Algorithms and Networking for Computer Games
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1 Algorithms and Networking for Computer Games Chapter 1: Introduction
2 Definition for play [Play] is an activity which proceeds within certain limits of time and space, in a visible order, according to rules freely accepted, and outside the sphere of necessity or material utility. The play- mood is one of rapture and enthusiasm, and is sacred or festive in accordance with the occasion. A feeling of exaltation and tension accompanies the action, mirth and relaxation follow. Johan Huizinga, Homo Ludens Chapter 1 Slide 2
3 Definition for game a universal form of recreation generally including any activity engaged in for diversion or amusement and often establishing a situation that involves a contest or rivalry Encyclopædia Britannica Etymology: Middle English, from Old English gamen; akin to Old High German gaman amusement Merriam-Webster Dictionary Chapter 1 Slide 3
4 Components of a game Players: willing to participate for enjoyment, diversion or amusement Rules: define limits of the game Goals: gives a sense of purpose Opponents: give arise to contest and rivarly Representation: concretizes the game Chapter 1 Slide 4
5 Components, relationships and aspects of a game representation correspondence PLAY rules concretization agreement agreement definition CHALLENGE motivation motivation goal obstruction CONFLICT indeterminism opponent player Chapter 1 Slide 5
6 Definition for computer game a game that is carried out with the help of a computer program roles: coordinating the game process illustrating the situation participating as a player Model View View Controller software architecture pattern Chapter 1 Slide 6
7 Model-View View-Controller model state instance core structures controller control logic proto-view view configuration driver synthetic player synthetic view rendering instance data input device script output device options action human player perception Chapter 1 Slide 7
8 Simulations vs. computer games simulations virtual environments computer games flight simulators sports games first person shooters real-time strategies manager games puzzles board games Chapter 1 Slide 8
9 Synthetic players synthetic player = computer-generated actor in the game displays human-like features has a stance towards the human player games are anthropocentric! Chapter 1 Slide 9
10 Humanness human traits and characteristics fear and panic (Half( Half-Life, Halo) computer game comprising only synthetic players semi-autonomous actors (The( Sims) fully autonomous actors (Core( War, AOE2) stance towards the human player enemy ally neural Chapter 1 Slide 10
11 Enemy provides challenge opponent must demonstrate intelligent (or at least purposeful) behaviour cheating quick-and and-dirty dirty methods when the human player cannot observe enemy s actions Chapter 1 Slide 11
12 Ally augmenting the user interface hints and guides aiding the human player reconnaissance officer teammate, wingman should observe the human point of view provide information in an accessible format consistency of actions Chapter 1 Slide 12
13 Neutral commentator highlighting events and providing background information camera director choosing camera views, angles and cuts referee judging the rule violations should observe the context and conventions Chapter 1 Slide 13
14 Multiplaying multiple human players sharing the same game methods: divide the screen divide the playtime networking Chapter 1 Slide 14
15 Games and story-telling telling traditional, linear story-telling telling events remain from time to time (almost) unchangeable books, theatre, cinema participant (reader, watcher) is passive interactive story-telling telling events change and adapt to the choices the participant makes computer games participant (player) is active Chapter 1 Slide 15
16 Characteristic features of story- telling 1(2) contingency: : to what extent the time and space of the story depend on the real time and space? narrative representation: : how the story is presented? presence: : how far the watcher/participant shares the time and space of the story? interactivity: : how much the watcher/participant takes part in the story process? Aylett & Louchart: Towards a Narrative Theory of Virtual Reality, Virtual Reality 7(1):2 9, Chapter 1 Slide 16
17 Characteristic features of story- telling 2(2) Cinema Theatre Literature Games Contingency little moderate little strong Narrative representation visual visual mental visual Presence Interactivity non-physical no physical no/yes no non- physical non- physical, immersive yes Chapter 1 Slide 17
18 A story is always told to human beings story-telling telling is not about actions but reasons for actions humans use a story (i.e., a narrative) to understand intentional behaviour how can we model and generate this? story-telling telling is about humans humans humanize the characters behaviour and understand the story through themselves how can we model and generate this? Chapter 1 Slide 18
19 Levels of interaction 1(2) plot varies according to the decisions the player makes linear: the player advances via fixed plot-points points branching: the player chooses the continuation in a plot- point parallel paths: the player can make choices between fixed plot-points points threaded: the player can choose among parallel and interconnected plots Chapter 1 Slide 19
20 Levels of interaction 2(2) characters player s choices are reflected in the words and deeds of the character theme player s choices are reflected in the theme of the story Chapter 1 Slide 20
21 Challenges for story-telling telling 1(2) themes good plot and round characters are not enough to create a good narrative there must be a theme behind it (e.g., betrayal, revenge, love) controlling the story interactive drama can flatten and lose its interest something has to make sure that the events stay dramatically compelling Bringsjord: Is It Possible to Build Dramatically Compelling Interactive Digital Entertainment, Game Studies 1(1), Chapter 1 Slide 21
22 Challenges for story-telling telling 2(2) strong, autonomous characters characters must be personalities stories are often remembered by personal characters personalization if we want to the character to act intelligently towards the player, it must understand her based on its own beliefs deduce other characters and human s beliefs. Chapter 1 Slide 22
23 Other game design considerations customization tutorial profiles modification replaying parameterization! Chapter 1 Slide 23
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