Immersion & Game Playgogo/courses/imgd5100_2012... · Survival-skill training Need to have player...
Transcript of Immersion & Game Playgogo/courses/imgd5100_2012... · Survival-skill training Need to have player...
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IMGD 5100: Immersive HCI
Immersion & Game Play
Robert W. Lindeman Associate Professor
Interactive Media & Game Development Department of Computer Science Worcester Polytechnic Institute
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What is Immersion? “Being There” Being in Flow Natural interaction that recedes into the
background Tapping into personal experience
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Being There: Remote Physical Environment Phone Video conference Teleoperated robots
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Being There: Virtual Environment Video game Immersive learning environment
Immersive chemistry
Surgical simulation MMO
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Being There: Real Environment Hand-held mobile device
iPhone/iPad/Android DS/PSP
In-vehicle system Navigation Traffic
Augmented Reality (AR)
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Being There: Described Environment Books Movies Phone sex
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What Makes a Good Game? "A great game is a series of interesting and
meaningful choices made by the player in pursuit of a clear and compelling goal."
- Sid Meier
"Natural Funativity" Survival-skill training Need to have player develop a set of skills with
increasing levels of difficulty Putting them to the test = mission, quest, level,
etc. Prize at the end (or in the middle)
Chapter 2.1, Introduction to Game Development
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Structure of Games Movies have linear structure
No choice by viewer
Games must provide "interesting and meaningful choices" Otherwise, user is not in control
Random death is frustrating!
Chapter 2.1, Introduction to Game Development
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Being in Flow Introduced by Mihály Csíkszentmihályi
Flow: the Psychology of Optimal Experience. Harper Perennial, 1990
Heightened sense of perception Highly focused on primary task In the "sweet spot" between frustration and
boredom
Athletes often report this Video gamers too
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Flow Getting the balance right is the key to
success
Chapter 2.1, Introduction to Game Development
M. Csikszentmihalyi, "Flow, The Psychology of Optimal Experience"
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Convexity of Game Play Need to provide choices
Chapter 2.1, Introduction to Game Development
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Flow: Sample Game flOw Game written by Jenova Chen Research into adaptive difficulty
How can we keep people in flow? Player doing poorly, make it easier Player doing well, make it harder
Play Demo http://www.jenovachen.com/
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Convexity + Flow Utilizing both can lead to a great game
Chapter 2.1, Introduction to Game Development
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Characterizing Flow A challenge activity that requires skills The merging of action and awareness Clear goals Direct feedback Concentration on the task at hand The sense of control The loss of self-consciousness The transformation of time
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Natural Interaction Recedes into the background
Low cognitive load for interaction techniques Visual (and other) feedback can be easily
digested Low cumber
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The Role of Personal Experience We all filter our senses Variations in sight, hearing, etc. My childhood versus yours My mood Can we harness this?
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Deconstructing Petrified First-person, multi-player, team-based
horror/survival game Two teams
Humans (Mortals): People trapped in the cemetery Need to survive until dawn
Statues (Watchers): Tombstones Need to convert Humans to Statues
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Deconstructing Petrified (cont.) Main game mechanics
Watchers (Statues) can Move when not being looked at by Mortals Occupy another unoccupied statue anytime Swipe at Mortals (short-range attack)
Mortals (Humans) can Look at Watchers Move freely Work together
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Petrified: Walkthrough (1/6)
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Petrified: Walkthrough (2/6)
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Petrified: Walkthrough (3/6)
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Petrified: Walkthrough (4/6)
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Petrified: Walkthrough (5/6)
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Petrified: Walkthrough (6/6)
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Petrified: Watcher Movement
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Petrified: Watcher “Swapping”
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Question for Discussion: Is Petrified Balanced? Does one team have an advantage? If you were a Mortal, how would you
play? If you were a Watcher, how would you
play? What improvements/changes could you
make to the game?
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Petrified Modifications: Flashsticks
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Petrified Modifications: Balancing the Mortals Flashstick
compensates for weak Mortals
Skilled Mortal can survive forever
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Petrified Modifications: Balancing the Watchers Range Attack Balances Watchers
Mortals cannot “camp out”
Provides incentive for Watchers to move about/chase Mortals
(Show Clip)
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Different Level Flow Models Linear Bottlenecking Branching Open Hubs and Spokes
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Level Flow Model: Linear
Start on one end, end on the other Challenge in making a truly interesting
experience Often try with graphics, abilities, etc. Ex: Half-life, ads great story
Used to a great extent by many games
Start End
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Level Flow Model: Bottlenecking
Various points, path splits, allowing choice Gives feeling of control Ex: Choose stairs or elevator
At some point, paths converge Designer can manage content explosion Ex: must kill bad guys on roof
Start End Bottle- Neck A
Bottle- Neck B
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Level Flow Model: Branching
Choices lead to different endings User has a lot of control Design has burden of making many
interesting paths Lots of resources
Start
Branch Branch Branch
End A End B End C
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Level Flow Model: Open
Player does certain number of tasks Outcome depends upon the tasks.
Systemic level design Designer creates system, player interacts as sees fit
Sometimes called “sandbox” level. (Ex: GTA)
End
Start
Objective
Objective
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Level Flow Model: Hub and Spokes
Hub is level (or part of a level), other levels branch off Means of grouping levels
Gives player feeling of control, but can help control level explosion
Can let player unlock a few spokes at a time Player can see that they will progress that way, but cannot
now
Start
Level A
Level C
Level B
Level D
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Designing a Level: Brainstorming An iterative process
You did it for the initial design, now do it for levels!
Create wealth of ideas, on paper, post-it notes, whatever Can be physical sketches
Can include scripted, timed events (not just gameplay)
Output Cell-diagram (or tree)
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Designing a Level: Cell Diagram String out to
create the player experience
Ordered, with lesser physical interactions as connectors (i.e., hallways)
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QuakeII-DM1: An Example Video (Q2DM1_Layout.avi)
level layout
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QuakeII-DM1: Architecture Two major rooms Connected by three major hallways With three major dead-ends No place to hide Forces player to keep moving
Camping is likely to be fatal
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QuakeII-DM1: Item Placement Cheap weapons are easy to find Good weapons are buried in dead ends Power-ups require either skill or
exposure to acquire Sound cues provide clues to location
Jumping for power-ups Noise of acquiring armor
Video (Q2DM1_Weapons.avi) Weapon placement
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QuakeII-DM1: Result
A level that can be played by 2-8 players Never gets old Open to a variety of strategies
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