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CS 445/656 Computer & New Media
Games CS 445/656 Computer & New Media
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Today’s Topics Game technologies Game design Game studies
What makes a game fun? Funativity, Concrete rules, narrative, MDA Analysis of fantasy sports
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Game Technologies Game engine vs. interface Game engine Interface
Runs the simulation Can be simple or very complex Interface Graphics Interaction
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World Simulation Moving objects Friendly (and not) characters
Animations for water, fire, etc. Physics engines for determining non-character movement Friendly (and not) characters Scripts and triggers for behavior Interactions between non-player characters becoming ever more complex
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Game Interface Point and click Keyboards
Direct manipulation Palettes of options Keyboards Lots of options, faster response Must be learned Vision and sensor based interfaces Activity of player is more aligned with activity in game
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Game Design Game design teams are specialized much like movie teams
Lead designer System/simulation/user interface designer Level/environment designer Writer/scriptwriter Graphic artist Sound engineer Tester
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Serious Games Games for serious purposes
A game designed to teach real-world events or processes to adults Goal: Motivate “players” to learn or to act more by delivering an immersive/engaging experience
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Game Studies Studies of stories/interpretation
Studies of settings/worlds Studies of individual activity Studies of social interactions Studies of rhetoric in/surrounding games
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Game Studies != Game Theory
Don't confuse "game studies" with "game theory". They are not the same thing. Game studies: The discipline of studying games; in particular their design, their players and the role they play in society. Game Theory: A mathematical method of decision-making in which a competitive situation (could be a game) is analyzed to determine the optimal course of action for an interested party (agent). Game theory is often used in politics, economics and military planning.
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Game Studies Game studies is a "huge" field.
Psychology, Sociology view The effects of games on people (and vice versa) "What makes games fun?" Structure, Dynamics view games as artifacts, "affordances", critical analysis "How do you define a game and it's rules?" Industry/Engineering view design and development of games, how to make better games, games as drivers of technological innovations "Can we come up with a method to make great games?"
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"Funativity" (psychology/sociology)
How, why is something fun? Do these kittens look like they are having fun?
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"Theory of Natural Funativity"
All fun derives from practicing skills that (previously) insured species survival. Skills may relate to earlier context, but appear disguised in a more modern form. Games are safe way to "practice" skills. Applied to Cats: Adult cats need to be able to catch small prey for food and fight for territory/mates. Thus kittens practice: Hunting -> Chasing feather, ball of string, tail Fighting -> Attacking each other, ball of string, your leg.
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Funativity & Humans For most of our species’ history humans have been tribal hunter/gatherers. Many current popular games reflect modern incarnations of these ancient skills: Hunting: Shooters, sports games, hand-eye-coordination Gathering: Pattern games, powerups, resources Tribal Interaction: High scores, head-to-head, Sims, MMO
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Funativity & Humans (cont)
In humans we can identify three overlapping categories into which we can divide aspects of game play. People like (or find fun) games that have components that fall into these categories (realms): Spatial Reasoning (Physical) Pattern Recognition (Mental) Social
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1. Spatial Reasoning (Physical)
Abstract Definition: Reasoning about objects in 3D space and how they might interact (includes your own body, hand-eye coordination).
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2. Pattern Recognition (Mental)
Abstract Definition: Recognizing patterns in organized sets of data, remembering chains of linked events that are significant.
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3. Social Abstract Definition: Practicing interpersonal communication skills, competing/cooperating with others or modeling dynamics of social situations.
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Other "psychological" aspects.
Suspension of disbelief (immersion). A game isn't "real", and yet we can have "real" physical/psychological responses (anger, fear, pride). "Immersive" and "flowing" gameplay. Emotions and feelings. We are more likely to play a game, if it can make us "feel" an emotion (change our internal state). Anxiety and frustration are bad, but... Indifference is the ultimate enemy.
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Gameplay Immersion: Point of View
The first person view does not focus our attention as much on the game character as e.g. the view used in ‘third person shooters’ (see Tomb Raider style of games). Doom has very transparent interface: the player focus is strongly on the task and a feeling of immersion in virtual space is created. Image credits: Core Design, Crystal Dynamics; sources:
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Components of Gameplay Immersion
Three main components: sensory immersion in the sounds and interactive images of virtual space challenge-based immersion in the actions of play (sometimes close to an optimal, 'flow' experience) Imaginative immersion in the world of fiction in a game (this immersion can be created e.g. by text alone). Together, these different components contribute to games having considerable immersive potential.
