CS/INFO 4154 · Plants vs. Zombies. Sense of achievement. Common Threads ... Topic 2: video game...
Transcript of CS/INFO 4154 · Plants vs. Zombies. Sense of achievement. Common Threads ... Topic 2: video game...
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CS/INFO 4154:Analytics-driven Game Design
Mechanics and Brainstorming
Class 2:
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Eventually…
Pyrokid, 2014
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Goal of Paper Prototyping
Pyrokid, 2014
Evaluate whether the idea has potential Implement the core of the idea Do the minimum possible to test it
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What is a game?
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Tracy Fullerton
a closed, formal systemthat engages players in
structured conflictand resolves its uncertainty
in an unequal outcome
(Game Design Workshop)
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Karen Salen and Eric Zimmerman
a systemin which players
engage in artificial conflict, defined by rules,
that results in a quantifiable outcome
(Rules of Play)
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Sid Meier
a series of interesting decisions
(GDC 2012)
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Common Threads Rules Conflict Decisions
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Common Threads Rules Conflict Decisions
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Actions Interactions
Game Mechanics
Rules
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Actions Verbs that describe what the player can do
Walk Run Jump Shoot
Might not involve an avatar Build Swap Rotate
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What are the actions?
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What are the actions?
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Actions tend to map to a single input
button press key press click on something drag something
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Actions combine
run + jump = jump further
shoot + slide = strafing attack
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Actions Interactions
Game Mechanics
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Actions Interactions
Game Mechanics
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Interactions Things that happen because of an action Player does not have direct control
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What are the interactions?
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What are the interactions?
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Actions Interactions
Game Mechanics
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Common Threads Rules Conflict Decisions
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Growth in complexity
Plants vs. Zombies
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Sense of achievement
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Common Threads Rules Conflict Decisions
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What are the decisions?
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Objective: Simulate Rules Conflict Decisions
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Sometimes easy to prototype
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Sometimes not…
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Discretizing Space
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Discretizing Space
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Discretizing Time
Turns!
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Why is brainstorming important?
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no fame lots of fameno fame
Review: making pots
1 hour 10 hours 100 hours
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Which is better use of time?
make many pots spend all your time making one awesome pot
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Fewer designs More designs
What are the tradeoffs?
Spend more time per design Avoid duplication of effort Reach consensus faster
Explore more First idea maybe not the best Play off each other’s ideas
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The hypothesis
Source: David Bayles, Ted Orland (2001) Art & Fear: Observations on the Perils (and Rewards) of Artmaking
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Reality
Source: David Bayles, Ted Orland (2001) Art & Fear: Observations on the Perils (and Rewards) of Artmaking
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Larger-scale experiment
“Parallel prototyping leads to better design results, more divergence, and increased self-efficacy”
Steven P Dow, Alana Glassco, Jonathan Kass, Melissa Schwarz, Daniel L Schwartz, Scott R Klemmer
CHI 2011
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Scenario 1
Design Design
Dow et al. CHI 2011
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Meeting Room
Scenario 1: Share One
Design DesignFinalDesign
FinalDesign
Dow et al. CHI 2011
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Scenario 2Design 1
Design 2
Design 3
Design 1
Design 2
Design 3
BestDesign
BestDesign
Dow et al. CHI 2011
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Meeting Room
Scenario 2: Share Best
BestDesign
BestDesign
FinalDesign
FinalDesign
Dow et al. CHI 2011
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Scenario 3Design 1
Design 2
Design 3
Design 1
Design 2
Design 3
Dow et al. CHI 2011
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Scenario 3Design 1
Design 2
Design 3
Design 1
Design 2
Design 3
Dow et al. CHI 2011
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Meeting Room
Scenario 3: Share Multiple
Design 1
Design 2
Design 3
Design 1
Design 2
Design 3
FinalDesign
FinalDesign
Dow et al. CHI 2011
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Large-scale evaluation
Dow et al. CHI 2011
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Share One
Share Multiple
Share Best
Dow et al. CHI 2011
Which did the best?
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Effect of sharing multiple designs
+25%+15%+5% +45%+35%
Dow et al. CHI 2011
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Clicks per million impressions
0
200
400
600
800
1000
1200
Share One Share Best Share Multiple
Dow et al. CHI 2011
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1 tip of good design:
Improve your design by 25% by simply using this one weird tip
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Why is testing prototypes important?
Question: should you spend time making or testing?
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Egg drop
Dow et al. CHI 2011
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Design
Design
Experimental Conditions
Test
Design
Test
Iterativegroup
Non-iterativegroup
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Some of the products
Dow et al. CHI 2011
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Effect of iteration
sameworse better
Dow et al. CHI 2011
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Effect of iteration
+75%+50%+25% +125%+100%
Dow et al. CHI 2011
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Maximum height
01234567
Iterative Non-iterative
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Functional fixedness
The Candle Problem (Karl Duncker)
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Functional fixedness
The Candle Problem (Karl Duncker)
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Key Lesson of this Class #1
Generating, sharing, and testingmultiple ideas leads to better outcomes
Ideas are valuable even if not used
Take next week seriously!
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Brainstorming Technique Focus Limit the amount of time Appoint a scribe who will write down ideas Positive phase
Only write down new ideas! Don’t criticize any suggestion.
Negative phase Discuss each idea and reject as a group
Repeat if necessary But take a break! If done correctly, you will be exhausted.
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Mon Wed Fri
8/25Mechanics and
Prototyping
8/28In-class Brainstorming
8/30Paper Prototyping 1
9/1Paper Prototyping 2
Attendance will be taken
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Assignments 2 & 3: Paper Prototypes
NOT GRADED! Will have Monday’s
class to work on this Prototype #1
due Wed 8/30 (11:00am) (submit a picture)
Prototype #2 due Fri 8/1 (11:00am) (submit a picture)
Zombify, 2014
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Game: Video Game Charades Topic #1: emotions Topic #2: video game problems
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Game: Video Game Charades
Actor
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Topic 1: emotions
A
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Topic 1: emotions
B
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Topic 2: video game problems
A
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Topic 2: video game problems
B