What is a Game? Brent M. Dingle, Ph.D. 2015 Game Design and Development Program Mathematics, Statistics and Computer Science University of Wisconsin -

Slides:



Advertisements
Similar presentations
Structure of Games Formal Elements Element that engage the Player Dramatic Elements.
Advertisements

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.
Developmentally Appropriate Practice
Digital Game-Based Learning Why and How it Works.
ARCHITECTURES FOR ARTIFICIAL INTELLIGENCE SYSTEMS
The preceding analysis permits play to be defined as an activity which is essentially: 1.Free: in which playing is not obligatory; If it were, it would.
CS 4730 What is a game? CS 4730 – Computer Game Design.
Game Design The Art and Science Flint Dille Ground Zero Productions E. Daniel Arey VisionArey Entertainment
Peter Shankar CSE 497 – Topics on AI & Computer Game Programming
Your with Juicy Feedback Loving your Player with Juicy Feedback Robin Hunicke dConstruct 2009.
Game Design Serious Games Miikka Junnila.
Patterns in Game Design Chapter 9: Game Design Patterns for Narrative Structures, Predictability, and Immersion Patterns CT60A7000 Critical Thinking and.
Foundations of Interactive Game Design Prof. Jim Whitehead
Introduction.  Who’s in the class?  Class structure  Introduction to content  Team and concept brainstorming.
Game Design Staffan Björk.
What Computer Games are, and might not be (the game ontology) Miguel Sicart Computer Game Theory Spring 2005 Miguel Sicart Computer Game Theory Spring.
The Elements of Gameplay by Richard Rouse III Ayşegül Bakar.
Serious Games Interactive | |
Need to clarify what is possible.... Variables  settable  measurable  inferrable  observable  estimable  aspirational  hypothetical Relationships.
The Context of Forest Management & Economics, Modeling Fundamentals Lecture 1 (03/30/2015)
CS 4730 What is a game? CS 4730 – Computer Game Design.
1 Virtual museum exercise was not appreciated. SCOM 5056 Design Theory in Science Communication week 4: fun and games.
+ Structure of Games Chapter 2. + What are different types of games? Do all games share the same exact structure? GamesBoard GamesVideo Games Playground.
Understanding “Serious” Games
CSCI 101 Introduction to Software Development and Design.
Narrative, Interactivity, Play, and Games: Four Naughty concepts in Need of Discipline IAT 810 Veronica Zammitto.
CHAPTER 03 THE LAYERED TETRAD 1.
Early Design Process Brent M. Dingle, Ph.D Game Design and Development Program Mathematics, Statistics and Computer Science University of Wisconsin.
1 Chapter No 3 ICT IN Science,Maths,Modeling, Simulation.
CSE1GDT Game Design Theory Paul Taylor About me: Paul Taylor I’m a lecturer in Games Design and Development Currently Studying my PhD in processes.
Process Flowsheet Generation & Design Through a Group Contribution Approach Lo ï c d ’ Anterroches CAPEC Friday Morning Seminar, Spring 2005.
Patterns in game design
FCN = Functionality, completeness, Balance. Refinement You have a playable system Play, tweak, play, tweak, play, tweak, … Question smaller and smaller.
Think Game Play! advanced-prototyping/ 016.
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)
I have no words & I must design by Greg Costikyan Currently a Games researcher at NokiaCostikyanNokia.
Chapter 2.2 Game Design. CS Overview This introduction covers: –Terms –Concepts –Approach All from a workaday viewpoint.
Play. Origins of Play Johan Huizinga. Homo Ludens (1950) “Play is older than culture, for culture, however inadequately defined, always presupposes human.
Game Design Theory Pertemuan 3 Matakuliah: T0944-Game Design and Programming Tahun: 2010.
Game Development. Goals of the Class  Game Development as an Interdisciplinary Art  Understanding Roles in Development  Understanding Different Tasks.
Defining games. Why even define games? Check for what is a game, what is not a game – Ok, but why? Define borders, but also define possible directions.
1 CHAPTER 2 Decision Making, Systems, Modeling, and Support.
Creating a Game Brent M. Dingle, Ph.D Game Design and Development Program Mathematics, Statistics and Computer Science University of Wisconsin -
Understanding Work Teams
Fundamentals of Game Design by Ernest Adams and Andrew Rollings Chapter 1: Games and Video Games.
Games in Games (and play) and science communication What we can learn from games and how we might even use games to communicate science.
Game Design Concept Pertemuan 5 Matakuliah: T0944-Game Design and Programming Tahun: 2010.
Creating and thinking critically
Wrap-up CS 370 Computer Game Design Ken Forbus Spring, 2003.
1 ME886.3 Topic 1: System and System Design (I). 2 What we design?
Game Tuning Workshop Game Design and Tuning Workshop Party Game Elective Marc “MAHK” LeBlanc GDC 2004.
 US Statistics US Statistics  155 million people (50%)  42% at least 3 hrs/wk  Average age 35 (women 43)  56% male  2214 $22.4B.
Brent M. Dingle Game Design and Development Program Mathematics, Statistics and Computer Science University of Wisconsin - Stout.
Common Terms in Game Design From: “Challenges for Game Designers” by Brenda Brathwaite and Ian Schreiber Course Technology,
Serious Games Interactive | |
Game Logic Project 4 Due date: Monday, September 29 th.
First Playable Project 4 Due date: Monday, September 24 th.
Stencyl Visual Programming Dr. Gary Liu. Sections: 1: Game Development Concepts 2: Stencyl and Game Mechanics 3: Stencyl Story and Aesthetics 4: stencyl.
Unit 72: Computer Game design
Mechanics, Dynamics, & Aesthetics Game Design. Framework Mechanics describes the particular components of the game, at the level of data representation.
Operations Research Chapter one.
Game Design For Development
MDA Monopoly killer Dungeons and Dragons Paper Chase
Foundations of Technology Mr. Brooks
Game Development for Educational Environments Zachary Lloyd
Project 4 Due date: Monday, September 28th
Project 5 Due date: Wednesday, September 29th
Defining a Game.
MDA Monopoly killer Paper Chase
Presentation transcript:

