COMP 585: Serious Games. Entertaining Simplified models Easier to focus Keep focus as long as...
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Transcript of COMP 585: Serious Games. Entertaining Simplified models Easier to focus Keep focus as long as...
GAMEPLAYCOMP 585: Serious Games
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 states What should the player know?
How 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 dominant strategies Many subjects (active objects) Side effects changing
constraints
RULES
Foundational
(abstraction)
Operational (how you
play)
Behavioral(how you
act)
Conceptual Written UnwrittenSniderman
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 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
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