COMP 585: Serious Games. Entertaining Simplified models Easier to focus Keep focus as long as...

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GAMEPLAY COMP 585: Serious Games

Transcript of COMP 585: Serious Games. Entertaining Simplified models Easier to focus Keep focus as long as...

Page 1: COMP 585: Serious Games.  Entertaining  Simplified models  Easier to focus  Keep focus as long as possible.

GAMEPLAYCOMP 585: Serious Games

Page 2: COMP 585: Serious Games.  Entertaining  Simplified models  Easier to focus  Keep focus as long as possible.

WHY DO WE PLAY GAMES?

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FLOW THEORY (CSIKSZENTMIHALYI)

Pronunciation: CHEEK-sent-mə-HY-ee

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SCHELL’S TAXONOMY

Space Objects Actions Rules Goal (he includes this under rules) Skill Chance

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SPACE: MAGIC CIRCLE

Continuous vs. discrete Number of dimensions Boundaries Sub-spaces Multiple models

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SPACE: SOME EXAMPLES

Tic-Tac-Toe Monopoly Billiards Lacrosse Rock, Paper, Scissors

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OBJECTS: THE NOUNS

Characters Weapons Power-ups Objects Tokens HUDs, dashboards …

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OBJECTS: WHAT ABOUT THEM?

Attributes (the adjectives) States of attributes

Static or dynamic State diagrams: transitions and triggers

Communicating states What should the player know?

How much state can a person track? Secrets: who knows what

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STATES: WHO KNOWS?

3 classes: Private Public Unknown

Secrets: who knows what Design Issues

What should the player know? How much state can a person track?

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STATES: EXAMPLES

Chess Poker

Draw Stud

Blackjack Concentration Rock, Paper, Scissors

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ACTIONS (EMERGENT PLAY): THE VERBS Two types:

Operative (movements) Resultant (intents): capture strategy

Interesting games are defined by resultant actions

KEYS: Probably the key to innovative games How to make the player feel they have

unlimited options with limited actions

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HOW TO IMPROVE EMERGENT PLAY

Add more actions Let actions act on more objects Multiple ways to reach a goal

Avoid dominant strategies Many subjects (active objects) Side effects changing

constraints

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RULES

Foundational

(abstraction)

Operational (how you

play)

Behavioral(how you

act)

Conceptual Written UnwrittenSniderman

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RULES

Different for Different Modes Full game Within game

Minimize time spent there or lose the bigger game

Enforcement Players Referees Computer (architecture)

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GOAL

Simply stated and understood Between a tag line and a tweet!

Must be Concrete Achievable Rewarding (both in gaining and seeking)

Choices: Series or single Short or long term But if more than one, MUST be related

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SKILL

Types Physical (sports, controllers) Mental (problem solving) Social (reading opponents, psyching

opponents) Goal is improvement Real vs. virtual

Balance!

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CHANCE: LITTLE BIT OF PROBABILITY Probability =

looked for possible outcomes

OR = add probabilities AND = multiply probabilities Probability distributions Expected values

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CHANCE: HOW IT PLAYS

Probability Skill of understanding chance Human element

NOT just expected value Risks and regrets