spring 2007comp 79701 game play styles structure of game play

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  • Slide 1
  • Spring 2007COMP 79701 Game Play Styles Structure of Game Play
  • Slide 2
  • Spring 2007COMP 79702 Game Play Styles Games Have various structures that the user must handle Common structures appear in many games
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  • Spring 2007COMP 79703 Suggestions?
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  • Spring 2007COMP 79704 Driving & Physical skill Player must control vehicle/self to win Must conform to environment Music and Dance games do this Fighting game combos Jumping in platform games Special moves in Skate / Snow Board
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  • Spring 2007COMP 79705 Puzzle - Arrange Geometry Some self-contained artifact must be rearranged into a solved position Sokoban Solitaire Adventure games
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  • Spring 2007COMP 79706 Dynamic Puzzle Some dynamic artifact must be navigated through Deadly pendulums swinging! Tetris
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  • Spring 2007COMP 79707 Rescue/Collection The player has to get something Someone needs to be saved from peril Defender, Choplifter, Donkey Kong Something needs to be collected Mario Bros, Sonic, etc Diablo, MMORPGs
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  • Spring 2007COMP 79708 Collision Detection Shooting Player shoots a projectile to make progress towards winning Direct Attack by self Collision Avoidance Bullets miss you Block punch/kick
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  • Spring 2007COMP 79709 Obstacle Avoidance Player must avoid environmental objects/enemies to win Pac-Man (Inky, Pinky, etc) Centipede Frogger Mario Bros etc etc
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  • Spring 2007COMP 797010 Obstacle Creation Player creates or controls environment to influence or defeat opponent Eg. Light cycles in Tron Walls in strategy games Go
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  • Spring 2007COMP 797011 Search Somethings hidden in the environment Key to locked door Find best X in Geometric state Words in Bookworm Rows or columns of like color in Bejeweled
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  • Spring 2007COMP 797012 Material Removal Object is to remove opponents pieces Examples Chess Checkers War games Action games (Space Invaders, Pac-Man, Asteroids)
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  • Spring 2007COMP 797013 Material Creation Objects are created by user or game May be competing process with Material Removal Direct: Tetris, Go, Othello Indirect Fortifications (Walls created to direct traffic) Economies
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  • Spring 2007COMP 797014 Economic Simulation You must set up a flow of material and/or money Get the most stuff He who dies with the most toys wins!
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  • Spring 2007COMP 797015 Economy Simulation Resource gathering Gold, Wood, Iron, etc, etc Direct AOE gatherer units, C&C Indirect Total Annihilation, Kingdoms,
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  • Spring 2007COMP 797016 Economic Simulation Buildings Create NPCs AOE, Warcraft I, Caesar III Create/transform materials Settlers, Caesar III
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  • Spring 2007COMP 797017 Economic Simulation Traffic Flow Roads! NPC must pass a building for a transaction to take place Zoo Tycoon, Caesar III NPC must stop and deliver/pick something up Railroad Tycoon
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  • Spring 2007COMP 797018 Research Create a new technology that makes your NPCs better AOE, Starcraft Advance your civilization
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  • Spring 2007COMP 797019 Dialog/Negotiation You talk to other players/NPCs To learn things To gain/lose membership in a gang/guild/club To coordinate attack/defense Trade Read environment for clues News clippings
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  • Spring 2007COMP 797020 Artificial Life Must grow your creature Train it Feed it
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  • Spring 2007COMP 797021
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  • Spring 2007COMP 797022 Fun Flow -- Mihaly Csikszentmihalyi Chapter 3 Enjoyment and the Quality of Life Some thoughts on Game Design Andrew Glassner
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  • Spring 2007COMP 797023 What is fun? Can you name an experience that was supposed to be fun but was not? Not supposed to be fun, but was?
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  • Spring 2007COMP 797024 Is it reasonable to say some software Is fun ?
