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The Play Experience Robin Burke GAM 224
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Outline Admin Play Experiential aspects of play The Core Mechanic Examples
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Design Project Group project teams assigned by me 20% of course grade Peer assessment classmates assess design group members assess each other's contribution Two projects Card game Level for Katamari Damacy Shared theme Alien Abduction!
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Design Project #1 Card game You play the aliens Goal abduct a complete human family King, Queen, Jack experiment on them and return them without being detected Resources Hearts ♥: Life support Clubs ♣: Cloaking Spades ♠: Fuel Diamonds can be used for other purposes or discarded
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Milestones 5/1: Draft of the rules of the game should be playable, but possibly not finalized 5/7: Presentation submission PowerPoint submitted to Course On-Line 5/8: Presentation in class everyone must attend 10 minutes / team 5/8: Final rules
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Process Teams assigned by me Leader's job communicate with team to arrange meetings submit materials to COL on behalf of the team Everyone's job Get acquainted Write down team members' names Stay in touch Can email via COL COL "groups" established for each team Can use the COL chat room Meet regularly Let me know if there are difficulties
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Teams Team 1 Nieves,Miguel (L) Lane,Marcellus Mota,Juan P Tahir,Rashad Ali Team 2 Haley,William (L) Gerber,Brian A Guida,Nicholas T Team 3 Behrens,Scott (L) Quintana,Jasmine Rothberg,Adam J. Team 4 Ofer,Boris (L) Nielsen,Paul J Ortega,Lester Team 5 Luna,Jonathan (L) Castellanos, Roberto Chokshi,Jay S Team 6 Hitpas,Michael T (L) Doran,Timothy M Steacker,Liam Price Team 7 Smolyar,Alec J (L) Mendelsohn,Max A Ayala,Andres Ivan
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Play New unit What are rules for? Rule create play experiences for players When we design rules We must have player experience in mind
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Play a very complex phenomenon with deep roots animal play, esp. among the young in most primate species, adults play Play is a kind of performance
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To play Requires that you acknowledge the "performance" that is happening and that the performance is somehow not real "we're not really fighting" This is where the "magic circle" comes in the theatre stage is a magic circle we know that no one actually dies during a staging of "Hamlet" murder is performed for a communicative purpose
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Source of great confusion Critics say that violent games makes kids violent more so than movies, TV because they are interactive this makes the game "real" so kids are practicing real violence But even puppies know the difference between "play" and "real" by age 9 or so, kids have a strong sense of the difference between performance and reality this is the same age that they start to take a great interest in games and rules
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Kinds of play Caillois' categories Agon competition Alea chance Mimicry role-playing Ilinx disorientation
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Agon Greek word for competitive struggle n.b. "agony", "antagonist" Competitive play The goal is to defeat an opponent especially another human opponent Winning demonstrates superior mastery of some skill Examples any competitive sport, chess, Warcraft
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Alea Latin word for dice Chance-based competition The goal is to win but it is fate that decides Winning demonstrates one's luck or perhaps one's understanding of probability Examples Sorry, Thunderstorm, Lottery
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Mimicry The assumption of a role The goal is to sustain the role through acting and improvising Success demonstrates one's ingenuity and empathy for a character Examples "House", Dungeons & Dragons, Any MMORPG
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Ilinx No simple translation "the inducement of vertigo" "creation of disorientation" Is this play? how else to categorize play activities like "Crack the Whip"?
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Caillois' Play Taxonomy Paidea (free, improvised)Ludus (structured) AgonPlayground competitions (wall-ball, tag) Organized sports, Chess AleaCounting-out rhymesLottery, Children's board games MimicryPlaying houseLARP IlinxCrack the whip, DancingWater slides, Skiing
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Application Most video games combine multiple forms of play Wind Waker Mimicry component through the avatar Agon component combat (ritualized) with other characters Alea component random treasures appear when exploring NBA Street ?
