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1 1

2 ( VR AR (Immersion) (Interaction) (International) --- ( 2

3 : 2Dà3D ( : : 3

4 ( 4

5 vs. HMD 5

6 CAVE VRD Nitendo Wii 6

7 7

8 ( : à : à ( ) 8

9 vs. : I I/O I/O, S O :» I/O» :»» 9

10 ( 1, à, ) ( ) 2 ( à ( à 3, 10

11 Game Genre ; FPS + à FPS Doom Unreal Half-life à FPS+RTS ( WWW Online) Theme Plot Visual Style Game mechanism Theme Plot Visual Style RTS + + ), FPS +3D Game mechanism RTS FPS 11

12 Heimatfilm Cabaretera vs. Game Genres RPG ACT FPS RTS FTG TBS SLG SIM AVG RAC SPT RPG RPG RPG 12

13 RPG RPG Final Fantasy Dragon Quest RPG: Diablo ARPG (Action + RPG) MMORPG: EverQuest RPG: ACT 2D ACT ACT 3D ACT action + FPS( 3D maze, NPC) + AVG( puzzle ) ) : 2D ACT( ), 3D ACT 64) ACT 13

14 FPS +ACT 3D NPC FPS Level (Mission) NPC Non-Player Character, FPS Doom FPS Quake Unreal Half Life FPS FPS Half-life (NPC 14

15 FTG FTG 2D FTG 3D FTG ACT FTG 15

16 FTG 3D FTG 2D FTG: 3D FTG VR 16

17 RTS RTS à à RTS 1992 Dune Command & Conquer Myth Warcraft (1994) vs. Warcraft 2 (1999) -- 8 Warcraft 3 (2002) 17

18 TBS Turn-based Strategy TBS RTS TBS TBS Sid Meier's Civilization V (2010) SLG 18

19 SIM SIM vs. SLG: SIM 19

20 AVG AVG (story) (exploration) (puzzle-solving) AVG AVG AVG ( Myst 20

21 RAC Gran Turismo Speed SPT SPT FIFA ACT + AVG SIM ACT + AVG RPG + SLG 21

22 RTS FPS 14 In the Beginning, There Is the Designer 22

23 The Designer Creates an Experience The Experience Rises Out of a Game The Game Consists of Elements What elements? 23

24 Mechanics Mechanics are the procedures and rules of your game. describe the goal of your game, how players can and cannot try to achieve it, and what happens when they try. Compare games to linear entertainment experiences (books, movies, etc.) Both involve technology, story, and aesthetics But only game involve mechanics Story Story is the sequence of events that unfolds in your game. may be linear and pre-scripted, or may be branching and emergent Story-guided If have a game story, need to choose mechanics that will both strengthen your story and let that story emerge aesthetics that help reinforce the ideas of your story technology that is best suited to the particular story that will come out of your game Aesthetics Aesthetics how your game looks, sounds, smells, tastes, and feels. an incredibly important aspect of game design since they have the most direct relationship to a player s experience. 24

25 Aesthetic-guided If have a certain look/tone, need to choose technology that will not only allow the aesthetics to come through, but amplify and reinforce them. mechanics that make players feel like they are in the world that the aesthetics have defined, a story with a set of events that let your aesthetics emerge at the right pace and have the most impact. Technology Any materials and interactions that make your game possible not exclusively referring to high technology such as paper and pencil, or high-powered lasers. The technology you choose for your game enables it to do certain things and prohibits it from doing other things. The technology is essentially the medium in which the aesthetics take place, in which the mechanics will occur, through which the story will be told. A. Story B. Aesthetics C. Mechanics D. Technology Importance and Visibility None of the elements is more important than the others. They are all essential. Visibility gradient technological elements tend to be the least visible to the players aesthetics are the most visible mechanics and story are somewhere in the middle 25

26 Visibility Example Example: Space Invaders (Taito, 1978) Technology: The first game enable a player fight with an army Custom motherboard Enable an entirely new set of mechanics Mechanics: New and exciting Interesting and balancing Player s ship, enemy, shield (destroyable by both) Flying saucer (bonus) No time limit (bombed or land on earth) Farer cost higher; nearer cost less Invading faster after 48 aliens destroyed (build excitement, emergent story) 26

27 Story: didn t need to have a story- could have been an abstract game where a triangle shoots at blocks. but having a story makes it far more exciting and easier to understand Change the game story: Originally as fired at an army of advancing human soldiers Taito changed it to advancing aliens Novel among several released war-themed games Shooting people is bad violence The high tech CG lent well to futuristic theme (story à camera àaesthetic) Flying aliens: more believable, more dramatic story if they touch down, we re doomed Aesthetics: 3 different designs for aliens, each worth a different amount of points. a simple 2-frame marching animation, effective non-color display made to support White aliens, Green shield Red saucer Enabled by the mechanics Improved the aesthetics Audio heartbeat noise, speed up Visceral effect Punishing noise Cabinet (eye-catching) Skin and Skeleton Skin of a game: the player s experience Skeleton of a game: the elements that make up the game 3 27

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