COMP 585 Serious Games GAMEPLAY WHY DO WE

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COMP 585: Serious Games GAMEPLAY

COMP 585: Serious Games GAMEPLAY

WHY DO WE PLAY GAMES? � Entertaining � Simplified models � Easier to focus

WHY DO WE PLAY GAMES? � Entertaining � Simplified models � Easier to focus � Keep focus as long as possible

FLOW THEORY (CSIKSZENTMIHALYI) � Pronunciation: CHEEK-sent-mə-HY-ee

FLOW THEORY (CSIKSZENTMIHALYI) � Pronunciation: CHEEK-sent-mə-HY-ee

SCHELL’S TAXONOMY � Space � Objects � Actions � Rules � Goal (he includes

SCHELL’S TAXONOMY � Space � Objects � Actions � Rules � Goal (he includes this under rules) � Skill � Chance

SPACE: MAGIC CIRCLE � Continuous vs. discrete � Number of dimensions � Boundaries �

SPACE: MAGIC CIRCLE � Continuous vs. discrete � Number of dimensions � Boundaries � Sub-spaces � Multiple models

SPACE: SOME EXAMPLES � Tic-Tac-Toe � Monopoly � Billiards � Lacrosse � Rock, Paper,

SPACE: SOME EXAMPLES � Tic-Tac-Toe � Monopoly � Billiards � Lacrosse � Rock, Paper, Scissors

OBJECTS: THE NOUNS � Characters � Weapons � Power-ups � Objects � Tokens �

OBJECTS: THE NOUNS � Characters � Weapons � Power-ups � Objects � Tokens � HUDs, �… dashboards

OBJECTS: WHAT ABOUT THEM? � Attributes (the adjectives) � States of attributes � Static

OBJECTS: WHAT ABOUT THEM? � Attributes (the adjectives) � States of attributes � Static or dynamic � State diagrams: transitions and triggers � Communicating � What � How states should the player know? much state can a person track? � Secrets: who knows what

STATES: WHO KNOWS? � 3 classes: � Private � Public � Unknown � Secrets:

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?

STATES: EXAMPLES � Chess � Poker � Draw � Stud � Blackjack � Concentration

STATES: EXAMPLES � Chess � Poker � Draw � Stud � Blackjack � Concentration � Rock, Paper, Scissors

ACTIONS (EMERGENT PLAY): THE VERBS � Two types: � Operative (movements) � Resultant (intents):

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

HOW TO IMPROVE EMERGENT PLAY �Add more actions �Let actions act on more objects

HOW TO IMPROVE EMERGENT PLAY �Add more actions �Let actions act on more objects �Multiple ways to reach a goal �Avoid �Many dominant strategies subjects (active objects) �Side effects changing constraints

RULES Foundational (abstraction) Operational (how you play) Conceptual Written Behavioral (how you act) Unwritten

RULES Foundational (abstraction) Operational (how you play) Conceptual Written Behavioral (how you act) Unwritten Sniderman

RULES � Different for Different Modes � Full game � Within game � Minimize

RULES � Different for Different Modes � Full game � Within game � Minimize time spent there or lose the bigger game � Enforcement � Players � Referees � Computer (architecture)

GOAL � Simply stated and understood � Between � Must a tag line and

GOAL � Simply stated and understood � Between � Must a tag line and a tweet! 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

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

SKILL � Types �Physical (sports, controllers) �Mental (problem solving) �Social (reading opponents, psyching opponents) � Goal is improvement � Real vs. virtual �Balance!

CHANCE: LITTLE BIT OF PROBABILITY � � � Probability = looked for possible outcomes

CHANCE: LITTLE BIT OF PROBABILITY � � � Probability = looked for possible outcomes OR = add probabilities AND = multiply probabilities Probability distributions Expected values

CHANCE: HOW IT PLAYS � Probability � Skill of understanding chance � Human element

CHANCE: HOW IT PLAYS � Probability � Skill of understanding chance � Human element � NOT just expected value � Risks and regrets