COMP 585 Serious Games GAMEPLAY WHY DO WE
- Slides: 18
COMP 585: Serious Games GAMEPLAY
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
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 � Sub-spaces � Multiple models
SPACE: SOME EXAMPLES � Tic-Tac-Toe � Monopoly � Billiards � Lacrosse � Rock, Paper, Scissors
OBJECTS: THE NOUNS � Characters � Weapons � Power-ups � Objects � Tokens � HUDs, �… dashboards
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: 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 � Rock, Paper, Scissors
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 �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 Sniderman
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 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) � Goal is improvement � Real vs. virtual �Balance!
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 � NOT just expected value � Risks and regrets
- Comp 585
- The hunger games chapter 13 summary
- Hey bye bye
- Serious game network
- Serious games définition
- Gamification vs serious games
- "serious games examples"
- 888-585-9008
- 600-585
- Opwekking 694
- Cpsc 585
- Opwekking 723 tekst
- Satc quadrants
- Cpsc 329
- Opwekking 585
- Gezang 177
- Emergent gameplay examples
- Centipede gameplay
- Jo14 gameplay twitter