Simulation Robin Burke GAM 224. Outline Design Milestone #4 Simulation Game design activity.

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Presentation transcript:

Simulation Robin Burke GAM 224

Outline Design Milestone #4 Simulation Game design activity

Milestone #4: Proposal New game using the core mechanic from Milestone #3 should differ completely in theme, story, setting, and semantics 1 page description Due 5/23

Simulation Games simulate real-world activities sports games racing games Central idea mapping between the game and the real-world activity

Simulation II Games also simulate fantasy and fictional activities any RPG most FPS Central idea mapping between the game and...

Mapping The mapping will be incomplete the game may leave out inconvenient or boring parts the game may include improbable situations for gameplay reasons The mapping will be inexact the game may exaggerate the physics for effect or gameplay the game may (will) abstract from physical reality for practical reasons

Basic fact All physics is simplification complex multi-body physical simulations are too slow reality is chaotic limits to what can be rendered graphically

Example: Halo What happens when a grenade explodes? do we simulate the ignition and rapid oxidation of explosives, pressure waves, metal shear and shrapnel trajectories? do we simulate concussion injuries, soft tissue damage, and bone trauma?

Game physics Physics = the evolution of the game state we want the player to feel as though there is a real world in the game the game state must be complex its evolution must seem natural the player's control over it should seem natural

Natural? Games are profoundly unnatural Aliens? Psychic powers? Controlling a civilization over centuries? As in fiction "willing suspension of disbelief" natural within the game world context Game physics may have nothing to do with Newton's physics

Scripting When there is a fixed stereotyped response to an action in the game we say it is "scripted" As opposed to "simulated"

Example Designer decides what should happen when a grenade explodes x amount of damage to all units within certain radius x/2 damage within a larger radius leaves a certain "stencil" on the floor or wall Simplifying the actual physics

Example Locked door in Zelda If player tries to go through locked door with key in inventory, the door opens and key is used up Simplifications Doors are logical, not physical barriers Cannot be battered down, blown up, removed from hinges Locks cannot be picked

Advantages of scripting Much, much faster to apply a simple rule than to run a physical simulation Easy to write, understand and modify

Disadvantages of scripting Limits player creativity Players will try things that "should" work based on extensive physical intuition Will be disappointed if they don't Game will need many scripts predicting their interactions can be difficult complex debugging problem

Simulation Will still be a simplification Represent the quantities of interest represent the forces that act on them create physical laws for the game world evolve the game state according to these laws

Benefits of simulation More player options Designer doesn't have to anticipate every way to do something Physical laws reusable Do not have script every object Can build (or buy) generic physics engine

Disadvantages of simulation Speed extensive simulation may make the game too slow Memory game state may become much larger Testing difficult to test all possibilities

Design decision How much to simulate? Where player creativity is important Where realism is important Where a simple enough model can be built What level of detail is required? depends on the constraints of the game always a computational cost

Example Script when player enters room, guards converge and attack Simulation #1 when player takes a step, sound is heard over certain radius if guard is within radius and in room, guard will converge and attack Simulation #2 when player takes a step, volume of sound is calculated based on level of stealth, floor material, etc. sound is propagated through room and attenuated based on room contents guards receive sound signal and if loud enough to reach attention, they will move in the apparent direction of sound Simulation #3 same as #2, but in 3 dimensions, through floors, etc.

The role of simulation "Immersive fallacy" the best game is one in which the player feels that they are totally immersed in a simulated world emphasizes only a certain aspect of the game experience Counter-examples More detail is not necessarily better Katamari Damacy Need for ironic distance GTA

Activity Re-design Hearts to be a game of territory