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Play Schemas Play of Experience (4/19 and 4/24) the "core mechanic" what is the activity of the game Play of Pleasure fun what makes the game enjoyable Play of Meaning coherence how does the game create meaning Narrative Play story what makes the game tell a story Play of Simulation (4/26) verisimilitude what makes the game feel "real" Social Play (5/1) Play quiz (5/3) Play paper due (5/10)
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Pleasure What makes a game fun? Difficult question Fun is hard to define Two answers reinforcement system of rewards and punishments keyed to mastery of game skills flow state of total involvement induced by tight feedback, concentration and compelling environment
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Example Wind Waker player is periodically rewarded with new artifacts (weapons, etc.) some artifacts let the player defeat enemies rewards of ability some artifacts let the player access new parts of the map rewards of access
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Meaning The play of a game gives rise of a system of meanings Symbols red cross = health powerup blood stain on the floor = proximity of monster Semiotic system the linking of different symbols to a "language" unique to the game This is part of what we mean by being "immersed" in a game we "see" the game world as a complex web of meanin just like the real world
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Aporia and Epiphany Aporia doubt, difficulty in establishing the truth of something Epiphany the moment of realization or recognition Many games confront the player with objects / situations of unknown meaning produces aporia ("What am I supposed to do now?) through interaction with the game world the player discovers what to do ("Aha") Epiphany is a reward "I have solved the puzzle" often also of access or ability But it also is an enhancement of meaning our understanding of the game world become deeper
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Example Wind Waker a variety of environments volcano forest ocean mountainside monsters each has a preferred environment player learns what monsters to expect abilities / weapons weapons are effective against different kinds of monsters weapons are made available when needed for puzzles / monsters in a given environment boss boss monster related thematically to the environmental level player learns what to expect in each environment and how to respond
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Narrative Every game has a narrative structure tension / relaxation Some games add many other narrative devices on this structure Final Fantasy Halo Others very little Asteroids Soul Calibre
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Narrative descriptors Detailed characterization appearance backstory Cut-scenes video in-game Text
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Example Wind Waker dialog cut-scenes intro / preview rewards characters
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Core Mechanic What the player does to play Performative loop perception of the game world analysis of the situation selection of action performance and evaluation of action Different games emphasize different aspects
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Terminological note This is not how everyone defines the term some would describe this as the "primary gameplay mode" We will use our book's definition
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Core Mechanic 2 PerceptionAnalysis DecisionExecution Evaluation
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Thunderstorm four dice object to be the last player whose house is not struck by lightning rules player rolls all available dice if no ones are rolled player adds to "house" drawing if house is already complete, it is struck by lightning and player is out if at least one 1 is rolled all of the dice with ones are removed from play play passes the next player if all dice are ones all four dice are back in play house seven elements
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Thunderstorm Perception Analysis Decision Execution / Evaluation
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Eight and out deck of cards 6, 5, 4, 3, 2, A in four piles by suit object to be the last player with the most points rules each player draws one card from each pile if an Ace is drawn that deck is removed from play all other decks are reshuffled if all drawn cards are Aces, all four decks are back in play if no Aces are drawn the player makes a tally mark if a player collects eight marks he is out
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Eight and Out Perception Analysis Decision Execution / Evaluation
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Core mechanic themes Limited number of core mechanic themes common to many video games often combined Most common aimed attack strategic battle collection exploration race puzzle
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Aimed attack Characteristics Conflict with fast-moving opposing force Examples Asteroids Centipede Soul Calibre Basic elements Perception range of enemy Analysis available moves my strengths / weaknesses opponent's strengths / weaknesses Decision move to use Execution / Evaluation move, attack, defend, impact
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Strategic battle Characteristics Conflict with slow moving opposing force Gathering and deployment of resources Examples Civilization III Warcraft II Chess Basic elements Perception range / configuration of enemy available resources Analysis available moves strengths / weaknesses resource exploitation long-term consequences Decision force deployment force development resource acquisition Execution / Evaluation direct units consequences may not be immediate
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Collection Characteristics accumulation of something Examples PacMan Katamari Damacy Basic elements Perception location of items obstacles Analysis path to items avoidance of obstacles Decision trajectory to follow Execution / Evaluation move, grab
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Exploration Characteristics Exploration of a large unknown environment Examples Legend of Zelda (all) Myst Basic elements Perception opportunities for traversing the world obstacles Analysis navigational options overcoming obstacles Decision where to go Execution / Evaluation move
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Race Characteristics Rapid traversal of defined path Examples Mario Kart F-Zero GX Basic elements Perception path of motion Analysis desired trajectory vehicle capabilities Decision optimal trajectory Execution / Evaluation adjust speed, steering
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Puzzle Characteristics Solving logical puzzles Examples Mastermind Tetris Lemmings Basic elements Perception puzzle elements Analysis reasoning Decision likely solution path Execution / Evaluation attempt solution or partial solution
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Combinations Race + Aimed Attack Mario Kart Double Dash!! Exploration + Aimed Attack + Puzzle Zelda, Metroid, Halo, Tomb Raider, etc. Exploration + Strategic Battle + Puzzle KOTOR, Pokemon, many RPGs Exploration + Puzzle Myst, classic adventure games
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Core mechanic Specific instantiation of the thematic ideas what kinds of moves? what must be perceived? complexity of decisions
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Example I: Asteroids Perception trajectories of avatar, asteroids and enemies Analysis collision probabilities shooting opportunities Decision orientation, thrust, fire Execution / Evaluation button presses success in maneuvering / destroying Real time the loop is quick
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Example II: NBA Street
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NBA Street Core Mechanic Perception location of players, ball and basket score, power-ups Analysis game situation offensive / defensive opportunities Decision motion action pass, shoot, tricks Execution button combos Evaluation successful of action scoring trick points
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NBA Street Mechanic is very like a fighting game Aimed attack but with Combos Accumulation of points for stronger trick moves Can think of this as a sports game with a fighting mechanic
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Kingdom Heart: Chain of Memories
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Wednesday Core mechanic exercise
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