why is play important in a child’s life?
Wolcott High School School Counseling Department.
Game Time! Why I Should Have More Video Game Time.
Game Design Theory Pertemuan 3 Matakuliah: T0944-Game Design and Programming Tahun: 2010.
Game Design Principles Part 3 : Interactivity Jehee Lee Seoul National University.
How To Talk So Your Kids Will Listen, and Listen So Your Kids Will Talk Part III Alternatives to Punishment Tuesday May 14, 2013.
Facilitate Group Learning
Video Games & Object Oriented Programming. Games.
March 24, Spring 2004CS44551 Play Testing Software Testing Play Testing Team Structures.
The Health Triangle Mrs. Lord Lesson 1.
INTERFACE COMPOSITION GAME DESIGN. OBJECTIVES After this lesson, students will be able to: Identify the Eight Golden Rules of Human-Computer Interface.
Intellectual Development
Discovering the Arts  Elements of Music  Elements of Art.
An Introduction To AudioDesign v © Allan C. Milne Abertay University.
September 2010 Arlene W. Williams Marshall School of Business PLEASE SIT IN TEAMS.
1 By: Ms. Adina Malik (ALK) Agents, Constituencies, Audiences Coalitions Multiple Parties and Teams By: Ms. Adina Malik (ALK)
Transition Math Project Fall Workshop Retreat Case Writing as Tool for Math Teacher Professional Development Rainbow Lodge, Mt. Si, WA November 7, 2008.
Year R Stay and Play Talk. Why?  Communication is the number one skill. Without it, children will struggle to make friends, learn and enjoy life.
ADOLESCENCE to Adulthood
Identifying the Target Audience Part 2. Target Audience The target audience is the group of people for whom the game is meant. To develop an effective.
1. Games Background Let’s Learn Saengthong School, June – August 2016 Teacher: Aj. Andrew Davison, CoE, PSU Hat Yai Campus
Assessment Centres workshop Arti Kumar, Senior Careers Adviser / CETL Fellow Marie O’Flaherty Careers Adviser.
The design cycle model and the design process.
Game Design Principles Part 4 : Creativity Jehee Lee Seoul National University.
Personality Test based on the Myers-Briggs Type Indicator
Lateral Thinking Lateral thinking is a term coined by Edward de Bono, for the solution of problems through an indirect and creative approach. Lateral thinking.
CHAPTER 4 Designing Studies
Outline Part 1 – Understanding Yourself and Others
Homepage and taglines.
Creative Design Solutions: Design Thinking
Switch-Access Using a Hierarchy Pattern
Creative Design Solutions: Design Thinking
1.02 Creative Design Solutions: Design Thinking
Presentation transcript:

Game Design: Interactivity ( Computer Game ) Jehee Lee Seoul National University

Interactivity Interactivity is the most important factor of games –“Fun factor” might be equally important, but difficult to formalize Computers gave gaming a big boost –The real power of computers lies in its interactivity

What is interactivity The essence of interactivity can be observed in conversation –Listen –Think –Speak back A cyclic process in which two active agents alternately (and metaphorically) listen, think, and speak.

How Do We Measure Interactivity ? Good experience with conversation requires –Listen well A conversation with people who do not listen to what you are saying –Think well A conversation with people who listen well, but cannot understand the context –Speak well A conversation with people who listen and think well, but cannot express themselves

Interactivity in Games How much of what the player might desire to say/do does the game permit the player to actually say/do ? How well does the game think/process about the player’s inputs ? How well does the game express its reactions ?

Styles of Conversation Rugby style –There is no turns. Everybody speaks simultaneously Basketball style –There is a token; One person speaks at a time –The token is passed or intercepted frequently Baseball style –There is a token; One person speaks at a time –The token is turning around and rarely intercepted.

Degrees of Interactivity Speed –Is fast turnaround better than slow turnaround ? –Eg) Shooting games versus Board games –Eg) VisiCalc versus Mainframe spreadsheet –Eg) BASIC versus compliers Depth –The overall quality of an interaction depends on its depth as well as its speed –“Deeper” means “Penetrating closer to what makes you human” –Hand-eye coordinate, puzzle-solving, spatial reasoning, social reasoning

Degrees of Interactivity Choice –Interactivity depends on the choices available to the user The “richness” of choices –Functional significance of each choice Some games offer the player the opportunity to wander all over a huge region—but nothing interesting happens in the huge region –Perceived completeness The number of choices in relation to the number of possibilities the user can imagine

Low-Interactivity Games Little Computer People –A small family moving around their dollhouse in the course of their daily activities –The player watch them –The sims is similar, but offers more interactivity VCR games –Myst, The 7 th guest –It is like watching movie occasionally pushing buttons to make decisions –Good visual and sound, but weak game play

Low-Interactivity Games Games for young children are usually less interactive Low-interactivity games usually requires less decision-makings and workload than high- interactivity games The player’s workload is not proportional to the quantity of decision-making –The workload of learning the rules is substantial –Eg) minimal-interactivity murder mystery game

Creativity The industry have reached a peak of creativity in game design during 80s and 90s Nowadays, game design is a coldly mechanical process requiring little in the way of creativity

Tightly defined genres First-person shooter –The player blast bad guts as he navigates a complex 3D environment –He collects weapons and ammunition, sometimes solve puzzles Platform games –Space Panic in 1981, Apple Panic, Donkey Kong –A series of “Mario” games are still selling and successful

Tightly defined genres Role-playing games –Dungeons & Dragons in the mid-1970’s –Moria, Wizardry, Ultima I, II, III, IV, V, VI, VII, so on Only small changes have been made for the decades

Where Does Creativity Come From? How can “ordinary” people be creative ? –We don’t want to talk about a few geniuses One idea is just as good as another (?) Creativity is serious business –You don’t attain high levels of creativity by random daydreaming

Association and Analogy Our minds are associative –Many concepts in our minds are associated like a web –New ideas are generated by combining old ideas in novel ways –This combining process is not a simple additive one New ideas are often attained by observing analogical patterns in the web of associations

How to “Get Creative” Reading –Stuff your head full of concepts and all their associations –More concepts and associations yield better possibilities Wondering –An exercise in tightening up the web of associations

Brainstorm What is a brainstorm ? –Drive the problem deep into your subconscious –Spend days and nights –The solution will leap out at you Great geniuses described their brainstorm experiences –A phase of intense emotional involvement –A quiescent period –The entire solution leaps upon them with suddenness