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The Play Experience Robin Burke GAM 224

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Page 1: The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples

The Play Experience

Robin Burke

GAM 224

Page 2: The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples

Outline

Admin Play Experiential aspects of play The Core Mechanic Examples

Page 3: The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples

Rules paper

Due today (11:59) ½ grade per day late turnitin.com

not course on-line

Page 4: The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples

Play

New unit What are rules for?

Rule create play experiences for players

When we design rulesWe must have player experience in

mind

Page 5: The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples

Play

a very complex phenomenon with deep rootsanimal play, esp. among the youngin most primate species, adults play

Play is a kind of performance

Page 6: The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples

To play

Requires that you acknowledge the "performance" that is happening and that the performance is somehow not

real• "we're not really fighting"

This is where the "magic circle" comes in the theatre stage is a magic circle we know that no one actually dies during a

staging of "Hamlet" murder is performed for a communicative

purpose

Page 7: The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples

Source of great confusion

Critics say that violent games makes kids violent more so than movies, TV because they are interactive this makes the game "real"

• so kids are practicing real violence (different from Steyer’s claim)

But even puppies know the difference between "play" and "real" by age 9 or so, kids have a strong sense of the

difference between performance and reality this is the same age that they start to take a great

interest in games and rules

Page 8: The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples

Kinds of play

Caillois' categories Agon

competition Alea

chance Mimicry

role-playing Ilinx

disorientation

Page 9: The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples

Agon

Greek word for competitive struggle n.b. "agony", "antagonist"

Competitive play The goal is to defeat an opponent

especially another human opponent Winning demonstrates superior mastery of

some skill Examples

any competitive sport, chess, Warcraft

Page 10: The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples

Alea

Latin word for dice Chance-based competition The goal is to win

but it is fate that decides Winning demonstrates one's luck

or perhaps one's understanding of probability

Examples Sorry, Thunderstorm, Lottery

Page 11: The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples

Mimicry

The assumption of a role The goal is to sustain the role

through acting and improvising Success demonstrates one's

ingenuity and empathy for a character Examples

"House", Dungeons & Dragons, Any MMORPG

Page 12: The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples

Ilinx

No simple translation"the inducement of vertigo""creation of disorientation"

Is this play?how else to categorize play activities

like "Crack the Whip"?

Page 13: The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples

Caillois' Play Taxonomy

Paidea (free, improvised) Ludus (structured)

Agon Playground competitions (wall-ball, tag)

Organized sports, Chess

Alea Counting-out rhymes Lottery, Children's board games

Mimicry Playing house LARP

Ilinx Crack the whip, Dancing Water slides, Skiing

Page 14: The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples

Application

Most video games combine multiple forms of play

Wind Waker Mimicry component

• through the avatar Agon component

• combat (ritualized) with other characters Alea component

• random treasures appear when exploring Guitar Hero

?

Page 15: The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples

Play Schemas

Play of Experience (1/31) the "core mechanic"

• what is the major activity of the game Play of Pleasure

fun• what makes the game enjoyable

Play of Meaning coherence

• how does the game create meaning Narrative Play

story• what makes the game tell a story

Play of Simulation (2/5) verisimilitude

• what makes the game feel "real“\ Social Play (2/7)

the play community Play quiz (2/12) / Case study (Katamari Damacy) Play paper due (2/26)

Page 16: The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples

Pleasure

What makes a game fun? Difficult question Fun is hard to define

Two answers reinforcement

• system of rewards and punishments• keyed to mastery of game skills

flow• state of total involvement• induced by tight feedback, concentration and

compelling environment• the "channel" between boredom and frustration

Page 17: The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples

Example

Wind Wakerplayer is periodically rewarded with

new artifacts (weapons, etc.)some artifacts let the player defeat

enemies• rewards of ability

some artifacts let the player access new parts of the map• rewards of access

Page 18: The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples

Meaning

The play of a game gives rise of a system of meanings Symbols

red cross = health powerup blood stain on the floor = proximity of monster

Semiotic system the linking of different symbols to a "language" unique

to the game This is part of what we mean by being "immersed" in a

game we "see" the game world as a complex web of

meaning just like the real world

Page 19: The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples

Aporia and Epiphany

Aporia doubt, difficulty in establishing the truth of something

Epiphany the moment of realization or recognition

Many games confront the player with objects / situations of unknown meaning produces aporia ("What am I supposed to do now?) through interaction with the game world the player discovers

what to do ("Aha") Epiphany is a reward

"I have solved the puzzle"• often also of access or ability

But it also is an enhancement of meaning our understanding of the game world become deeper

Page 20: The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples

Example

Wind Waker a variety of environments

• volcano• forest• ocean• mountainside

monsters• each has a preferred environment• player learns what monsters to expect

abilities / weapons• weapons are effective against different kinds of monsters• weapons are made available when needed for puzzles / monsters in a

given environment boss

• boss monster related thematically to the environmental level player

• learns what to expect in each environment and how to respond

Page 21: The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples

Narrative

Every game has a narrative structure tension / relaxation

Some games add many other narrative devices on this structure Final Fantasy Halo

Others very little Asteroids Soul Calibre

Page 22: The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples

Narrative descriptors

Detailed characterizationappearancebackstory

Cut-scenesvideoin-game

Text

Page 23: The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples

Example

Wind Wakerdialogcut-scenes

• intro / preview• rewards

characters

Page 24: The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples

Core Mechanic

What the player does to play Performative loop

perception of the game worldanalysis of the situationselection of actionperformance and evaluation of action

Different games emphasize different aspects

Page 25: The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples

Terminological note

This is not how everyone defines the termsome would describe this as the

"primary gameplay mode" We will use our book's definition

Page 26: The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples

Phenomenology

takes as fundamental the physical and haptic experience of objects

giving perception and interaction priority over reasoned reflection study of "phenomena" (how things appear)

Heidegger's hammer when we use a hammer

• we don't think about how it works• we think about what we will do with it• it "comes to hand"

we only reason about it• when something goes wrong• when it is designed badly

Page 27: The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples

Description

How do we describe the experience of using well-made hammer? very hard

Description of Outcome "The nails went in easily."

