Foundations of Interactive Game Design (80K) week five, lecture three

Similar documents
Foundations of Interactive Game Design (80K) week five, lecture two

Course Overview; Development Process

Course Overview; Development Process

10/30/2013. Game User Experience. Langxuan James Yin October 28, A History of Games. The Cathode Ray Amusement Device (1947)

Game playtesting, Gameplay metrics (Based on slides by Michael Mateas, and Chapter 9 (Playtesting) of Game Design Workshop, Tracy Fullerton)

Course Overview; Development Process

Course Overview; Development Process

Foundations of Interactive Game Design (80K) week four, lecture one

Foundations of Interactive Game Design (80K) week one, lecture one

Introduction. Video Game Programming Spring Video Game Programming - A. Sharf 1. Nintendo

Foundations of Interactive Game Design (80K) week one, lecture one

Introduction. Video Game Design and Development Spring part of slides courtesy of Andy Nealen. Game Development - Spring

Genre-Specific Level Design Analysis.


Langara College Spring archived

Narrative and Conversation. Prof. Jim Whitehead CMPS 80K, Winter 2006 February 17, 2006

the gamedesigninitiative at cornell university Lecture 26 Storytelling

Key Abstractions in Game Maker

Course Intro Essay All information for this assignment is also available online:

Gillian Smith.

ATD TechKnowledge Hands-On Learning Workbook. Alexander Salas, CPLP

Online Learning Team - Page 1

FBISD Film festival. Taking what you have learned to competition

Elicitation, Justification and Negotiation of Requirements

Schrödinger's Cat in a Mercedes

GLOSSARY for National Core Arts: Media Arts STANDARDS

Skill, Matchmaking, and Ranking. Dr. Josh Menke Sr. Systems Designer Activision Publishing

CS Computer Game Design. Introduction. Ken Forbus Spring 2002

TGD3351 Game Algorithms TGP2281 Games Programming III. in my own words, better known as Game AI

Understanding OpenGL

Tips For Marketing Your Handmade Business On Facebook

04. Two Player Pong. 04.Two Player Pong

1

Lights, Camera, Literacy! LCL! High School Edition. Glossary of Terms

Game Design 2. Table of Contents

THE TWO COMPONENTS OF A GOOD WRITING CONFERENCE

While there are lots of different kinds of pitches, there are two that are especially useful for young designers:

Introduction to Filmmaking

Tutorial: Creating maze games

Alternative English 1010 Major Assignment with Activities and Handouts. Portraits

Comprehensive Rules Document v1.1

Chapter 6. Discussion

HERO++ DESIGN DOCUMENT. By Team CreditNoCredit VERSION 6. June 6, Del Davis Evan Harris Peter Luangrath Craig Nishina

Foundations of Interactive Game Design (80K) week one, lecture one

Game Design 1. Week 1: September 6, Beginnings. Fall 2016 Tuesdays & Thursdays 9:30 AM-12:15 PM

In this project you ll learn how to create a platform game, in which you have to dodge the moving balls and reach the end of the level.

Direct Manipulation. and Instrumental Interaction. CS Direct Manipulation

Mission: Accomplish a Goal

Game Maker Tutorial Creating Maze Games Written by Mark Overmars

THE FUTURE OF STORYTELLINGº

English Topics in Creative Writing: Writing Screenplays

Gaming Development Fundamentals

Seaman Risk List. Seaman Risk Mitigation. Miles Von Schriltz. Risk # 2: We may not be able to get the game to recognize voice commands accurately.

