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CSCE 552 Spring 2009 Understand Games
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Game Design Presentation Each has 15 minutes to present, 3 minutes to answer questions Expecting formal presentations with powerpoint files, pictures, musics, etc 10 points total for this presentation Grade will be group based, you can have the whole group or part of the group to present Grade will be based on scores from me and from the class
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Contents for the Presentation Group members, group name, logo Description, specification, goals, game play System requirement, audience, rating Interface, input/output, interactions, cameras Premise/limitations/choices/resources Content designs/3D/2D/animation, audio Level designs, flexibility/scripting language? Actor/Verb/Noun/Use case/UML (rough) Engines (graphics, game, sound, physics) to use Version control/testing strategy/documentation Brief timeline (demo date is early May)
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Tennis for two (1958)
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Spacewar (1961)
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Pong and Arcade Computer Space
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NES (90% market) NES Game boy Mario contra
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Playstation III Final Fantasy XIII Grand Theft Auto IV
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Types Adventure (text-based/graphical) Action (shooting, combat sim) First-person shooting Combat sim Action adventure Platformer (Mario) Fighting Real-time strategy (RTS) Survival Horror
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Types Role Playing Game (RPG) Stealth Simulation SimCity Flight Simulator Train Simulator Racing Sports
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Types Rhythm Dance Dance Revolution (DDR) Puzzle Tetris Education Typing NSF funds many such games
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Languages Assembly C/C++ VB Java Flash Script
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Results on 9 th Grader By David Walsh
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What is a game A game is a form of art in which participants, called players, make decisions in order to manage resources through game tokens in the pursuit of a goal. (Greg Costikyan) A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome. (Salen and Zimmerman)
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Factors (Crawford) Crawford: The Art of Computer Game Design (1984) Identifies four common factors between all games: Representation Interaction Conflict Safety
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Features (Costikyan) “ I Have No Words & I Must Design ” (1994) Identifies design choices that have to be made when games are designed And the main features necessary for games: Decision making Goals Opposition Managing resources Game tokens Information
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400 Projects (Rules) The rules consist of five parts An imperative statement of the rule A description of the domain of the rule Rules which take precedence over the rule Rules that the rule takes precedence over A description of examples and counter- examples The rules are meant to be tools which can be used in different phases of the design process
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Areas and Challeges (Adams, Rollings) Three different areas Core mechanics Interactivity Storytelling Narrative Categorizing different types of challenges: Pure challanges (logic and inference, lateral- thinking, memory, intelligence-based, knowledge-based, pattern-recognition, etc.) Applied challenges (races, puzzles, exploration, conflict, economies and conceptual challenges)
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Basic Elements (Game Design Workshop) Identify eight basic formal elements: Players Objective Procedures Rules Resources Conflicts Boundaries Outcomes The design method is to use the formal elements to describe the current design and make sure that all aspects of a game design are taken into consideration
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CSCE 552 Spring 2009 Understanding Fun
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What is Fun? Game is all about fun Dictionary: Enjoyment, a source of amusement It is important to consider underlying reasons Funativity – thinking about fun in terms of measurable cause and effect
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Why fun? It ’ s deep in our evolution root, and we must look to our ancestors (200 yrs of tech advancement haven ’ t changed our instinct) Cats, dogs, etc play to learn basic survival skills (physical and social) Games are organized play Human entertainment is also at its heart about learning how to survive Social rules are also critical to us
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Surviving Life is all either work, rest, or fun To survive, we must work Our ancestors were those who survive The survive skills are passed down Who is more likely to survive?
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People working too hard?
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People resting too much?
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We must play to gain skills
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Learning is fun Fun is about practicing or learning new survival skills in a relatively safe setting People who didn ’ t enjoy that practice were less likely to survive to become our ancestors
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Hunting and Gathering Basic skills are hunting and gathering Current popular games reflect this It ’ s a good start point to design games Shooters, wargames = hunting Powerups, resources = gathering Sims, MMO = social, tribal interaction
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Gathering and hunting
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Natural Funativity Theory All funs are derived from practicing survival and social skills Key skills relate to early human context Often in modern guise: play chess, football, dance, etc Three overlapping categories Physical Social Mental
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Physical Fun Sports Enhance our strength, stamina, coordination skills Winning is also a mental fun Exploration Knowledge of surrounding areas Explore unknown Hand/eye coordination and tool use are often parts of fun activities – crafts Physical aspect to gathering “ stuff ”
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Social Fun Storytelling is a social activity First virtual reality Learn important lessons from others Gossip, sharing info Flirting Showing off
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Social funs
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Mental Fun Humans have large brains Abstract reasoning practice Pattern matching and generation Music Art Puzzles Gathering also has mental aspect, categorizing and identifying patterns Gambling
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Multipurpose Fun Many fun activities have physical, social and mental aspects in combination Games that mix these aspects tend to be very popular Incorporate ways to practice these skills to increase the popularity of games. For example: Wii
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Definitions Some time lack standard (concrete) definitions Game: Object of rule-bound play Play: Interactions to elicit emotions Aesthetics: Emotional responses during play Frame: The border of a game ’ s context Inside the frame is in the game Outside the frame is real life
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The Language of Games Why do we play? -- Not a designer ’ s problem What is the nature of games? -- Not a designer ’ s problem How is a game formed of parts? -- A designer ’ s problem
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Approaching Design Computer games are an art form -- Digital arts Game design practices can be taught, and you do not need to be genius to design games Technical discipline like music, film, poetry
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Approaching Design Mental/Cognitive Concepts Beliefs Maps Locations Relationships Mathematical Equations Formulas Algorithms A model represents something
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Approaching Design Abstract model Conceptual and idealized A tool for investigating specific questions Simplifies thinking to help understand problems May include assumptions thought to be false Abstract game One rule The piece is moved to the open square
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A Player-Game Model A model of the player – game relationship
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A Player-Game Model Mechanics Things the player does Interface Communication between player and game System Underlying structure and behavior
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Control and State Variables Control variables Inputs from players State variables Quantities indicating game state