Description of Tool "The hammer was well-balanced, solid without being too heavy."

We need precise vocabulary sensation

• grip, fit to hand, vibration on impact, sound mental state

• confidence associated with a good tool etc.

• Ask a carpenter! More importantly

we need the ability to interrogate our own flow of experience• and not get caught up hammering

Page 28: The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples

Our Task

Develop such a vocabulary for games We need to describe the experience

of playnot the outcome

• "It was fun."not the game itself

• "The graphics were beautiful."

What is the "experience of play"?

Page 29: The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples

Core Mechanic Loop

Perception Analysis

DecisionExecution

Evaluation

Page 30: The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples

Guitar Hero

Perception Analysis Decision Execution / Evaluation

Page 31: The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples

Core mechanic themes

Limited number of core mechanic themes common to many video games often combined

Most common aimed attack strategic battle collection exploration race puzzle

Page 32: The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples

Aimed attack

Characteristics Conflict with fast-moving opposing force

Examples Asteroids Centipede Soul Calibre

Basic elements Perception

• range of enemy Analysis

• available moves• my strengths / weaknesses• opponent's strengths / weaknesses

Decision• move to use

Execution / Evaluation• move, attack, defend, impact

Page 33: The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples

Strategic battle Characteristics

Conflict with slow moving opposing force Gathering and deployment of resources

Examples Civilization III Warcraft II Chess

Basic elements Perception

• range / configuration of enemy• available resources

Analysis• available moves• strengths / weaknesses• resource exploitation• long-term consequences

Decision• force deployment• force development• resource acquisition

Execution / Evaluation• direct units• consequences may not be immediate

Page 34: The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples

Collection

Characteristics accumulation of something

Examples PacMan Katamari Damacy

Basic elements Perception

• location of items• obstacles

Analysis• path to items• avoidance of obstacles

Decision• trajectory to follow

Execution / Evaluation• move, grab

Page 35: The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples

Exploration

Characteristics Exploration of a large unknown environment

Examples Legend of Zelda (all) Myst

Basic elements Perception

• opportunities for traversing the world• obstacles

Analysis• navigational options• overcoming obstacles

Decision• where to go

Execution / Evaluation• move

Page 36: The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples

Race

Characteristics Rapid traversal of defined path

Examples Mario Kart F-Zero GX

Basic elements Perception

• path of motion Analysis

• desired trajectory• vehicle capabilities

Decision• optimal trajectory

Execution / Evaluation• adjust speed, steering

Page 37: The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples

Puzzle

Characteristics Solving logical puzzles

Examples Mastermind Tetris Lemmings

Basic elements Perception

• puzzle elements Analysis

• reasoning Decision

• likely solution path Execution / Evaluation

• attempt solution or partial solution

Page 38: The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples

Multiple modes

Most modern games have multiple modes with different mechanics

Example Wind Waker

• sailing• fighting• exploring• flying

The player has to master these modes

Page 39: The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples

Combinations

Race + Aimed Attack Mario Kart Double Dash!!

Exploration + Aimed Attack + Puzzle Zelda, Metroid, Halo, Tomb Raider, etc.

Exploration + Strategic Battle + Puzzle KOTOR, Pokemon, many RPGs

Exploration + Puzzle Myst, classic adventure games

Page 40: The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples

Core mechanic

Specific instantiation of the thematic ideaswhat kinds of moves?what must be perceived?complexity of decisions

What is a player actually doing in order to play?

Page 41: The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples

Design Project

A board game Players move through a Mexican town The goal is to collect certain items

• different items for each player Each team will use “loteria” cards

do not need to use the entire deck• at least 30

can use other devices if necessary• dice• spinner, etc.

Page 42: The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples

Design issues

What is the topology of the board? linear (like “Life”) circular (like “Monopoly”) cross and circle (like “Sorry”) 2-D (like chess)

How is information managed? players collect different items

• “what I’m collecting” is important private information game should involve choices to hide or expose

this information

Page 43: The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples

Timeline

2/7 (1 week)draft of board and game rules

2/14 (2 weeks)presentation given in classfinal design

2/13 (day before class)presentation submitted

Page 44: The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples

Teams

Team 1 Bergunder,David Furman,Rostislav  Quadri,Syed

Team 2 Hackel,David Brener,Oleg Simandl,Daniel

Team 3 Swanson,Justin Brown,Dylan LaPaglia,Christopher

Team 4 Chung,JueYoung Lytle,Christopher Vear,Eric

Team 5 Mizura,Victoria Cybulski,Joseph Wludyka,Joshua

Team 6 Worwag,Peter  Farias,Antonio Morimoto,Dayne

Team 7 Flores,Uriel  Norris,Patrick Zimmerman,Kevin

Team 8 Zivojinovic,Alexander Fout,Marshall Park,Paul

Page 45: The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples

Meet!

Page 46: The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples

Monday

Simulation Chapter 27