Chapter 2.2 Game Design Part 2. 2 Game Theory Decision under certainty Players know the outcome of...
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Transcript of Chapter 2.2 Game Design Part 2. 2 Game Theory Decision under certainty Players know the outcome of...
Chapter 2.2Game Design
Part 2
2
Game Theory
Decision under certainty Players know the outcome of any
decision Risky decisions
Probabilities of nature are known Decision under uncertainty
Probabilities of nature are unknown
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Interface
Typical perspectives: First-person Over-the-shoulder (OTS) Overhead (top-down) Side Isometric
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Interface
General categories of audio Music
Powerful tool for establishing mood and theme
Sound effects Dialog
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Interface
Controls Physical input devices
Control inputs User manipulations of the controls
They are not strategies Example: a sequence of buttons to perform a
combo Strategies involve deciding when to
perform
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Interface Control table (a.k.a. Key Map)
Show input, action, and context
Action Con tro l Con text
Le ft a ll
R igh t a ll
Fo rwa rd a ll
Backwa rd a ll
Sprin t a ll
Pass O ffense
Lob O ffense
Shoo t O ffense
Stea l De fense
Block De fense
Hit De fense
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Interface HUD (Head-Up Display)
Displays during play Shows and other information difficult to
present directly in the game environment Examples
Scores Resource levels Mini Map Chat Alerts Level
2>need backup!!!>No>...
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HCI and Cognitive Ergonomics
HCI – Human-Computer Interaction Study of…
Communication between users and computers How people design, build, and use interfaces Better support for cooperative work
Cognitive Ergonomics Analyzes the cognitive representations
and processes involved with performing tasks
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Design of Everyday Things Norman’s five principles of design
Visibility Making the parts visible
Mappings Understandable relationships between controls
and actions Affordances
The perceived uses of an object Constraints
Prevent the user from doing things they shouldn’t Feedback
Reporting what has been done and accomplished
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Systems System
A set of interrelated components Their function and relationships form a whole
Architecture The particular arrangement of system elements
Game systems exist to enable play mechanics
Relationships between components determine how the system works to produce results
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Systems Objects
Pieces of a system Attributes
Properties determining what objects are Behaviors
Actions the objects can perform Relationships
How the behavior and attributes of objects affect each other while the system operates
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Systems Two general approaches to design
Special case Experiences built one scene/level at a time Anticipate states while pre-scripting events Solved by discovering the intentions of the
designer Systemic
General behaviors are designed Scenes/Levels are specific configuations Some events may still be pre-scripted Solved by understanding the system
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Systems
Emergent complexity Behaviors that cannot be predicted
simply from the rules of a system Emergence
Coined by George Henry Lewes in 1873
See: John Conway’s Game of Life
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Systems
Dynamics The behavior of systems over time
Generalizing dynamic behavior is hard Dynamics determined by a given
architecture
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Systems Cybernetics is the study of communication, control,
regulation A basic cybernetic system has:
Sensor – detects a condition. Example: Thermometer Comparator – evaluates the information. Example: Switch Activator – alters the environment when triggered by the
comparator
Senso r
C om parato r
Ac t i vato r
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Systems Feedback
The portion of a system’s output that is returned into the system
Feedback Loop The path taken by the feedback
L e v e l
G o a l
Info rm a tio nA c tio n
R a te
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Systems Positive feedback
Leads to runaway behavior Difficult to make use of
Negative feedback Leads to goal seeking behaviors Most common form in systems
P o s it ive Fe e dbac k N e gative Fe e dbac k
go al
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Systems Negative feedback
Stabilizes the game Forgives the loser Prolongs the game Magnifies late
successes
Positive feedback Destabilizes the game Rewards the winner Can end the game Magnifies early
successes
Marc Leblanc
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Systems
System Dynamics Created by Jay Forrester 1956, MIT A discipline for modeling and
simulation Originally a tool for policy analysis
Applicable to any system
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Constraints
Platform General description of hardware and
software Personal computer – PC, Mac, etc. Console – Game Cube, PlayStation, Xbox, etc. Handheld – DS, Game Boy Advance, PSP, etc. Mobile device – Cel Phones, NGage, PDA, etc. Arcade – custom vending games (e.g. Time Crisis)
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Constraints
Game Saves Save triggers Save-anywhere Save points Coded text saves
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Audiences
Target audience Group of expected consumers
Demographics Study of relevant economic and social
statistics about a given population Demographic variables
The relevant factors
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Audiences
Market Demographic segmentation of
consumers Market segments