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The concept of "Flow" “Flow: The Psychology of Optimal Experience” by Mihaly Csikszentmihalyi Flow is a state of exhilaration, deep sense of enjoyment. Keeps player immersed in the gameplay. Start with relatively low level of challenge to match starting skill levels. Then gradually increase challenge. Fast enough to prevent boredom Not so fast as to induce frustration
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Concrete Components (structure/dynamics)
Research has identified many concrete things that can improve a players perception of a game: Multiple clear achievable goals. The illusion of choice. Clear punishments and rewards.
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1. Goals (multiple, clear, achievable)
We are a goal-drive species and find psychological reward in completing objectives. If it takes too long to achieve a goal, player may get bored, so, create many simultaneous goals. Player should always have at least one clear objective. One "unbeatable" boss or board, one "impossible" jump or goal can ruin a game.
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2. Choice (or at least the illusion)
Players want to think that their decisions matter. If you don't have choice, game is just a complicated slide presentation. Different choices or actions sequences that results in identical results will frustrate players. Complaints about "linear" gameplay. Character customization, alternate endings, good vs. evil dynamics. "Game is a series of interesting choices" - Meier
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A convexity of choices Starts with a single choice, widens to many choices, returns to a single choice
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3. Rewards and Punishments
Value of an item (to an individual) closely correlates with what it cost to acquire (money, time, effort). A player who has spent time and effort on completing a task, expects to be rewarded. Likewise a player who has failed in an objective, expects to be punished. If actions don't have consequences, then the game-play is meaningless.
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3. Beyond Rewards and Punishments "The Skinner Box"
Some researchers suggest that modern game design is moving beyond "funativity" and moving towards direct conditioning of players aimed at getting them to play all the time (game addiction). (15 minute reward loop) Random rewards Punishment for not playing. Operant conditioning chamber
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Narrative in Games It’s All About Interactivity!
“Do, don’t show” – let players experience story through interaction Make it personal by having players make key choices, events affect them Blend storytelling with design early Use experienced interactive writers Keep cut scenes BRUTALLY short. Break up non-interactive sequences by adding interactivity, even if very simple
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A methodology for creating successful games?
Q: Knowing what we know now, can we create a formula or a pattern for creating great game. A: No. Many useful game design methodologies have been suggested (MDA), and they do help insure that a game gets developed consistently and within time and budget limitations. But every great game starts with a great idea, and nobody can predict where those come from.
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MDA Mechanics, Dynamics & Aesthetics
MDA is a game development paradigm designed to help developers make the most out of a game idea, and proceed efficiently through the complex process of bringing a game to market. MDA is one of many development paradigms that are used by large game development companies.
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Mechanics Before a single line of code is written the mechanics that will be used by the game should be well thought out and documented. This includes: The programming language The programming libraries, engines, tools The hardware required/available The logical programming components The storage/retrieval/initialization methods The interfaces (software and hardware) supported
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Dynamics Before a single line of code is written the dynamics that will be used by the game should be well thought out and documented. All objects and axioms need to be detailed! This includes: The domain of the game. The players in the game. The rules of the game. The objects in the game.
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Aesthetics Before a single line of code is written the aesthetics that will be used by the game should be well thought out and documented. This is the "narratological" part of MDA. The "art bible" which should contain every detail of the "look" of the game will come out of this development area. This includes: Color Palette Physical looks for all players Lighting plots, schemes, etc.
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What's your idea? Remember, there is no proven method for creating a great game. Every great game started out as someone's great idea. We have no proven way of generating great ideas. IF you have a great idea, there are things you can do and methods you can apply to make it into the best game possible: Apply "theory of funativity" (Spatial, Mental, Social) Apply concrete rules (goals, choices, punishments & rewards) Include a compelling narrative (what should player feel?) Use a methodology such as MDA (Mechanics, Dynamics and Aesthetics)
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Ideology in a Game Civilization has been a highly popular and influential game. It has also been criticised, e.g. for simplifying complex historical processes into a ‘toy version’ history, with organically-developing miniature civilizations. Ideological critique has pointed out that to succeed in the game, the player has to adopt principles of Western industrialised society. Civilization would thus implicitly teach Western, imperialistic values and lifestyles.
