Gad Unit 3 lesson 2 Game Theory. Categories of games by decision Games of skill are usually single player games where the outcome of the game is solely.

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Presentation transcript:

Gad Unit 3 lesson 2 Game Theory

Categories of games by decision Games of skill are usually single player games where the outcome of the game is solely a result of player choices. The player is _____of the result of every decision before it is made. Games of choice are also single player games where the outcome is mostly a _____of probability. Games of strategy involve more than one player where __________ is the main factor.

Games of Choice The player is ______ of the probability to win. For example, rolling a six on a die is a one in six probability or 17%. These choices are known as decisions under certainty. The risks or the probability of the outcomes are _________. These are known as decisions under uncertainty.

Zero Sum Games Zero sum games use competitive behavior between players resulting in only one _______. Each player has a different interest in the game and both cannot win. This is a classic win/lose scenario. Examples include: the childhood game, rock, paper, scissors; chess; checkers; and most board games

Decision Tree Decision trees are ways to map out the possible _____ involved in a game. Below is the decision tree for the rock, paper, and scissors game.

Non-zero sum In non-zero sum games, players neither win nor lose but create a situation where all can _____. One player’s decision in the game does not necessarily affect the other players gain or losses. The Prisoner’s Dilemma is a good example.

Decision Tree Draw a decision tree for the prisoner's dilemma. Use your sketch pad or draw here.

What Makes a Good Game? Game success: There are basically four elements to a game’s success when discussing what players like the best about games. A successful game should contain parts from two or more of the elements. – The Player’s ________ – Challenge and strategy – Immersion – _______ Experience

Good Games Have These: The Player’s experience - a ride range of emotions as they play. Challenge and strategy provide aesthetically pleasing environments that provide challenge and problem-solving __________. Players enjoy the mystery and adventure by exploration through the game and may lose themselves in the game. Social Experience. experience competition, teamwork, bonding, and recognition from other players.

What Makes a Game Fun Games are intended to be fun and are not out to elicit ______. Not competitive. Fun games are called “serious games” when used to teach or instruct. Fun can be accomplished when a player has a feeling of satisfaction. Such as: Clearing allows the player to clear up a situation or set of obstacles such as clearing up blackened areas to reveal what is underneath. ________ allows the player to collect something or complete a set. Earning points is an example of a collection

What Makes a Game Fun Creation, to build something as in building a house in Sim City. _______, to experience new worlds, environment, levels, or rules of play. finding a secret passageway, access code, or reveal a hidden treasure Expectation, Waiting for a reward. In slot machines. A scratch-off lottery ticket Experience, to do or experience something they could ______ in real life (i.e. drive a race car, fly into space)

What Makes a Game Fun Expression –self-discovery and to accept a new identity. ______–use their imagination. Fellowship –be part of a team or league. Goal-completion –to earn a goal and/or points. Narrative –experience a drama that unfolds over time. _______–to encounter a challenge and overcome it. Sensation –to experience new sensations such as flying an airplane or climbing a mountain. Victory –to compete alone, or as part of a team and overcome an opponent.

Categories of Fun Physical Fun – The urge to be a survivor lead to many games that involve hunting and gathering and basic survival. Pac-Man. – To ____ the known and unknown. It’s an advantage to know where to look for good stuff or extra points while searching a new scenario in a game. The urge is a strong reason for the success of many adventure type games. – _________ and movement. The success of the dance category in arcade games shows the basic need to have physical fun. Many games also make good use of hand- eye coordination. Players control joysticks and coordinate keystrokes to achieve a desired result.

Categories of Fun Social Fun. Storytelling taps into the human desire for social _______ – Players can experience social interaction that accomplices two-player and multi-player games. Many online games use a ____ concept where teams can work together to solve a common problem. The Sims

Categories of Fun Mental Fun games improve our mental skills and intelligence. These games are based on the ability to perceive and use ______. The fun comes from the mental challenge. Music fits into this category since music is a pattern of notes. These games can teach us skills necessary for survival. Multipurpose Fun. These games are a combination of ________, social, and mental fun.

Fun in Games Activity 1.Using the chart come up with two games that fit into each fun category. Place the example in the first column. 2.Now take an example from another category and change the game so it will fit into another category. Explain your changes in the second column. – For example, the game Dance, Dance Revolution is a physical fun game. How can you make the game more mentally fun. Maybe at the end of each song you have to give the song title and author for bonus points. 3. You only need one altered game per category and you can alter the same game more than one time. 4. Share one of your altered games with the class

Designing A Successful Game Basic game rules help ____ a game. If enough of the rules change, than a new game is created. – Rules generally determine the basic play of the game such as turn order, actions of the players, and win conditions. – Player actions could include how to spend resources or move tokens. Winning might occur when a certain number of tokens are _______, having the greatest number of tokens at the end of the game, or some relationship of game tokens (as in chess's checkmate).

Designing A Successful Game Explicit rules. Sometimes called the ____ of the game, explicit rules are the formal structure in the game. In non-electric games, these rules are written on the instruction page. With electronic games, they are included in the hardware and the software. It is important that the rules are clear and understandable. When rules are vague, game play may breakdown. Implicit rules. These are the _______unbinding rules of a game. These rules are usually stated at the beginning of a game and used to help the game play. For example, if one player is never found in the game Hide and Seek, that player may be shunned or a new rule invented to continue play. Only hide in the front yard could be an implicit rule. Other implicit rules could include rudeness, damaging the playing pieces and others agreed on by the players.

Give Examples of Each Explicit rules In Monopoly In Mario Brothers Implicit rules In Monopoly In Mario Brothers

Game Play vs Play Mechanics Game mechanics are the set of rules that provide an _______ game play experience. What a player does when playing the game is called game play. Basically, game play defines what the game is, while game mechanics determine what the game consists of. Game Mechanics: The goal of game mechanics is for the user to ______ the game and be challenged enough to want to play again. Some game mechanics have been around for a long time while others are new and innovative. The combination of the old and the new is a challenge for game designers. In general, video games have gone from basic and simple designs (such as Pong) to extremely complex ones as technology and processing power has increased.

Game Play vs Play Mechanics Game Play and game mechanics may ______ to mean the same but there are different. For example, the basic game play of a fighting or shooting game is to hit something without being hit. Other games may have puzzles to solve, put a golf ball into a hole, or even complete a line of patterns. As a player goes through the motions of game play, the fun of playing a game is achieved by the process in which the main goal is reached.

THE END