Smaller sub-segment of the market; more tightly defined
Demographic profile Typical consumer attributes in a
market
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Audiences Heavy Users
Those of the numeric minority of potential users responsible for majority of sales of any product
“80/20 rule”
Hardcore gamer Game industry term for heavy video game
users Casual gamer
Game industry term for all other gamers
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Audiences
Typical assumptions of the hardcore:
Play games over long sessions Discuss games frequently and at length Knowledgeable about the industry Higher threshold for frustration Desire to modify or extend games creatively Have the latest game systems Engage in competition with themselves, the game,
and others
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Audiences Why We Play Games – Nicole Lazzaro
Internal experience Enjoyment from visceral activities
Hard fun Challenge of strategy and problem solving
Easy fun Intrigue and curiosity – exploration and adventure
Social experience Stimulating social faculties – competition,
teamwork, bonding, and recognition
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Iterating
Waterfall method Development methodology Design and production are broken into
phases
Iterative development Practice of producing things incrementally
Refining and re-refining the product
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Iterating
Prototypes Early working models of the product Used to test ideas and techniques
Physical prototypes Non-electronic models; physical materials
Software prototypes Used regularly during iterative development
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Iterating Software testing
Process of verifying performance and reliability of a software product
Tester Person trained in methods of evaluation
Bug Discrepancy between expected and actual behavior
Problem/Bug report Description of the behavior of the discrepancy
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Iterating
Focus test Testing session using play-testers Testers represent the target audience Lots of feedback at one time Data can be compromised by group
think
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Iterating
Tuning Developing solutions by adjusting
systems Iterations are faster Changes are less dramatic
Balance Equilibrium in a relationship
Player relationships, mechanics, systems, etc.
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Iterating Intransitive relationships
Multiple elements offer weaknesses and strengths relative to each other as a whole
Balanced as a group Example: Rock-Paper-Scissors (RPS)
H e a v yI n f a n t r y
C a v a lr yA r c h e r s
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Creativity
Ability to create Ability to produce an idea, action,
or object considered new and valuable
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Creativity Classic approach - Graham Wallace
Preparation Background research and comprehension
Incubation Mulling things over
Insight Sudden illumination – Eureka!
Evaluation Validating revealed insights
Elaboration Transforming the idea into substance
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Creativity
Brainstorming Generating ideas without
discrimination Evaluation after elaboration Can be unfocused
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Creativity Six Thinking Hats
White Hat – neutral and objective Red Hat – intuition, gut reaction Black Hat – gloomy, naysayer Yellow Hat – Pollyannaish, optimistic Green Hat – growth and creativity Blue Hat – process and control
Symbolize perspective worn by people involved in the creative endeavor
Edward de Bono
37
Inspiration Board games
Spatial relationships Card games
Resource management Paper RPGs
Dynamic narratives Books
Fantasy and agency Sports
Team competition
Film Continuity techniques
Television Serialized stories
Music Temporal systems
Martial arts Discipline in action
Children Invention
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Communication Treatment
A brief, general description of the game and the fundamental concepts
May include: Concept statement Goals and objectives Core mechanics and systems Competitive analysis Licensing and IP information Target platform and audience Scope Key features
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Communication Associative diagram
Drawing that helps manage and organize information visually
Mind Map A style of associative diagram Key words and figures are placed on branches
we ap o n
fi ghti ng
r a n g e
40
Psychology
Working Memory Holds roughly 7 ± 2 items at one time
while other cognitive operations on them
41
Psychology
Attention Method of enhancing perceptions
relative to other stimuli in the same environment
How we focus on important things Limited capacity
42
Psychology Classical conditioning
Reaction to stimulus is conditioned by pairing with another stimulus that elicits the desired response naturally
C o ndit io ning Af te r c o ndit io ning
B e fo re c o ndit io ning
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Psychology Unconditioned stimulus – Meat Unconditioned response – Salivation over meat Conditioned stimulus – Tone Conditioned response – Salivation over tone
C o ndit io ning Af te r c o ndit io ning
B e fo re c o ndit io ning
44
Psychology Operant conditioning
Learning by encouraging or discouraging
Operant A response; the action in question
Example: pressing a button Reinforcement contingency
Consistent relationship between the operant and a result in the environment
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Psychology Reinforcers
Increase the probability an action will be repeated Positive reinforcement
Positive stimulus that reinforces the behavior Ex. Use umbrella and be dry
Negative reinforcement The removal or prevention of a negative stimulus
Ex. Use umbrella and keep from getting wet Punishment
Reduces the likelihood of a behavior with a stimulus Ex. Being burned by a hot stove