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CSCE 590E Spring 2007 Game Design II By Jijun Tang
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Announcements Please bring laptops on next Wednesday, and install Adobe Flash 8.0 professional trial version before the class Please start implementing the small game now Mine sweeper, solitaire, tank game, etc With key capture, mouse capture, loading bitmaps, etc
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Models A model of the player – game Seven Stages of Action
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Resources/Economies Resources Things used by agents to reach goals To be meaningful, they must be … Useful – provide some value Limited – in total or rate of supply Economies Systems of supply, distribution, consumption Questions regarding game economies: What resources exist? How and when will resources be used? How and when will resources be supplied? What are their limits?
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Interface Typical perspectives: First-person Over-the-shoulder (OTS) Overhead (top-down) Side Isometric
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First person
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OTS
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Overhead and Side
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Isometric
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HCI Human-Computer Interaction Goal: improve the interaction between users and computers by making computers more user-friendly More receptive to the user's needs. It is the study of … Communication between users and computers How people design, build, and use interfaces Better support for cooperative work
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Cognitive Ergonomics Ergonomics: fitting the system to the human Cognition: desire to know Cognitive ergonomics: studies cognition in work settings in order to optimize human well-being and system performance It is especially important in the design of complex, high-tech, or automated systems.
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Design of Everyday Things Norman ’ s five principles of design Visibility Making the parts visible Mappings Understandable relationships between controls and actions Affordances The perceived uses of an object Constraints Prevent the user from doing things they shouldn ’ t Feedback Reporting what has been done and accomplished
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Systems A set of entities comprising a whole where each component interacts with or is related to at least one other component Game systems exist to enable play mechanics Relationships between components determine how the system works to produce results
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System Components Objects Pieces of a system Attributes Properties determining what objects are Behaviors Actions the objects can perform Relationships How the behavior and attributes of objects affect each other while the system operates
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Systems Two general approaches to design Special case Experiences built one scene/level at a time Anticipate states while pre-scripting events Solved by discovering the intentions of the designer Systemic General behaviors are designed Scenes/Levels are specific configurations Some events may still be pre-scripted Solved by understanding the system
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Systems Emergent complexity Emergence is the development of complex organized systems Emergent complexity: Behaviors that cannot be predicted simply from the rules of a system Dynamics The behavior of systems over time Dynamics determined by a given architecture Generalizing dynamic behavior is hard
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System Dynamics Is an approach to understanding the behavior of complex systems over time Created by Jay Forrester 1956, MIT A discipline for modeling and simulation Originally a tool for policy analysis, but applicable to any system
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Cybernetics Study of communication, control, and regulation Model
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Cybernetic System A basic cybernetic system has: Sensor – detects a condition Thermometer Comparator – evaluates the information Switch Activator – alters the environment when triggered by the comparator
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Systems
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Feedback: information about the internal or external changes of system that make the system adjust its output The portion of a system ’ s output that is returned into the system Feedback Loop The path taken by the feedback
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Positive Feedback Amplify changes Leads to runaway behavior Difficult to make use of From Bob Craig
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Negative feedback Counteracts changes Leads to goal seeking behaviors Most common form in systems From Bob Craig
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Feedbacks in a Game Negative feedback Stabilizes the game Forgives the loser Prolongs the game Magnifies late successes Positive feedback Destabilizes the game Rewards the winner Can end the game Magnifies early successes
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Platforms Platform: General description of hardware and software Personal computer – PC, Mac, etc. Console – Game Cube, PlayStation, Xbox, etc. Handheld – DS, Game Boy Advance, PSP, etc. Mobile device – Cel Phones, NGage, PDA, etc. Arcade – custom vending games (e.g. Time Crisis) PC Games compared to other platforms: PC Games are developed and used in the same platform, other platforms may require proprietary development kits. Console games are popular because consoles are used in a “lean-back” position, while PC is used in a “sit-forward
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Game Saves Save triggers: automatically saved at certain points Disadvantage: Player has little control Save-anywhere Allow the player to save the state at any point in the game Disadvantage: System needs to save many different variables, also may make it too easy for the player Save points: Save only the accumulated points Disadvantage: Rather limited Coded text saves to save a bit space Do you really want user to save?
