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Creative Commons Attribution 2.5 creativecommons.org/licenses/by/2.5/ An Ontology for Computer Games Foundations of Interactive Game Design Prof. Jim Whitehead January 22, 2007

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Page 1: An Ontology for Computer Games - Course Web Pages Ontology for Computer Games Foundations of Interactive Game Design Prof. Jim Whitehead January 22, 2007. ... ‣ Katamari Damacy ‣

Creative CommonsAttribution 2.5

creativecommons.org/licenses/by/2.5/

An Ontology for Computer Games

Foundations of Interactive Game DesignProf. Jim Whitehead

January 22, 2007

Page 2: An Ontology for Computer Games - Course Web Pages Ontology for Computer Games Foundations of Interactive Game Design Prof. Jim Whitehead January 22, 2007. ... ‣ Katamari Damacy ‣

Upcoming Assignments & Exams

• Due Today‣ Team selection for game design projects

• Friday, January 26‣ First exam‣ Will cover all material covered in lectures‣ Material from readings also fair game, even if not covered in lecture‣ Will give a list of study questions in class Wednesday

• Wednesday, January 31‣ Gamelog: game from classics list

• Friday, February 2‣ Description of your original drawing-based game‣ Will have presentation on Doodler website in upcoming class

• http://www.soe.ucsc.edu/classes/cmps080k/Winter07/

Page 3: An Ontology for Computer Games - Course Web Pages Ontology for Computer Games Foundations of Interactive Game Design Prof. Jim Whitehead January 22, 2007. ... ‣ Katamari Damacy ‣

Game Ontology Project

• A framework for describing, analyzing, and studying games

• Identifies...‣ Main structural elements of games

‣ Relationships between them

• Created as a Wiki‣ Intended to be a collaborative effort‣ Jose Zagal is primary contributor and organizer‣ A future class assignment will involve adding examples to Wiki

entries‣ You should feel free to contribute to this Wiki

• www.gameontology.org

Page 4: An Ontology for Computer Games - Course Web Pages Ontology for Computer Games Foundations of Interactive Game Design Prof. Jim Whitehead January 22, 2007. ... ‣ Katamari Damacy ‣

Top level categories in ontology

• Interface‣ user interface, controllers, control scheme

• Rules‣ game and gameworld rules

• Entity manipulation‣ Changing attributes or abilities of entities in game world

• Goals‣ In-game objectives or conditions

• Rules and Interface are the most fleshed-out sections• Hierarchical ordering of entries‣ A tree structure

• Rest of lecture will focus on rules

Page 5: An Ontology for Computer Games - Course Web Pages Ontology for Computer Games Foundations of Interactive Game Design Prof. Jim Whitehead January 22, 2007. ... ‣ Katamari Damacy ‣

Rules

• Rules section of game ontology is divided into‣ Gameplay rules

❖ Rules imposed on a gameworld that make interactions with it a game❖ Just randomly moving about and interacting with a gameworld doesn’t create a

game—it’s just infrastructure upon which you can create a game

‣ Gameworld rules❖ Rules that describe the behavior of the world containing the player’s avatar❖ Gravity (or lack thereof)❖ Allowable actions (can I swim in the lake, or is it just an obstacle?)❖ What items can break, or be moved

Page 6: An Ontology for Computer Games - Course Web Pages Ontology for Computer Games Foundations of Interactive Game Design Prof. Jim Whitehead January 22, 2007. ... ‣ Katamari Damacy ‣

Cardinality of Gameplay

• Degrees of freedom the player has in their movement• Different than cardinality of the gameworld‣ In Monopoly, the game board (gameworld) is 2D, but the play

progresses along a single path, hence cardinality of gameplay is 1D

• Examples‣ Space Invaders

❖ 1D cardinality of gameplay, since base moves only left and right

‣ Radiant Silvergun❖ 2D cardinality of gameplay, since ship has

free movement in 2D plane of play

‣ Super Mario 64❖ Free movement in 2D around a 3D world,

as well as the ability to jump

• Discussion‣ Guitar Hero? Mario Party? Gameplay Rules > Cardinality of Gameplay

Page 7: An Ontology for Computer Games - Course Web Pages Ontology for Computer Games Foundations of Interactive Game Design Prof. Jim Whitehead January 22, 2007. ... ‣ Katamari Damacy ‣

