COMP 585: Serious Games
Entertaining Simplified models Easier to focus Keep focus as long as possible
Pronunciation: CHEEK -sent-m ə - HY -ee
Space Objects Actions Rules Goal (he includes this under rules) Skill Chance
Continuous vs. discrete Number of dimensions Boundaries Sub-spaces Multiple models
Tic-Tac-Toe Monopoly Billiards Lacrosse Rock, Paper, Scissors
Characters Weapons Power-ups Objects Tokens HUDs, dashboards …
Attributes (the adjectives) States of attributes Static or dynamic State diagrams: transitions and triggers Communicating states What should the player know? How much state can a person track? Secrets: who knows what
3 classes: Private Public Unknown Secrets: who knows what Design Issues What should the player know? How much state can a person track?
Chess Poker Draw Stud Blackjack Concentration Rock, Paper, Scissors
Two types: Operative (movements) Resultant (intents): capture strategy Interesting games are defined by resultant actions KEYS: Probably the key to innovative games How to make the player feel they have unlimited options with limited actions
Add more actions Let actions act on more objects Multiple ways to reach a goal Avoid dominant strategies Many subjects (active objects) Side effects changing constraints
Foundational (abstraction) Operational (how you play) Behavioral (how you act) ConceptualWrittenUnwritten Sniderman
Different for Different Modes Full game Within game Minimize time spent there or lose the bigger game Enforcement Players Referees Computer (architecture)
Simply stated and understood Between a tag line and a tweet! Must be Concrete Achievable Rewarding (both in gaining and seeking) Choices: Series or single Short or long term But if more than one, MUST be related
Types Physical (sports, controllers) Mental (problem solving) Social (reading opponents, psyching opponents) Goal is improvement Real vs. virtual Balance!
Probability = looked for possible outcomes OR = add probabilities AND = multiply probabilities Probability distributions Expected values
Probability Skill of understanding chance Human element NOT just expected value Risks and regrets