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Genres Genre – a category describing generalities of conventions, style, and content
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Genres Action Adventure Arcade Casual Education Fighting First-person shooter Platform Racing Rhythm Role-Playing (RPG) Simulation Sports Strategy Puzzle Traditional
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Audiences Target audience Group of expected consumers Age, gender income … What does your audience know? What does your audience demand? Demographics Study of relevant economic and social statistics about a given population Demographic variables The relevant factors
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Audiences Market Demographic segmentation of consumers Market segments Smaller sub-segment of the market; more tightly defined Demographic profile Typical consumer attributes in a market
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Audiences Heavy Users Those of the numeric minority of potential users responsible for majority of sales of any product 80/20 rule: in anything a few (20 percent) are vital and many(80 percent) are trivial. Hardcore gamer Game industry term for heavy video game users Casual gamer Game industry term for all other gamers
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Hardcore Players Typically assumptions of the hardcore: Play games over long sessions Discuss games frequently and at length Knowledgeable about the industry Higher threshold for frustration Desire to modify or extend games creatively Have the latest game systems Engage in competition with themselves, the game, and others
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Audiences Why We Play Games – Nicole Lazzaro Internal experience Enjoyment from visceral activities Hard fun Challenge of strategy and problem solving Easy fun Intrigue and curiosity – exploration and adventure Social experience Stimulating social faculties – competition, teamwork, bonding, and recognition
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Design Procedure Waterfall method Development methodology Design and production are broken into phases Iterative development Practice of producing things incrementally Refining and re-refining the product May iterate many cycles before get it right
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Waterfall vs. Iterative testing
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Prototypes Early working models of the product Used to test ideas and techniques Physical prototypes Non-electronic models; physical materials Software prototypes Used regularly during iterative development
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Testing Software testing Process of verifying performance and reliability of a software product Tester Person trained in methods of evaluation Bug Discrepancy between expected and actual behavior Problem/Bug report Description of the behavior of the discrepancy
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Testing Unit test written from the developer's perspective focus on particular methods of the class under test Focus test Testing session using play-testers Testers represent the target audience Lots of feedback at one time Data can be compromised by group think
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Balancing Tuning Developing solutions by adjusting systems Iterations are faster Changes are less dramatic Balance: Equilibrium in a relationship Player relationships, mechanics, systems, etc.
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Balancing Intransitive relationships Multiple elements offer weaknesses and strengths relative to each other as a whole Balanced as a group Example: Rock-Paper-Scissors (RPS)
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Creativity Ability to create Ability to produce an idea, action, or object considered new and valuable
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Creativity Classic approach - Graham Wallace Preparation Background research and comprehension Incubation Mulling things over Insight Sudden illumination – Eureka! Evaluation Validating revealed insights Elaboration Transforming the idea into substance
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Brainstorming Generating ideas without discrimination Evaluation after elaboration, can be unfocused
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Creativity Six Thinking Hats White Hat – neutral and objective Red Hat – intuition, gut reaction Black Hat – gloomy, naysayer Yellow Hat – Pollyannaish, optimistic Green Hat – growth and creativity Blue Hat – process and control Symbolize perspective worn by people involved in the creative endeavor
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Hats
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Inspiration Board games Spatial relationships Card games Resource management Paper RPGs Dynamic narratives Books Fantasy and agency Sports Team competition Film Continuity techniques Television Serialized stories Music Temporal systems Martial arts Discipline in action Children Invention
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Communication Documentation Methods vary widely Written, descriptive model of the game Depth varies according to the needs of the game Development documentation Docgen
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Communication Treatment A brief, general description of the game and the fundamental concepts May include: Concept statement Goals and objectives Core mechanics and systems Competitive analysis Licensing and IP information Target platform and audience Scope Key features
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Communication Other document types may include: Preliminary design document Initial Design Document Revised Design Document General Design Document Expanded Design Document Technical Design Document Final Design Document
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Bug Report and Coding Create bug tickets or bug database, and assign the ticket to each one to fix Write down all bugs you have encountered, including compiling errors, etc. Decide coding conventions Detailed comments in codes
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Communication Flowcharts A typical technique for diagramming steps in a process Most developers are familiar
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Communication
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Associative diagram Drawing that helps manage and organize information visually Mind Map A style of associative diagram Key words and figures are placed on branches
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Psychology Working Memory Holds roughly 7 ± 2 items at one time while other cognitive operations on them Each slide should not have more than 6 items Attention Method of enhancing perceptions relative to other stimuli in the same environment How we focus on important things Limited capacity
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Psychology Classical conditioning Reaction to stimulus is conditioned by pairing with another stimulus that elicits the desired response naturally
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Psychology Unconditioned stimulus – Meat Unconditioned response – Salivation over meat Conditioned stimulus – Tone Conditioned response – Salivation over tone
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Psychology Operant conditioning Learning by encouraging or discouraging Operant A response; the action in question Example: pressing a button Reinforcement contingency Consistent relationship between the operant and a result in the environment
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Psychology Reinforcers Increase the probability an action will be repeated Positive reinforcement Positive stimulus that reinforces the behavior Ex. Use umbrella and be dry Negative reinforcement The removal or prevention of a negative stimulus Ex. Use umbrella and keep from getting wet Punishment Reduces the likelihood of a behavior with a stimulus Ex. Being burned by a hot stove
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Document Templates http://www.ihfsoft.com/designdocumen ts.htm#designdocumenttemplate http://www.ihfsoft.com/designdocumen ts.htm#designdocumenttemplate Click on the “Download from GDD” links You can follow any of them as template
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