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  • Spring 2007COMP 797025 Is it reasonable to say some software Is fun ? It depends: on audience do you have to learn a new language? Ease of play vs. Challenge Other experiences: Museum
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  • Spring 2007COMP 797026 Not just software alone! Software + context
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  • Spring 2007COMP 797027 Not just software alone! Software + context Depends on mood
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  • Spring 2007COMP 797028 What Mihaly did Sociology Interviews Surveys of peoples attitudes Using the beeper - Tell me how youre feeling now
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  • Spring 2007COMP 797029 How can you be happy? Make external conditions match goals eg. kill the jerks or Change your experience of external conditions Even of house is safe, may still worry Make goals match external conditions
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  • Spring 2007COMP 797030 Happiness Money cant buy happiness eg. Unhappy rock stars Real happiness What happens to us How we feel about ourselves
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  • Spring 2007COMP 797031 Pleasure Expectations have been met Too high: Hype about experience Low expectations: Random video rental
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  • Spring 2007COMP 797032 Pleasure Expectations have been met Too high: Hype about experience Low expectations: Random video rental Star Wars I & II
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  • Spring 2007COMP 797033 Enjoyment Forward motion, sense of accomplishment Game with matched opponent Too easy or too hard is no fun!
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  • Spring 2007COMP 797034 Characteristics of Flow Have chance of completing the task Able to concentrate Clear goals Immediate feedback Deep but effortless involvement Exercise control
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  • Spring 2007COMP 797035 Flow A challenging activity that requires skill Hunting dog story: Dog runs in circles, owner tries to catch dog Dog runs tighter circle when master is tired Dog tunes the challenge!
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  • Spring 2007COMP 797036 Control Paradoxical: Cant be too afraid of failure Rock climbers minimize risk More than just being in control: Exercising control Illusion of Control Anorexia Gamblers figure out chance events
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  • Spring 2007COMP 797037 Addiction Lose ability to control own choices Have you ever been addicted to a game? What was going on in your life at the time? Was it you, or the game?
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  • Spring 2007COMP 797038 Flow Concern for self disappears Returns after experience is over Sense of time duration is altered
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  • Spring 2007COMP 797039 Flow Concern for self disappears Returns after experience is over Sense of time duration is altered you notice youre hungry
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  • Spring 2007COMP 797040 Success Creates order in consciousness and strengthens the structure of the self
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  • Spring 2007COMP 797041 Success Creates order in consciousness and strengthens the structure of the self Transition from Beginner to Reasonably Skilled
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  • Spring 2007COMP 797042 Why do games stop being fun?
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  • Spring 2007COMP 797043 Why do games stop being fun? Stagnation Obsolescence (new game improves on old) Plateau in skills Pacing or difficulty Why return to a game: Nostalgia Forgetting the bad things Taking a break to think offline
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  • Spring 2007COMP 797044 Design to Achieve Flow Pace difficulty Allow control Dont make things too hard Dont make things too easy
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  • Spring 2007COMP 797045 Glassner Avoid: Making it easy to cheat People will always exploit bugs Flight sim Multiplayer sim etc. etc.
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  • Spring 2007COMP 797046 Repetition Make it easy for users to repeat things Interactivity != Participation The raw count of mouse clicks is not a good measure of quality! Not all actions taken by the user are desirable. Has to be fun.
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  • Spring 2007COMP 797047 Detail Too much detail Required actions overly detailed Eg. Potions in Ultima Online Under-detailed Don't take control away from the user "A game should offer the fastest and easiest possible way to do everything unless there is some entertaining or informative reason to prevent it."
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  • Spring 2007COMP 797048 Deception Faulty scuba gauge
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  • Spring 2007COMP 797049 Deception Faulty scuba gauge Only discover by death Too severe, plus save game often is the simple, tedious solution
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  • Spring 2007COMP 797050 Large-Scale Randomness
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  • Spring 2007COMP 797051 Multiple-Choice Conversations
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  • Spring 2007COMP 797052 Multiple-Choice Conversations Probably OK between Non-Player Characters Should have a realistic memory
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  • Spring 2007COMP 797053 Agency "Don't trick players into provi