Digital Games. Lecture 17 COMPSCI 111/111G SS 2018

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Transcription:

Digital Games Lecture 17 COMPSCI 111/111G SS 2018

What are Digital Games? Commonly referred to as video games People who play video games are called gamers Rapidly growing industry Generated close to USD 100 billion in revenue in 2015 https://newzoo.com/insights/articles/digital-games-market-worth-83-2-billion-2016/ 2

What do you need to play a digital game? 1. An input device 2. An output, typically video, device 3

Input Devices Commonly used input devices: Keyboard and mouse Gamepad Touchscreen Motion controllers Other input devices include steering wheels, joysticks, light guns, and rhythm game controllers 4

Output Devices Screens Speakers Controllers Haptic feedback 5

Platforms Personal computers Consoles Home and handheld Mobile devices Arcade machines 6

Media Cartridges Optical discs CD, DVD, Blu-Ray, Proprietary User-writable media Floppy discs, cassettes, memory cards Digital downloads Steam, GOG, XBL, PSN http://www.pcworld.com/article/197429/evolution_of_game_media.html 7

Genres Platform Games Primarily involve navigation through environments 2D or 3D Traversal from one platform to the next 8

Genres - Shooters Combat oriented using ranged weapons First-person Third-person Light gun Shoot em ups 9

Genres Fighting Games Focus on close combat 2D or 3D Usually involves 2 combatants Player vs. Player Player vs. AI AI vs. AI 10

Genres Role Playing Games Play the role of one or more characters immersed in a well-defined world Detailed lore Focus on narrative, exploration, and quest completion 11

Genres Sports Games Emulate real-world sports Degree of realism varies widely Realistic titles are referred to as sims Usually competitive against AI or other gamers 12

Genres - Strategy Outcome of combat determined by skilful thinking and planning Real-time vs. turn-based Strategy vs. tactics 13

Other Notable Genres Massively multi-player online games Casual games Party games Rhythm/music games Puzzle games Exergames Educational games Adventure games Many games incorporate elements of more than one genre 14

The Game Industry Developer Company specializing in video game development Multi-disciplinary programming, art, testing etc. E.g. Crystal Dynamics, Rockstar Games, Rare, Naughty Dog Publisher Company responsible for funding, marketing, and distribution May also develop video games internal team of developers referred to as a studio E.g. Electronic Arts, Activision Blizzard, Ubisoft, Take-Two Interactive 15

Business Models Packaged games Purchase game for full access to its features Further monetary outlay is usually unnecessary Subscription games Playing the game requires paying a subscription fee May require initial purchase as well Pay-to-play Free-to-play games Core game is free Certain game content locked behind in-game currency that is difficult to obtain In-game currency can be purchased directly with real world money 16

Business Models Microtransactions Ability to purchase in-game goods using real world money Often used in conjunction with free to play games Payto-win Downloadable content Additional content released for a game post-release Can include new modes, levels or aesthetic content 17

Gamer Demographics Based on a study by the Entertainment Software Association (ESA) in the US in 2016: 59% of gamers are men. 41% are women The average age of a male gamer is 35. The average age of a female gamer is 44. The average gamer has been playing video games for 13 years. 63% of households have at least one gamer. http://essentialfacts.theesa.com/essential-facts-2016.pdf 18

esports Organized video game competition Competitors typically professional Competitions are broadcast Prize money for winners Genres associated with esports: Real-time strategy games Fighting games First-person shooters Multiplayer online battle arena games First established in South Korea Since 2000 Now a global phenomenon with an audience of 226 million people in 2015 https://newzoo.com/insights/articles/global-esports-market-report-revenues-to-jumpto-463-million-in-2016-as-us-leads-the-way/ 19

Controversies Negative behavioural effects: Heightened aggression, lowered empathy Various studies performed no consensus Censorship and regulation Portrayal of women and minorities Online harassment Gamergate 20

Future Virtual Reality Immerses user in a virtual environment User can look around, move and interact with environment Headsets for VR gaming recently released Oculus Rift, HTC Vive Augment Reality Real-world environment augmented with computer generated input imagery, sound etc. 21