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Introduction GAM 224 Robin Burke Winter 2005
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Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples
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Introductions Student information sheet
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Me Not a computer game designer But Background in AI I will be learning, too
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Resources Course web site http://josquin.cti.depaul.edu/~rburke/courses/w05/gam224/ Office hours Wednesdays 1 - 4 pm Email rburke@cs.depaul.edu
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Game Lab Room 707 CST Hours 10 am – 11 pm M/W/F 10 am – 8 pm Tu/Th 10 am – 6 pm Sa/Su Run by volunteers Need student ID to check out materials Nothing leaves the lab!
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Lab resources Hardware 6 High-end PCs 5 console stations with XBOX, PS2 and GameCube probably will be expanding soon Software (with new arrivals) ~100 titles
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Class structure Two themes critical analysis of games practice of game design Both are interrelated
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Analysis What are the components of a game? How do these pieces fit together? What is the player experience? Is the game compelling / interesting? What makes one game better than another? What does a game mean?
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Design How do I develop and expand a game idea? What pieces need to come together to make a game? How are these pieces designed and built? What will a player's experience be like? How can I make a game more compelling / interesting? How can I improve my design?
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Theme: critical study Genre discussion game genre / week reaction papers leading discussion genre summary papers Midterm project game analysis
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Midterm project Milestones 1/10: Proposal – just the name of the game 1/24: Notes – your notes on the analytical dimensions 1/31: Midterm paper 8-10 pages 2000-2500 words
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Caveat Do not use the analytical dimensions as an outline Your paper should have a thesis an argument in favor of the thesis evidence for the argument evidence will come from the analytic dimensions
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Example You want to make the point that the user doesn't have enough choices Evidence could come from rules interactions narrative etc
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Theme: design Text "Game Design: Theory and Practice" excellent practical guide lots of game analysis as well Final project develop game ideas into a game concept document
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Next week Guest lecturer Robin Hunicke Northwestern University PhD research Managing resources to optimize player "flow" Topic Game industry & new trends
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Genres 1/17: Action / Arcade 1/24: Strategy / Simulation 1/31: Role-playing 2/7: Action / Adventure 2/14: Sports 2/21: Fighting 2/28: First-person action 3/7: Children's
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Design topics Following the book Final two weeks Violence Gender
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Profound questions What is a game? What are games for?
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Critical analysis Take the player's point of view Three components ludic perceptual psycho-social Summing up critical
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Vocabulary Ludology the study of play and games Latin "ludere" – to play Ludic of or pertaining to play Diegesis the universe of a narrative Diegetic of or pertaining to a narrative universe
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Ludic Genre Point of view Rules Rewards / Consequences Character Narrative Setting Space Time
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Genre Establishes expectations Links to prior works Questions What genre does this game fit into? Does this game do anything new or surprising with the genre?
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Point of View The role of the player in the game Questions What is the player’s point of view? Does this point of view help your identification with the character, interest in the story?
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Rules The limits of what the player can do The responses produced by the game to player actions Questions Describe the rules of the game. What is allowed and not allowed? Does this rule set create ongoing, engaging choices for the player?
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Rewards and Consequences The incentives to keep playing the game get to the next level May also be new abilities, "power ups" Questions What is the reward structure of the game? Is the reward merely continuing the game narrative or does the player gain something? Are the rewards commensurate with effort? Are they natural or artificial?
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Character Characters are the actors in the game Questions Describe the main character in the game. What about the character makes you identify with him/her/it? If there are non-player characters, how does the player interact with them? What kinds of behaviors do they exhibit?
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Narrative The game’s plot or storyline. Question Does the game have a large emphasis on storyline? What is the central conflict? Does the story move toward an interesting resolution? Is it an involving story or merely window- dressing for a series of game levels?
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Setting The game world itself may be simple or complex Questions What is the setting for the game? Where in time and space is it? How does the game place enhances the experience of the game?
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Space The experience of space of the game world Questions: How does the game environment create a sense of space? How does it use the space that it creates?
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Time Diegetic time is usually very different from real world time Players may be able to change the speed at which time passes Questions How does time function in the game? What is the relationship between real time and game time?
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Demo Missile Command
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Perceptual Camera Visual Design Animation Interaction
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Camera The rules that govern what is shown and how Questions What are the rules that determine how the game world is rendered? How does the camera perspective work with or against the objective of the game?
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Visual Design The visual impact and ambience of the game Questions What is the visual style of this game? Are the visuals in the game aesthetically pleasing? How do they contribute to the game's overall impact?
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Animation The motion of the objects and characters in the game Questions How are the graphics animated? How do the animations add to the experience of the visuals?
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Interaction An interaction loop is some user action a diegetic response feedback to the user A game will usually have only a handful of core interaction loops Questions Describe the interaction loop(s) in this game. How do the interaction loops increase your immersion in the game world?
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Interface / Input The user's input to the game Questions What is the control set up for the game? Does it work to make interaction easy and natural?
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Interface / Output: The display of information from the game includes non-diegetic information Questions How does the game provide feedback about the world? Does the game provide the information the player needs to make choices?
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Sound Effects All aural information in the game, (usually diegetic) except for music. Question What sound effects are used in the game? Do the sound effects enhance the enjoyment of the game?
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Music Most games have some type of constant background soundtrack that accompanies the action Question Describe the music in the game. How does the music enhance the enjoyment of the game?
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Demo Halo
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Pyscho-social social aspects overhead ex machina business
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Social interactions The interaction of people while playing a multi-player game, directly or mediated through the game. Question How do players communicate in the game? What communication opportunities does the game provide?
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Overhead Player labor to start the game learn the controls set options Question What does the game require the player to do before they can play the game? How is overhead handled in terms of integration with the game?
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Ex Machina The game outside the game Questions What sorts of key elements sit outside the game? Do Easter Eggs, cheats, hint guides or player modifications have an important role in the game?
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Business Games are products of a commercial system Subject to constraints of profitability and marketability Questions Are there interesting business issues behind the game design? Does the game fail creatively in delivering an experience for obvious business reasons?
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Demo SSX3
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Next week guest lecture project milestone #1
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