Toon Dimension Formal Game Proposal

Independent Reading Project

Writing Train with Yvonne Cullen:

IMGD 1001: Fun and Games

2019 Marketing Planning Guide

Core Game Mechanics and Features in Adventure Games The core mechanics in most adventure games include the following elements:

Reading Response Board:

SYLLABUS STORY ANALYSIS ONLINE

ACT PREPARTION ROY HIGH SCHOOL MRS. HARTNETT

Microsoft Scrolling Strip Prototype: Technical Description

Module 4 Build a Game

BAA Course: Script and Screen Writing 11

Attitude. Founding Sponsor. upskillsforwork.ca

Foundations Required for Novel Compute (FRANC) BAA Frequently Asked Questions (FAQ) Updated: October 24, 2017

The Beauty and Joy of Computing Lab Exercise 10: Shall we play a game? Objectives. Background (Pre-Lab Reading)

Games Design and Development. Welcome to COMP3218

Checkpoint Questions Due Monday, October 7 at 2:15 PM Remaining Questions Due Friday, October 11 at 2:15 PM

Grade TRAITOR - SUMMER WORKBOOK. Check CLASS: SURNAME, NAME:

Cato s Hike Quick Start

Providing edutaining experiences 6 Steps to Protect Yourself from Facebookʼs Open Graph Search. twitter.com. youtube.com /DynamicInfluence.

BE SURE TO COMPLETE HYPOTHESIS STATEMENTS FOR EACH STAGE. ( ) DO NOT USE THE TEST BUTTON IN THIS ACTIVITY UNTIL THE END!

7social media tips Who We Are Barry Hill James Trent

Parent Guide. technology. time. student login. hallofheroesgame.com. student name: username: password:

Chapter 4: Internal Economy. Hamzah Asyrani Sulaiman

CompuScholar, Inc. Alignment to Utah Game Development Fundamentals Standards

Understanding DARPA - How to be Successful - Peter J. Delfyett CREOL, The College of Optics and Photonics

1 Shooting Gallery Guide 2 SETUP. Unzip the ShootingGalleryFiles.zip file to a convenient location.

LESSON 1 CROSSY ROAD

Individual Test Item Specifications

13A COMMUNICATIONS LODGE NEWSLETTERS: ADVANCED TUTORIAL TRAINER PREPARATION SESSION NARRATIVE. Order of the Arrow 13A 1 Boy Scouts of America

the gamedesigninitiative at cornell university Lecture 25 Storytelling

The Importance of Professional Editing

YOUNG LIVING FAQ SOCIAL MEDIA 101

Individual Test Item Specifications

How to Become Master Rated in One Year or Less.

Lesson Plan 2. Rose Peterson. the course of the text, including how it emerges and is shaped and refined by specific details;

CS 354R: Computer Game Technology

SPREADING THE WORD THE PRODUCTIVE WRITER PROMOTES EFFECTIVELY BY: Having a presence online where you can be easily found.

GAM0183 Game Programming

Gamescape Principles Basic Approaches for Studying Visual Grammar and Game Literacy Nobaew, Banphot; Ryberg, Thomas

Intro to Interactive Entertainment Spring 2017 Syllabus CS 1010 Instructor: Tim Fowers

LMC 6399: Discovery and Invention in Digital Media

Game Design Methods. Lasse Seppänen Specialist, Games Applications Forum Nokia

School Based Projects

This class will be partially online, and partially physical. See day by day schedule below.

Required Text: Beginnings, Middles, and Ends by Nancy Kress Recommended Text: The Scene Book by Sandra Scofield

TABLE OF CONTENTS...2 SAM VIBE - OVERVIEW...3 WORKING WITH THE SAM VIBE SCHEDULE...3 PLAYBLOCKS...4 CREATING A PLAYBLOCK...4 EXAMPLE PLAYBLOCKS...

Transcription:

Foundations of Interactive Game Design (80K) week five, lecture three

Today Quiz Reminders Agency and intention Returning to operational logics, if time permits What s next?

Quiz

Church s essay discusses A: Perceivable consequence B: Fullerton s formal elements C: Juicy feedback D: Building on the vocabulary of film E: None of the above

George Fan says the best content for a help screen is: A: Mechanics introduction B: Theme introduction C: Strategy tips D: List of units and abilities E: A joke

Mateas s essay integrates A: Hunicke et al s MDA and von Neumann s game theory B: Church s intention and Bogost s neo- Platonic theory C: Juul s game definition and Czikszentmihalyi s flow D: Murray s agency and Laurel s neo- Aristotelian theory E: None of the above

Reminders

Schedule updates due in section next week!