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Controversy Continued
The violent, adult-oriented themes of FPS style games continue to evoke debate. FPS action has become part of ‘family games’, like those in the Harry Potter franchise (produced by Electronic Arts). Popular contemporary games like Grand Theft Auto III and its follow-ups often feature FPS style of gameplay, but combine it with quests familiar from adventure games. Also Grand Theft Auto III has created controversy with its violent and sexual content.
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Blending the Real and Virtual in Games: The Model of Fantasy Sports
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Real and Virtual: Together
“Real or virtual” vs. “real and virtual” Decades of comparisons of on-line communities to physical communities Computer games vs. in-person games Separation is artificial – forms of entertainment and art can integrate the physical and digital This is not news … we see it all the time.
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Existing Methods for Combining Real and Virtual
Using real people Playing against other people Basing people in game on real people Using external personal contacts Friends lists Using physical location Location aware games/arts Clearly not an exhaustive list
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What are Fantasy Sports?
Fantasy sports: a derivative entertainment Players of fantasy sports take on the role of coach Draft actual sport players for team Decide which players start each week/game Get points based on player statistics that week Trade players to other teams/waiver wire Many other variants of fantasy sports exist
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Why Fantasy Sports? Fantasy sports rely on real sports
Fantasy sports can / will change the real sport, perhaps to the point where real sports rely on fantasy sports … A big, mainstream phenomenon 33.5 million players in the US in 2013 survey 75% played on-line in 2008 Billion dollar industry Magazines and TV shows devoted to topic Yet, rarely discussed in gaming literature
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History of Fantasy Sports
Dates 1962: paper-based fantasy football game 1979: start of Rotisserie baseball Characteristics: Leagues among local friends and colleagues Significant effort of collecting statistics and computing winners Trophies and prizes for winners (and losers)
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Digitization A natural fit Effect
Automatic collection and manipulation of statistics reduces overhead of leagues. Network provides easy access for players from around the world to create leagues. Effect Low overhead, no knowledge of other players Low consequences results in lower interest Players abandon teams early in season
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Recapturing What Was Lost
New interfaces aid sense of community League statistics / power ratings / transactions League newspapers / polls League message boards Integrating virtual and real sport news News of injuries, anticipated changes to starting players, and weather forecasts Alongside articles about fantasy teams
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Rhetoric in Fantasy Sports
Empowerment “becoming the team's manager, owner, and president all in one” “have star athletes working for you” Competition “ever thought you could do a better job than the people running the teams?” “show the world just how smart you are” Participation “In Fantasy Sports, you can be as much the beneficiary of an athlete's performance as the athlete himself!”
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Framework for Games and Sports
Real Action Virtual Action Player Control Playing sports Playing games External Control Watching sports Observing game playing Fantasy sports combine spectatorship with gaming Players must understand and anticipate the real sport Players act in the virtual sport based on this knowledge
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Emotion and Engagement
Lessons from fantasy sports Ease of playing resulted in less commitment to game Community presence and surrounding context can increase engagement Real consequences increase engagement (e.g. financial or other awards) Connection to events in the real world can remove the boredom that results from predictable game engines
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Potential Effects of Fantasy Sports on Real Sports
Audience: Greater interest driving larger television audiences Spectators via multiple media Game: Rule changes to better support fantasy sports (e.g. injury reports, starting line-ups) Viewing: Personalized presentations of real sports events
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Games as Derivative Forms
Simple model Real world acts as data source for game engine Model maps data to game Collection of Data from Event Model Mapping Data to Game Context Real-World Event Virtual Event
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Examples of Model Simple mappings Streaming or querying data
Fantasy stock markets Fantasy elections Streaming or querying data Weather and traffic in racing or other simulation Play/action selection in sports game based on database of play selections retrieved by similarity of conditions
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Fantasy Sport meets Reality TV
Information flow in model is in single direction What if: An Alternative “XFL” Vote for next play, or player substitutions Audience communication with players on the field
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Fantasy Sports Summary
Fantasy games have 45 year history 10s of millions of players in US alone Billion dollar industry Connecting the real and digital Using the real world as data for or part of “game engine” Community, context, and consequence result in engagement Potential for digital games to be combined with existing modes of entertainment New forms of data-driven entertainment
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