Chapter 2.2 Game Design
CS Overview This introduction covers: –Terms –Concepts –Approach All from a workaday viewpoint
CS The Language of Games Debate continues over high-level views Lack of standard (concrete) definitions –Game (Interactions to elicit emotions?) –Play (Object of rule-bound play?) –Aesthetics (Emotional responses during play?) High-level concepts tricky to articulate
CS The Language of Games Why do we play? What is the nature of games? –Not our focus in this class How is a game formed of parts? –That’s what we care about here! Computer games are an art form –The art of making interactive dynamic models!
CS Games Exist in a Frame The border of a game’s context –Inside the frame is in the game –Outside the frame is real life The world of the interactive dynamic model Choices have outcomes in the frame –Varying consequences/weights –Meaningful choices!
CS A Player-Game Model A model of the player – game relationship
CS Play Mechanics Gameplay –Feelings of playing a particular game –Activities engaged in a particular game (Play/game) Mechanics –Specific to game activities –“What the player does” –“Core Mechanics” are the central activities
CS Seven Stages of Action (Don Norman, DOET) Execution –Intention to act –Sequence of action –Execution of action sequence Evaluation –Evaluating interpretations –Interpreting perceptions –Perceiving states
CS Designer and Player Models Systems are built from designer mental models –Design models may only anticipate player goals Players build mental models from mechanics –Based on interactions
CS Goals and Objectives Objectives and goals can differ –Players goals reflect their understanding of the game –Designers must consider how the game communicates with players
CS Aside: Resources Things used by agents to reach goals To be meaningful, they must be… –Useful – provide some value –Limited – in total or rate of supply KEY: Needed, but limited!
CS Premise Sets Context for Model The metaphors of action and setting –Concrete (e.g., Halo back-story) –Activity based (e.g., Madden) –Abstract (e.g., Tetris) Directs the player experience –Provides a context in which mechanics fit –Players map game states to the premise
CS Player Strategy People usually reason with commonsense –A view of linear causation – cause and effect Complex systems do not behave linearly –Players need information to support linear strategy “Game theory” assumes rational players –But does not assume perfect knowledge
CS Aside: HCI and Cognitive Ergonomics HCI – Human-Computer Interaction –Study of… Communication between users and computers How people design, build, and use interfaces Better support for cooperative work Cognitive Ergonomics –Analyzes the cognitive representations and processes involved with performing tasks
CS Norman, again (DOET = Design of Everyday Things) Norman’s five principles of design –Visibility Making the parts visible –Mappings Understandable relationships between controls and actions –Affordances The perceived uses of an object –Constraints Prevent the user from doing things they shouldn’t –Feedback Reporting what has been done and accomplished
CS Systems Design Two general approaches to design –Special case Experiences built one scene/level at a time Anticipate states while pre-scripting events Solved by discovering the intentions of the designer –Systemic General behaviors are designed Scenes/Levels are specific configurations Some events may still be pre-scripted Solved by understanding the system
CS Systems and Dynamics Generalizing dynamic behavior is hard –Dynamics determined by a given architecture –Feedback/control loops with player in loop Emergent complexity –Behaviors that cannot be predicted simply from the rules of a system –E.g., John Conway’s Game of Life
CS Systems and Feedback Negative feedback –Stabilizes the game –Forgives the loser –Prolongs the game –Magnifies late successes Positive feedback –Destabilizes the game –Rewards the winner –Can end the game –Magnifies early successes
CS Design is all about Working within Constraints! E.g., Platform –General description of hardware and software E.g., Game Saves –Save triggers –Save-anywhere –Save points –Coded text saves
CS Design to Different Audiences Why We Play Games – Nicole Lazzaro –Internal experience Enjoyment from visceral activities –Hard fun Challenge of strategy and problem solving –Easy fun Intrigue and curiosity – exploration and adventure –Social experience Stimulating social faculties – competition, teamwork, bonding, and recognition
CS Rest of Chapter Creativity Section: Brainstorming –Generating ideas without discrimination –Evaluation after elaboration –Can be unfocused Communication and Psychology –Useful tidbits –Lots of courses, books, etc.