Game Ends

• The way in which a game may end• Many possibilities‣ Completing the game’s goals‣ Running out of lives‣ Exhausting available time

• Separate from evaluation of the ending‣ Want to separately describe possible endings, and the value

judgements applied to each one❖ Similar to Juul’s game definition, where he discusses valorization of outcome

• Evaluation:‣ Usually win/loss, but can also have

ranked endings❖ Team rankings over a season❖ Placement in a race

Gameplay Rules > Game EndsGamplay Rules > Game Ends > Evaluation of Ending

Page 8: An Ontology for Computer Games - Course Web Pages Ontology for Computer Games Foundations of Interactive Game Design Prof. Jim Whitehead January 22, 2007. ... ‣ Katamari Damacy ‣

No Game End

• Games that are open ended, and that have no final win/loss condition‣ Game could, in theory, be played forever‣ No overarching goal, or goals are

being added constantly

• Examples‣ World of Warcraft (strong example)

❖ No single goal (though achieving high levels is popular)

❖ New content is added periodically

‣ Grand Theft Auto III (weak example)❖ Player can complete all missions, but can

still continue to play the game

‣ Civilization II/III (weak example)❖ Player can satisfy a win condition, and can still continue playing❖ Is very possible to lose the game, which is final

Gamplay Rules > No Game End

Page 9: An Ontology for Computer Games - Course Web Pages Ontology for Computer Games Foundations of Interactive Game Design Prof. Jim Whitehead January 22, 2007. ... ‣ Katamari Damacy ‣

Types of Game Exhaustion

• Gameworld exhaustion‣ Player has seen and done everything there is to do‣ Pac-Man: only 255 levels, with a maximum possible (“perfect”) score

❖ Well, there is a 256th level, but the right hand side is garbled, and appears impossible for an unassisted human to play

• Narrative exhaustion‣ Once the game’s story has been

completely told‣ Narrative and gameworld exhaustion are

often synonymous

• Resource exhaustion‣ Player runs out of some resource

needed to play the game❖ No more lives❖ Insufficient resources leave player in position where it

is not possible to win the gameGamplay Rules > Game Ends > * Exhaustion

Page 10: An Ontology for Computer Games - Course Web Pages Ontology for Computer Games Foundations of Interactive Game Design Prof. Jim Whitehead January 22, 2007. ... ‣ Katamari Damacy ‣

Lives

• A quantifiable number of opportunities a player has to succeed in a game‣ Loss of life implies a break in gameplay

❖ An animation of the loss of life❖ Break might be minimal, as in a space shooter where ships regenerate quickly,

and in the same location in the game❖ Different from loss of some expendable item, such as a shield that eventually

goes away❖ Loss of the shield does not imply a break in gameplay

‣ Often accompanied by an indication of player health❖ How much more damage can player sustain?

Gamplay Rules > Lives

Page 11: An Ontology for Computer Games - Course Web Pages Ontology for Computer Games Foundations of Interactive Game Design Prof. Jim Whitehead January 22, 2007. ... ‣ Katamari Damacy ‣

Segmentation of Gameplay

• The process of managing and regulating the development of gameplay experience through the design of a game‣ The way in which the play of a game is divided into smaller chunks

(elements) of gameplay

• Examples‣ Football game is divided into halves,

quarters, and individual plays

‣ Turn-taking games segment gameplay by causing players to alternate turns

‣ In Final Fantasy❖ Player wanders around countryside❖ Occasionally has battles with monsters❖ Also can have interactions with shopkeepers,

or other NPCs

Gamplay Rules > Segmentation of Gameplay

Page 12: An Ontology for Computer Games - Course Web Pages Ontology for Computer Games Foundations of Interactive Game Design Prof. Jim Whitehead January 22, 2007. ... ‣ Katamari Damacy ‣

