Systems and Interactivity Dr. Héctor Muñoz-Avila Assigned readings: Chapters 4 & 5 (Rules of Play Book)

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Presentation transcript:

Systems and Interactivity Dr. Héctor Muñoz-Avila Assigned readings: Chapters 4 & 5 (Rules of Play Book)

Systems: Various Definitions A group of interrelated elements forming a complex whole (biological systems) A functionally related group of elements or components (computer) An organized set of ideas or principles (government) Commonality of these definitions: Parts  Whole Is a game a system?

Elements of a System Parts affect one another within an environment –Forming a pattern that is different from its parts Four parts of a system –Objects –Attributes (properties) –Internal relationships –Environment 3 dimensions Formal system Experiential system Cultural system

Elements of a System Example: Chess Formal system Experiential system Cultural system ObjectsPieces, boardplayersThe whole game Attributes (properties) Rules: moving pieces, win, draw, capture Pieces player controls Designed elements of game (origins) Internal relationships Actual positions: defend, (next slide) Strategic interaction, psychological Game and culture (peon, king) EnvironmentActual game play Context of play: I am smarter than u! “Culture itself”: movie about Bobby Fisher, Another example

threat defend

Framing Systems Hierarchical and interrelated dimensions –Formal rules are embedded in a system of play –System of play is embedded in the culture This is important –GTA controversy:GTA culture or stereotype? Fiction or reality? Influence behavior? So designing a game is more than just defining rules because these rules are experienced with in a cultural context

Open and Close Systems Closed system: no interchange with the environment –Chess as a formal system Open system: affects and is affected by environment –Chess as a cultural system We should not forget that once game is distributed it becomes an open system

Interactivity Person is making choices within a game system –Which action to take? Including not taking an action, this is an action (people in AI call this “no-action” and treat it the same as other actions: “move”). Example? Action gets a response from gaming system. This is an interaction These interactions determine how the game advances Actions define the experience –We want to achieve meaningful play

Interactivity: Definitions From the dictionary: –Mutual or reciprocal action or influence –Act on each other; reciprocally Common: relation between two things In this course: –Interaction takes place in a system People participate as agents –Its relational –It allows direct intervention within a context –It is iterative Trouble: When we watch a movie is this interactive? What if I press the forward button?

A Multivalent Model of Interactivity Four modes of interactivity Cognitive interactivity (interpretive) –Text adventure games (D&D) Functional interactivity (utilitarian; material components) –Fonts ok to read? Explicit interactivity (participation by making choices) –Choose to enter or not in a room Beyond-the-object interactivity (culture) –Online community (MUDs)

Designed Interaction Interaction is part of a system Rules are provided Context for interaction is also provided Reciprocal interaction

Interaction and Choice Meaningful play: In terms of interaction: Two level of choices: –Micro: “moment-to-moment” choices –Macro: chain of micro-choices to form an experience –Example: tactics versus strategies in an FPS game Player: action  system: outcome discernable and integrated in larger context Player: choice  (action  system: outcome) discernable and integrated in larger context

Micro versus Macro: Example Domination locations Unreal tournament Domination game – points are scored by controlling one or more of the map’s domination locations First team to score pre- determined number of points wins Example of Micro choice? Macro choice?

Anatomy of Choice: Five Crucial Stages 1.What happened before the player was given a choice? –positions of the team mates, owner dom points 2.How is the possibility of a choice conveyed to the player? –Other players, what he views 3.How did a player make a choice? –Move (fires, jump, walk, run) avatar 4.What is the result of choice? How affects future choices? –Choice affects overall system (capture dom point?) 5.How are the results of choice conveyed? –Graphical user interface (including score), sound

Homework (see E. I didn’t forgot!) For each of the questions in the previous case, indicate an example of a game where the question is not properly answered and as a result there is a breakdown in meaningful play. –Note: read discussion in book to better understand this.

No Meaningful Play? Breakdown: action  outcome chain These are just some examples of breakdowns. Feeling decisions are arbitrary. –Affects Stage 4: “result of choice?” –Example? Not knowing what to do next –Affects Stage 2: “How choice is conveyed?” –Example?

Space of Possibilities Game interactivity cannot be evaluated as an spectator (“watching over the shoulder”) Needs to be actually experiencing to analyze the 5 stages It is still not common practice among many game developers