Computer Game Development By Jijun Tang. Google Group Please check and ask for membership Will serve as the main.

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Presentation transcript:

Computer Game Development By Jijun Tang

Google Group Please check and ask for membership Will serve as the main way of communication

Presentations First presentation:  Friday 09/07/2012  Start 10 minutes earlier  Each group has 5 minutes to present To present  Group info: name, logo, etc  Game ideas  Game design issues  5-7 slides

Game Development 2012 Game History

First game: William Higinbotham  1958  Analog computer  An isolated incident Inpsiration: Steve “Slug” Russell  1961 as a student in MIT  DEC PDP-1 (18 bit) $120,000

Tennis for two (1958)

Spacewar (1961)

Game for the Masses Ralph Baer (left) and Nolan Bushnell (right)

Magnavox Odyssey (1972) , Ralph Baer Light gun and shooting Brown Box, the first home video game console Sold to Magnavox

Light Gun and Odyssey

Nolan Bushnell and Atari (1972) Computer Space machines Atari company Arcade games Pong: first popular video game

Pong and Arcade Computer Space

Cartridge-based Console (1977) Atari 2600, 1977 Able to support many games

Crash (1983) Poor games  Pac-Man on console  E.T. ($20 Million for the right) Too many cartridges Rebirth, with Japanese companies  Nintendo Entertainment System (8 bit) from Nintendo  Miyamoto’s Mario

NES (90% market) NES Game boy Mario contra

Wii

Sega Sega Master System (1985)  16 bit  Genesis Saturn (1994)  Not successful, but can add modem Dreamcast (1999)  Built-in modem, 128-bit graphics  Last from Sega

Sega Systems Master System Saturn

Playstation Playstation I  Sony ( )  CD form Playstation II (2000)  DVD  Strong third party support Playstation III (2006)

Playstation I Final Fantasy Grand Theft Auto

Xbox Microsoft has been in game for long  Flight simulator  Age of Empires Microsoft (2001)  PC architecture  Xbox Live  Xbox 360 (2006)—loosing big money

MS Games

Designers Will Wright  SimCity  The Sims Sid Meier  Pirates!  Railroad Tycoon  Civilization Ken & Roberta Williams  Adventure games: Quest  half-Life Richard Garriott  RPG games  Ultima

Old Legendary Games Pac-Man Tetris Final Fantasy Pokémon Doom …

Studios MS (flight simulator, AE) Electronic Arts (publisher) Interplay LucasArts Blizzard (Warcraft) Id Software (DOOM)

Types Adventure (text-based/graphical) Action (shooting, combat sim)  First-person shooting  Combat sim  Action adventure  Platformer (Mario)  Fighting  Real-time strategy (RTS)  Survival Horror

Types Role Playing Game (RPG) Stealth Simulation  SimCity  Flight Simulator  Train Simulator Racing Sports

Types Rhythm  Dance Dance Revolution Puzzle  Tetris Education  Typing  NSF funds many such games

DDR

Languages Assembly C/C++ VB Java Flash Script

Types of Players (from wiki) Casual gamer: A person who enjoys playing games with simple rules or which do not require large blocks of time to play, may even not consider him/herself as a gamer Hardcore gamer: spends much of their leisure time playing games.  Competitive gamer: plays games for the enjoyment of competing with other players.  Retrogamer: enjoys playing or collecting vintage video games from earlier eras.  Glitcher: enjoys finding flaws in a game or finding ways to exploit unintentional features. Professional Gamer: plays games for money  Game tournament  Receive prizes  Cyberathlete Professional League

E-Sports

ESA Entertainment Software Association

Industry Facts Facts: $25 billion in 2012 US: $4.9 billion in % age 50+ play video game (9% in 1999) 49% households owns game console (average 2) Average player is 30 years old and has been playing games for 12 years (was 34 last year) 56% games are E, % player plays with others 52% say games are positive in their life

Sales From ESA

Comparison 2005 Ave age: 33 Game buyer: 40 Women: 38% Online: 44% Women online 42% Head of household 67% 2009 Ave age: 35 Game buyer: 39 Women: 40% Online: ? Women online 43% Head of household 68% 2010 Ave age: 34 (30) Game buyer: 40 (35) Women: 40% (47%) Men online: 58 Women online 42% Head of household 67%

Who and what From ESA

Genre info From ESA

Online game From ESA

How to Interpret the Data Pro-data:  Do as data suggests  Why: the failure of targeting pre-teen female market Anti-data:  Explore un-charted territory  Target older audience on Xbox?  Real Time Strategy on Xbox?  Shooting game for moms?

ESRB Entertainment Software Rating Board Self-regulated rating board From ESA

Why Rating? Example: Conker Animated Violence, Mature Sexual Themes, Strong Language Age 17+ Seven different worlds with 60+ sub- chapters to explore Massive multiplayer mode Easy to confuse parents and buy for young kids

Conker Screens

New Conker on Xbox

Controversial Games Sega’s Night Trap (1992)

DOOM School shooting----Doom?

Grand Theft Auto Teaching how to hi-jack?

Hot Coffee Mod Hidden sexual mini-game in Grand Auto Theft San Andreas Can be unlocked by changing one bit in the main.scm file Who created the scene? Re-rating and recall, lost $300M, numerous lawsuits. Who’s responsibility? Rockstar? Modifier? End users?

The Mini-Game

Game and Violence Study from National Institute on Media and the Family Concerns  Children are more likely to imitate the actions of a character with whom they identify. In violent video games the player is often required to take the point of view of the shooter or perpetrator.  Video games by their very nature require active participation rather than passive observation.  Repetition increases learning. Video games involve a great deal of repetition. If the games are violent, then the effect is a behavioral rehearsal for violent activity.  Rewards increase learning, and video games are based on a reward system.

Concerns Warranted? Exposure to violent games increases physiological arousal Exposure to violent games increases aggressive thoughts Exposure to violent games increases aggressive emotions Exposure to violent games increases aggressive actions Exposure to violent games decreases positive prosocial (i.e., helping) actions

Evidence against Linking Games and Violence Violent crime, particularly among the young, has decreased dramatically since the early 1990s, whilevideo games have steadily increased in popularity and use. Many games with violent content sold in the U.S. -- and some with far more violence -- are also sold in foreign markets. However, the level of violent crime in these foreign markets is considerably lower than that in the U.S Numerous authoritieshave examined the scientific record and found that it does not establish any causal link between violent programming and violent behavior. The above are claims from theesa.com

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