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Administrative Schedule presentations Test # 1: Feb. 20 –Covers: up to what we cover in Thursday September 15 th.

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Presentation on theme: "Administrative Schedule presentations Test # 1: Feb. 20 –Covers: up to what we cover in Thursday September 15 th."— Presentation transcript:

1 Administrative Schedule presentations Test # 1: Feb. 20 –Covers: up to what we cover in Thursday September 15 th

2 Defining Digital Games Dr. Héctor Muñoz-Avila Assigned readings: Chapter 8 (Rules of Play Book)

3 Definition of Game Reminder: Definition of a game (and elements). Notes: most of the definitions of games studied where made before computers existed The term “digital game”. Covers: PC PDA Consoles Even cell phones All are formally modeled as Turing machines Turing machines A game is a system In which players engaged in an artificial conflict defined by rules That results in a quantifiable outcome Stores + manipulates data

4 Digital Games as Systems Reminder: Definition of System: Parts affect one another within an environment – elements: Objects, Attributes (properties), Internal relationships, and the Environment – dimensions: formal, experiential, cultural Digital games tend to be confused with the medium they are taking place Our definitions of game and system provide the means to make these distinctions

5 Analysis of Tetris general narrow Cultural Experiential Formal Environment A game designer creates experience not technology Says who? SCOPE

6 John Carmack Creator of Doom game series ID Software Famous for creation of graphics engines that “pushed the envelope from a computer graphics perspective”envelope PC Gamer Interview 2006: Points that simplicity doesn’t mean lack of design Previous games created by himself Points that even in his company now he steps back and listen to designers If you are left alone in an Island, which game you wish they left with you?

7 What Can We do? (with digital media) Goal: use technology to create meaningful play What capabilities does digital media have? –Trait 1 : immediate but narrow interactivity –Trait 2: Information manipulation –Trait 3: Automated complex systems –Trait 4: Networked communication

8 Trait 1 : immediate but narrow interactivity The game responds to player input –Examples other than digital games? Why is it narrow? –Examples? Can technology overcome this? –Player tactics in an RTS gamePlayer tactics in an RTS game –Alternatives to keyboardAlternatives to keyboard

9 Trait 2: Information manipulation Digital (Turing) machines: store/manipulate information Key characteristic: computers can learn while playing –User preferences/capabilities Plus: Hiding information –Example?Example Some games have too much information to be played in a board game –Example? text images audio logic

10 Trait 3: Automated complex systems Complicated procedures: –Chess, Civ But some say that is a problem: War games –People want to see the internal workings of the system Examples of complex, non-digital games?

11 Trait 4: Networked communication Facilitate communication between players Evolution –2-4 players using the same console/computer –2-4 Players over a local network –2-4 Players over the internet –12 players over the internet –1000+ Players over the same instance of game world Direct communication is not restricted to text

12 Final Word These traits are not the only ones Even non digital games may exhibit some of these traits But they help our understanding of video game potential Analysis of Unreal Tournament:Unreal Tournament –Trait 1 : immediate but narrow interactivity –Trait 2: Information manipulation –Trait 3: Automated complex systems –Trait 4: Networked communication


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