Must name prototypes correctly, test on another machine

Playtest Fest today until 4pm DANM opening today at 5:30pm

Agency and intention

1997 Hamlet on the Holodeck "+,+&-&-&- 64.&74&.$&2489/#$&.0"%&:"8$+&0";$&-&-&-!"#$%&'())"*./%0&1234#5

1997 Hamlet on the Good games don t just have activity Good games don t just have participation Holodeck Good games have the satisfying power to take meaningful action and see the results of our decisions and choices agency The players actions have effect, but the actions are not chosen and the effects are not related to the players intentions

1999 Formal Abstract Design Tools >0"%&8",$+&!"#$%&'(&+4&:4475 <4(:&=0()20 "+,+&-&-&-?#7&04.&2"#&(#7$)+%"#7/#:&%0"%&0$@A&(+& B4)8"@/C$&24#2$A%+&B4)&7/+2(++/#:&:"8$&7$+/:#5

1999 Formal Abstract Design Tools Mario 64 has simple and consistent controls offered for movement, & predictable physics, enabling intention A clear reaction from the game world to the action of the player perceived consequence Also relates to story... )*$+&,#%-.++&%/&"--0102"345& 5%"2+6&047.#+8"47$45&8*.&9%#276& 1":$45&"&,2"4&"47&8*.4&"-345& %4&$86&$+&"&,%9.#/02&1."4+&8%&5.8& 8*.&,2";.#&$4<.+8.7&"47&$4<%2<.7

Agency and Intention Murray s agency is the satisfying power to take meaningful action and see the results of our decisions and choices with actions that are chosen and related to the players intentions Church s intention and perceived consequence encourage a process of accumulating goals, understanding the world, making a plan and then acting on it with a clear reaction from the game world to the action of the player Let s talk about them together...

but first

E.T. Repeatedly called the worst video game of all time Blamed for early industry s crash What makes it so very bad?

E.T. s problems Might be development time five weeks, difficult platform, playtesting unlikely Might be fictional world does E.T. do anything in the movie that we want to do? Might be almost anything let s try playing

E.T.: The Extra-Terrestrial Running in emulator Controls: F2 starts, arrow keys move, spacebar is contextual action (icon at top) What do you notice?

E.T. s problems There might be fictional world problems there are no pits in the movie There are definitely playability problems manual includes three discussions of levitating out of wells Creates agency problems Raiders was better

Agency and intention more deeply

Agency and Drama Mateas integrates Murray s agency into Laurel s neo- Aristotelian drama Agency is not freedom to do anything, but rather having the material affordances to take actions suggested by the formal affordances of the dramatic situation D"8$+&@/,$&=0":.&9"@"#2$& B4)8"@&"#7&8"%$)/"@&"E4)7"#2$+& F$-:-G&,/@@&$;$)*%0/#:&%0"%&84;$+H& "#7&>"?"7.&"I$8A%+&%4&9"@"#2$& %0$8&B4)&:"8$A@"*&/#+A/)$7&9*&,/%20$#&+/#,&7)"8"

Agency and Computational Models Eliza/Doctor suggests talking about problems (formal) and provides a means (material) Starts with expectation, but breaks down: Can I ask you for help DO YOU WANT TO BE ABLE TO ASK I FOR HELP The consequences of player action must preserve/ build dramatic probabilities The consequences come from the system Agency requires building a computational model and player understanding of it

Agency and Interfaces Dow studied players of AR Façade They felt more present, but this created an expectation gap w/ system Increased sense of presence and realism can decrease agency harder to build system model from wrong expectations J%)4#:&7)"8"32&+/:#"@/#:&/#& "K#/%*&:"8$&L&9(%&#4%&/#& %0$)"A*&:"8$-&M@"*$)+&+3@@& 9$@/$;$7&%0$*&24(@7&A4%$#3"@@*& 0";$&":$#2*&7()/#:&%0$)"A*G&"+& $+%"9@/+0$7&9*&"K#/%*-