Challenge Segmentation

• Challenge Segmentation‣ Dividing gameplay into discrete, self-contained situations, which are

perceived by the player as a test or trial❖ Examples: puzzles, bosses, waves of enemies❖ At time not clear-cut, since games tend to increase challenge over time

Gamplay Rules > Segmentation of Gameplay > Challenge Segmentation

Page 13: An Ontology for Computer Games - Course Web Pages Ontology for Computer Games Foundations of Interactive Game Design Prof. Jim Whitehead January 22, 2007. ... ‣ Katamari Damacy ‣

Types of Challenge Segmentation

• Boss challenge‣ A particularly difficult challenge that must

be overcome to continue or finish the game

• Bonus stage‣ Section of gameplay, normally a level, where

the player can earn rewards without any riskof losing the game

• Puzzle‣ A challenge where there is no active agent

against which the player is competing❖ Features problem-solving skills, not quick eye-hand coordination

• Wave‣ A group of, usually similar, enemies that must be avoided or

completely destroyed as they approach the player

Gamplay Rules > Segmentation of Gameplay > Challenge Segmentation > *

Page 14: An Ontology for Computer Games - Course Web Pages Ontology for Computer Games Foundations of Interactive Game Design Prof. Jim Whitehead January 22, 2007. ... ‣ Katamari Damacy ‣

Spatial Segmentation

• Division of the gameworld into different spaces, when this division also partitions gameplay‣ Gameworld is not presented as a continuous whole

❖ Instead, is distinct subspaces that are navigated separately❖ Each space may have its own rules

‣ Example: Kingdom Hearts❖ Many worlds, each with distinct characteristics, often based on Disney movie

• Types of spatial segmentation‣ Level

❖ Recognizable subspace of the gameworld, containing tasks that must be completed before players can advance

‣ Spatial checkpoint❖ Boundary between juxtaposed sublocations of the gameplay space❖ Example: Final Fantasy XII “dotted lines”

Gamplay Rules > Segmentation of Gameplay > Spatial Segmentation

Page 15: An Ontology for Computer Games - Course Web Pages Ontology for Computer Games Foundations of Interactive Game Design Prof. Jim Whitehead January 22, 2007. ... ‣ Katamari Damacy ‣

Temporal Segmentation

• Limiting, synchronizing, and/or coordinating player activity over time

• Examples‣ Fixed game periods in sports games

❖ Quarters, halves, plays❖ Who plays when

‣ Games where you play against the clock❖ Driving games where you must complete a

number of laps by a fixed time to continue❖ Marble Madness❖ Time as a fixed resource

Gamplay Rules > Segmentation of Gameplay > Temporal Segmentation

Page 16: An Ontology for Computer Games - Course Web Pages Ontology for Computer Games Foundations of Interactive Game Design Prof. Jim Whitehead January 22, 2007. ... ‣ Katamari Damacy ‣

Narrative Segmentation

• Dividing gameplay to put it at the service of a storyline of a game‣ Difficult to separate from other forms of segmentation

❖ Changes in story often accompany changes in level, start of a boss fight, etc.

‣ Some games do have changes in story within the same setting❖ Facade has distinct beginning, middle, end

where characters behave differently❖ Colonel’s Bequest is a text and

graphics mystery game• Game divided into 8 acts, each

corresponding to an hour of game time

• Other examples?

Gamplay Rules > Segmentation of Gameplay > Narrative Segmentation

Page 17: An Ontology for Computer Games - Course Web Pages Ontology for Computer Games Foundations of Interactive Game Design Prof. Jim Whitehead January 22, 2007. ... ‣ Katamari Damacy ‣

Discussion of Segmentation

• What forms of segmentation are visible in the following games?‣ Gradius V‣ Final Fantasy XII‣ Katamari Damacy‣ Super Mario 64

• Types of segmentation‣ Challenge segmentation‣ Spatial segmentation‣ Temporal segmentation‣ Narrative segmentation