What is a Game? Brent M. Dingle, Ph.D Game Design and Development Program Mathematics, Statistics and Computer Science University of Wisconsin - Stout See also references at end of slides (if any)

A Definition A Game is – a play activity with rules that involves conflict Problem? – It says nothing about how to design a game

Formal Elements Perhaps easier to discuss a game in terms of its component parts – rules – resources – actions – story – … These may also be called “formal elements” of a game

How to Find the Parts Consider options

Definition 1 A game has “ends and means” – an objective, – an outcome, – and a set of rules to get there » David Parlett

Definition 2 A game is – an activity involving player decisions, seeking objectives within a “limiting context” » Clark C. Abt

Definition 3 A game has six properties – it is “free” playing is optional and not obligatory – separate fixed in space and time, in advance – has an uncertain outcome – is unproductive generates neither goods nor wealth – is governed by rules – is “make believe” not real life, but a shared separate reality » Roger Callois

Definition 4 A game is a – voluntary effort to overcome unnecessary obstacles » Bernard Suits NOTE: this definition implies – voluntary – with goals – and rules – “unnecessary” » implying inefficiency caused by rules on purpose

Definition 5 Games have 4 properties – Closed formal system formal meaning defined – Involve interaction – Involve conflict – Offer safety as compared to what they might fully represent » Chris Crawford

Definition 6 Games are a form of art – which the participants (players) make decisions to manage resources using game tokens in the pursuit of a goal » Greg Costikyan

Definition 7 Games are a system in which – players engage in an artificial conflict defined by rules that results in a quantifiable outcome – i.e. there is winning and losing » book: Rules of Play by Katie Salen and Eric Zimmerman » which also lists all the above definitions

Common Elements Games (implicitly) have players Games are an activity Games have rules Games have conflict Games have goals Games involve decision making Games are artificial, safe, outside ordinary life Games involve no material gain on the part of the players Games are voluntary Games have an uncertain outcome Games are a representation or simulation of something real but are themselves make believe Games are inefficient Games have systems Games are a form of art

