COMP 585: Serious Games.  Entertaining  Simplified models  Easier to focus  Keep focus as long as possible.

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Presentation transcript:

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