Making a Game of System Design By William Swartout and Michael van Lent Presented by Patti Kraker
Conventional vs. Game Conventional Software Design driven by specification Designed to function in real world Game Software User’s experience is driving force for design Operates in artificial game world
Could same ideas be applied to applications with more serious-minded goals? Two classes of applications: Test bed for emerging technologies Experience-based systems Question of the Article
Test Bed for emerging Technologies Allows testing in rich environment Environment reveals interdependencies and research issues
Experience-Based Systems Seek to influence users through an experience Power of immersion
Experienced-Based Education Example FSC (Full Spectrum Command) Used by U.S. Army Teaches decision making, synchronization, and leadership Sequence of missions: each designed to support specific training objective
Experience-Based Communication Influencing users’ beliefs and attitudes Communicates viewpoints from interactive perspective Example: U.S. Military Academy’s Office of Economic and Manpower Analysis Seeks to inform players about Army’s values and recruitment
Experience-Based Therapy Used for phobias and post traumatic stress Must be designed carefully Systems could result in unwanted outcomes Still topic of research and debate
Simulation vs. Games Simulation Creates virtual duplicate of reality User’s goals mimic real life goals Users act freely Games Creates compelling experience for player Goals selected and designed to increase and maintain involvement Illusion of freedom
Conclusion Game design techniques can make experience more memorable As test bed, allow integration of technologies and evaluation of overall experience with partial implementation