Observations on: Goals Part Object of the game is what? – Players are trying to do what? Goals can help tie the parts of a game together Details Vary – Some Generic Options Capture/Destroy Control Territory Collection Solve (like Clue) Chase/Race/Escape Build

Observations on: Story Part Games should have a story – Narrative of the game – Theme of the game – Binds events, goals, objectives, parts together – Moves player towards the completion of the game – Options: Designer driven Emergent based on player choices and actions Linear Non-Linear

Observations on: Rules Part Rules and Mechanics of a game – are tricky – are subtle – need details – must be tested using mockups and prototypes by ‘real’ players and designers and developers – can bind parts of the game together – should create/support player expectations

Observations on System Part Games have/are Systems – a set of connected things or parts forming a complex whole – a set of principles or procedures according to which something is done – an entire group of parts that work together A “good” game ties all of its parts together

End Point of Element Parts Game Design is Designing a System of Elements – Each element may influence another – Changing one element may change the entire game – The combination of elements forms a complex whole A system may be a system of systems – a game containing games The game/system state is dependent on the state of its elements – Allows for emergent behavior (from a simple rule set) – Difficulty in predicting Player choices are variable and affect states mechanics yield system dynamics

Recall Designing a game is designing a system Game design and development is iterative Games can be described as – the successive layering of constraints Games have elements

Another Set of Parts It is possible to look at a game in different ways depending on how you define “parts” The Mechanics, Dynamics, Aesthetics (MDA) Framework Has received a lot of attention from industry professionals Shows the designer perspective AND the player perspective – How each “sees” and relates to the same game parts Aids the process of designing and developing a game Defined in 2001 by LeBlanc, Hunicke, and Zabek

Mechanics = Rules Mechanics are the rules of the game at the level of data representation and algorithms These Formal Rules define – What is allowed (and not allowed) – How is the game setup – What actions can players perform – What goals/objectives can/should/must be achieved – When does the game end Who wins, who loses, what is scored – How are rules enforced –…–…

Dynamics = System (in motion) Dynamics describe the run-time behavior of the mechanics acting on player inputs and each others’ outputs over time – Describe the “play” of the game What strategies/behaviors emerge from the rules How do the players interact with the environment and each other

Aesthetics = “Fun” Aesthetics describes the desired emotional responses evoked in the player when interacting with the game system – Not the visual elements of the game – But rather the player experience of the game enjoyable, fun, frustrating, boring, interesting… emotionally or intellectually engaging

Example: Pac Man Mechanic Ghost’s pathfinding logic is defined by rules – Each ghost has a unique seeking mechanic – Blinky targets the tile player is in – Inky targets the end of the vector that starts at Blinky, goes through two tiles in front of player is twice as long as distance of that tile to Blinky

Example: Pac Man Dynamic The rules create a dynamic – where the player is trapped by Blinky and Inky

Example: Pac Man Dynamic The enemy dynamics challenge the player – creating an aesthetic of fun and excitement

Example: Spawn Points First-Person Shooters often have a “Spawn Point” Mechanic

Example: Spawn Points Leading to the dynamic where a player may sit near a spawn point and take out players as they respawn

Example: Spawn Points Leading to the Aesthetic of Player Frustration

Order of Thought This is the order a Designer will often experience/plan the game – Designers control the mechanics – Mechanics generate dynamics – Dynamics generate aesthetics Designers often work outward – design the mechanic to generate the desired aesthetic

Player View Players see things in reverse order – Aesthetics set the tone – which is created from observed dynamics – which is controlled by operable mechanics

End Summary Games are composed of elements/parts Rules are a major part of a game – Designers create rules Rules create gameplay Gameplay creates player experience – A small rule change may have enormous (or no) effect Play Testing is critical – Test early  mockups, prototypes – Test Often – Evaluate – Improve – Iterate, Iterate, Iterate – From “Success” to “More Success”

Questions? Beyond D2L – Examples and information can be found online at: Continue to more stuff as needed

References Some material in these slides was derived/based on material from: – Ian Schreiber, Game Design Concepts Released under a Creative Commons Attribution 3.0 U.S. License – – Matthew Gallant, Mechanics, Dynamics & Aesthetics Blog, August 21, 2009 –