Agency and Improvisation Church s discussion of intention in terms of goals and plans sounds like dated CogSci/AI. Plans are resources for improvisational action Hocking discussed intention as balancing action s composition and execution phases In Far Cry 2, design to balance these at medium timescales didn t work out Instead, rapid movement between phases forced plan failure and low consequence encourages and supports improvisational play

An integrated view

Integrated view of agency We can see agency as a phenomenon involving both game and player Agency occurs when the actions players desire are among those they can take as supported by an underlying computational model Designing for agency is balancing the dramatic probabilities of the world with the actions it supports enticing players to desires the game can satisfy

Summarizing agency Supporting agency requires employing or crafting a computational model of the play domain suggested by the work s dramatic probabilities, for intention and consequence Can be a simple model, but game must transition audience from initial expectation to (implicit) model understanding Interface is key to expectation and more natural interfaces (AR, voice) set it wrong Action more improvisational than assumed

Agency and design innovation Agency discussion has been driven by those interested in innovation But agency s importance may actually explain design s conservative tendencies If we want players to experience agency with part of a game, we need a computational model for it What would a game be like that is about what E.T. the movie is about?

Operational logics are the building blocks

Operational logics Game State Presentation Computational Process Player Experience

Operational logics A communicative goal virtual objects can touch combined with an abstract process when two coordinate spaces overlap, do something supporting ongoing media (re)presentation and audience experience

Implemented in many ways When you play Pong on an Atari VCS, the 2D collision detection is implemented in hardware. When you build a game using XNA, the 3D collision detection is implemented in software. Obviously, implementations differ fundamentally, but the logic that virtual objects can touch is the same.

Logics matter to players Logics aren t just dry rules of games they are how the world is alive We see this in online videos of collision detection They don t focus on showstopping bugs or everyday occurrences, but on humor and surprise at the world s fundamental operations being violated

For example...

Further meanings Basic operational logics are articulated with game systems and themes Meaning approaches become conventional: running into walls, picking up objects Games build on this conventional knowledge like film builds on our familiarity with cross-cutting, etc

Passage, Jason Rohrer, 2007

Graphical logics Graphical logics are the abstract operations and communicative goals associated with movement, collision detection, and physics Movement objects move in space Collision object overlap triggers events Physics movement governed by laws

Isn t this just graphics?

Time logics Many games use default logic for time whatever gets processed next. So old games run too fast (time tied to clock speed) Some games speed up and slow down time (e.g., bullet time in Max Payne) Other games have reversible time, overlapping timelines ( collaborate with yourself ), even time travel mechanics

Many games use what happens next for story progression. Lock and key to control Quest flag logic for quests / missions (milestone-based progression) Dialogue tree logic for NPC interactions discussion, provocation, quest acceptance/ completion, etc (directed graph) The interfaces change, the underlying logics remain. Fiction logics

You can use board games to physically prototype fiction logics... and to see how well they work in terms of agency

Betrayal at the House on the Hill Haunted houses are about the unknown Board built of tiles as house is explored

Betrayal at the House on the Hill Haunted houses are about the unknown At unknown time, switches to asymmetric competition w/ hidden info

Betrayal, logics, and agency Expectations. Haunted house genre conventions sets strong expectations Dramatically probable actions. Logics support exploration, combat Perceivable consequence. It s a board game, so system is visible Understanding the model(s). There s a lot of randomness, players understand that quickly, and it fits the genre/theme but they can t be Prof. van Helsing

Upcoming There is online reading for Monday (linked from syllabus) Computational prototypes and schedule/ progress updates due in section next week Game help session next Friday, noon-1:30 in Jack s Lounge Short answer mid-term next Friday, review lecture next Wednesday Multi-game analysis essays due two weeks later