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Play Mechanics Gameplay Feelings of playing a particular game Activities engaged in a particular game (Play/game) Mechanics Specific to game activities “ What the player does ”
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Actions Actions not often in discrete stages Not all actions progress through all stages
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Seven Stages of Action Execution Intention to act Sequence of action Execution of action sequence Evaluation Evaluating interpretations Interpreting perceptions Perceiving states
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Seven Stages of Action A goal is formed Models the desired state The desired result of an action Examples: Have a glass of water in hand Capture a queen Taste ice cream
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Seven Stages of Action Goals turned into intentions to act Specific statements of what is to be done
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Seven Stages of Action Intentions put into an action sequence The order internal commands will be performed
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Seven Stages of Action The action sequence is executed The player manipulates control variables
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Seven Stages of Action The state of the game is perceived State variables are revealed via the interface
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Seven Stages of Action Player interprets their perceptions Interpretations based upon a model of the system
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Seven Stages of Action Player evaluates the interpretations Current states are compared with intentions and goals
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Designer and Player Models Systems are built from designer mental models Designer models may only anticipate player goals
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Designer and Player Models Players build mental models from mechanics Based upon interactions with the system image The reality of the system in operation Not from direct communication with designers Player and designer models can differ significantly
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Core Mechanics Typical patterns of action Fundamental mechanics cycled repeatedly Examples: Action shooters – run, shoot, and explore Strategy game – explore, expand, exploit, exterminate referred to as the “ four X ’ s ”
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Premise The metaphors of action and setting Directs the player experience Provides a context in which mechanics fit Players map game states to the premise
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Premise Story is the typical example of premise Time Place Characters Relationships Motivations Etc.
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Premise Premise may also be abstract Tetris operates under a metaphor The metaphor: arranging colored shapes Encompasses all game elements Player discussions use the language of the premise
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Premise Games are models Activities being modeled form premise Actions may appear similar in model Usually are fundamentally quite different Sports games are good examples: Playing video games isn ’ t like playing the sport
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Premise Goes beyond setting and tone Alters the players mental model Basis of player understanding and strategy Possible: Capable of happening in the real world Plausible: Possible within the unique world of premise “ Makes sense ” within the game ’ s premise Consistent with the premise as understood
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Choice and Outcome Choice A question asked of the player Outcome The end result of a given choice Possibility space Represents the set of possible events A “ landscape ” of choice and outcome
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Choice and Outcome Consequence or Weight The significance of an outcome Greater consequences alter the course of the game more significantly Choices are balanced first by consequence
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Choice and Outcome Well-designed choice Often desirable and undesirable effects Should relate to player goals Balanced against neighboring choices Too much weight to every choice is melodrama Orthogonal choices – distinct from others Not just “ shades of grey ”
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Qualities of Choice Terms in which to discuss choices Hollow – lacking consequence Obvious – leaves no choice to be made Uninformed – arbitrary decision Dramatic – strongly connects to feelings Weighted – good and bad in every choice Immediate – effects are immediate Long-term – effects over extended period Orthogonal – choices distinct from each other
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Goals and Objectives Objectives Designed tasks players must perform Rigid requirements – formal Goals An intentional outcome Notions that direct player action Scales all levels of motivation From selecting particular strategies … … to basic motor actions (e.g. pressing a button)
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Goals and Objectives Objectives and goals can differ Players goals reflect their understanding of the game Designers must consider how the game communicates with players Affordances – the apparent ways something can be used
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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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Player Strategy People usually reason with commonsense A view of linear causation – cause and effect Complex systems do not behave linearly Players need information to support linear strategy
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Game Theory Branch of economics Studies decision making Utility A measure of desire associated with an outcome Payoffs The utility value for a given outcome Preference The bias of players towards utility
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Game Theory Rational Players Abstract model players – not real people Always try to maximize their potential utility Solve problems using pure logic Always fully aware of the state of the game
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Game Theory Games of skill One-player games Outcomes determined solely by choices Games of Chance One-player games Outcomes determined in whole or part by nature (chance) Games of Strategy Competitions between two or more players
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Game Theory Decision under certainty Players know the outcome of any decision Risky decisions Probabilities of nature are known Decision under uncertainty Probabilities of nature are unknown
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Interface Input, presentation, and feedback. Input Player to game Output Game to player
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Interface Contains both hardware, software, and performance elements. Hardware such as game pads Software such as engines Performance such as pressing a button Graphical user interface (GUI) A visual paradigm of control GUI is the first impression of the game And hard to be cross-platform First: 1984 Macintosh GUI with mouse
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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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Audio Interface General categories of audio Music Powerful tool for establishing mood and theme Pay attention to license issues The campus is cited 960 times last year Sound effects Dialog
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Input Interface Controls Physical input devices: mouse, key, motion, etc Control inputs User manipulations of the controls They are not strategies Example: a sequence of buttons to perform a combo Strategies involve deciding when to perform
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Keys Key map or control table A diagram showing control input, action, and context Mapping: An understood relationship between two things Map keys by looking at your own hand Suit your targeted players: small/big
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Key maps Complex games have many keys and combinations Ship your game with a detailed key map Control diagrams Show input, action, and context
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Example
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Front End Interface Front-end In application software The visible portion of the application In games GUI elements not displayed during play Used mainly for input/configure/choice
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Hud Interface HUD (Head-Up Display) Displays during play Shows and other information difficult to present directly in the game environment Examples Scores Resource levels Mini Map Chat Alerts Level
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Huds
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