RECAP Game Design Class Héctor Muñoz-Avila. Motivation Compelling games don’t need –the latest...
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Transcript of RECAP Game Design Class Héctor Muñoz-Avila. Motivation Compelling games don’t need –the latest...
Motivation• Compelling games don’t need
– the latest and best graphics– deep narrative or involved story line– beautiful people– sophisticated AI
• Compelling games need good gameplay
–What is that?
–How can we obtain it?
–How can we tell if we do have it or not?
Meaningful play: Player: (action system: outcome) discernable
integrated
choice
What happened before the player was given a choice?How is the possibility of a choice conveyed to the player?How did a player make a choice?What is the result of choice? How affects future choices?
How are the results of choice conveyed?
Interactivity:
Meaningful play: Player: (action system: outcome) discernable
integrated
choice
What happened before the player was given a choice?How is the possibility of a choice conveyed to the player?How did a player make a choice?What is the result of choice? How affects future choices?
How are the results of choice conveyed?
Game:
•A game is a system•In which players• engaged in an artificial conflict• defined by rules•That results in a quantifiable outcome
Interactivity:
Meaningful play: Player: (action system: outcome) discernable
integrated
choice
What happened before the player was given a choice?How is the possibility of a choice conveyed to the player?How did a player make a choice?What is the result of choice? How affects future choices?
How are the results of choice conveyed?
Game:
•A game is a system•In which players• engaged in an artificial conflict• defined by rules•That results in a quantifiable outcome
Video
Immediate but narrow interactivityInformation manipulationAutomated complex systemsNetworked communication
traits
Interactivity:
Closed
Open
FormalExperientialCultural
Meaningful play: Player: (action system: outcome) discernable
integrated
choice
What happened before the player was given a choice?How is the possibility of a choice conveyed to the player?How did a player make a choice?What is the result of choice? How affects future choices?
How are the results of choice conveyed?
Game:
•A game is a system•In which players• engaged in an artificial conflict• defined by rules•That results in a quantifiable outcome
Video
Immediate but narrow interactivityInformation manipulationAutomated complex systemsNetworked communication
traits
Interactivity:
Closed
Open
FormalExperientialCultural
play
Primary schemas
rules
context
Magic circleLusory attitude
Meaningful play: Player: (action system: outcome) discernable
integrated
choice
What happened before the player was given a choice?How is the possibility of a choice conveyed to the player?How did a player make a choice?What is the result of choice? How affects future choices?
How are the results of choice conveyed?
Game:
•A game is a system•In which players• engaged in an artificial conflict• defined by rules•That results in a quantifiable outcome
Video
Immediate but narrow interactivityInformation manipulationAutomated complex systemsNetworked communication
traits
Interactivity:
Closed
Open
FormalExperientialCultural
play
Primary schemas
rules
context
rules
Meaningful play: Player: (action system: outcome)
Now lets talk schemas…
discernableintegrated
rules
ConstitutiveOperationalImplicit
Meaningful play: Player: (action system: outcome)
Now lets talk schemas…
digital vs. non digital games
discernableintegrated
rules
ConstitutiveOperationalImplicit
Meaningful play: Player: (action system: outcome)
Now lets talk schemas…
digital vs. non digital games
is pre-determined deterministic gamenot predetermined chance games
has complete information perfect information game
discernableintegrated
rules
ConstitutiveOperationalImplicit
Meaningful play: Player: (action system: outcome)
is pre-determined deterministic gamenot predetermined chance games
has complete information perfect information game
Now lets talk schemas…
digital vs. non digital games
emergence
discernableintegrated
rules
ConstitutiveOperationalImplicit
Meaningful play: Player: (action system: outcome)
is pre-determined deterministic gamenot predetermined chance games
has complete information perfect information game
Now lets talk schemas…
digital vs. non digital games
emergence
uncertainty
discernableintegrated
macro-level micro-level
Information theory
Noiseredundancy
rules
ConstitutiveOperationalImplicit
Meaningful play: Player: (action system: outcome)
is pre-determined deterministic gamenot predetermined chance games
has complete information perfect information game
Now lets talk schemas…
digital vs. non digital games
emergence
uncertainty
discernableintegrated
macro-level micro-level
Information theory
Noiseredundancy
•Information known to all players•Information known to only one player•Information known to the game only•Randomly generated information
Systems of information
rules
ConstitutiveOperationalImplicit
Meaningful play: Player: (action system: outcome)
is pre-determined deterministic gamenot predetermined chance games
has complete information perfect information game
Now lets talk schemas…
digital vs. non digital games
emergence
uncertainty
discernableintegrated
macro-level micro-level
Information theory
Noiseredundancy
•Information known to all players•Information known to only one player•Information known to the game only•Randomly generated information
Systems of information
Cybernetics(feedback)
PositiveNegative
StabilityDurationSuccessControl
rules
ConstitutiveOperationalImplicit
Meaningful play: Player: (action system: outcome)
is pre-determined deterministic gamenot predetermined chance games
has complete information perfect information game
Now lets talk schemas…
digital vs. non digital games
emergence
uncertainty
discernableintegrated
macro-level micro-level
Information theory
Noiseredundancy
•Information known to all players•Information known to only one player•Information known to the game only•Randomly generated information
Systems of information
Cybernetics(feedback)
PositiveNegative
StabilityDurationSuccessControl
Game theoryGame tree
Saddle points
Meaningful play: Player: (action system: outcome)
Other presentations…
discernableintegrated
Magic circleLusory attitudeGame:
•A game is a system•In which players• engaged in an artificial conflict• defined by rules•That results in a quantifiable outcome
Meaningful play: Player: (action system: outcome)
Other presentations…
discernableintegrated
•Instructional gamingEpistemic gamesSecond lifeMotivation theoryGames in educationEducation theories
Magic circleLusory attitudeGame:
•A game is a system•In which players• engaged in an artificial conflict• defined by rules•That results in a quantifiable outcome
Meaningful play: Player: (action system: outcome)
Other presentations…
discernableintegrated
•Instructional gamingEpistemic gamesSecond lifeMotivation theoryGames in educationEducation theories
Magic circleLusory attitudeGame:
•A game is a system•In which players• engaged in an artificial conflict• defined by rules•That results in a quantifiable outcome
Meaningful play: Player: (action system: outcome)
Other presentations…
discernableintegrated
•Instructional gamingEpistemic gamesSecond lifeMotivation theoryGames in educationEducation theories
Magic circleLusory attitudeGame:
•A game is a system•In which players• engaged in an artificial conflict• defined by rules•That results in a quantifiable outcome
Ben’s presentation
Meaningful play: Player: (action system: outcome)
Other presentations…
discernableintegrated
•Instructional gamingEpistemic gamesSecond lifeMotivation theoryGames in educationEducation theories
Magic circleLusory attitudeGame:
•A game is a system•In which players• engaged in an artificial conflict• defined by rules•That results in a quantifiable outcome
Ben’s presentation Virtual economies
Meaningful play: Player: (action system: outcome)
Other presentations…
discernableintegrated
•Instructional gamingEpistemic gamesSecond lifeMotivation theoryGames in educationEducation theories
Magic circleLusory attitudeGame:
•A game is a system•In which players• engaged in an artificial conflict• defined by rules•That results in a quantifiable outcome
Ben’s presentation Virtual economies
Genre MM
Warc3 rts/pg
Starcft rts
Savage rts/pg Fate rpg
GTA fps
ZooT sim
HalfL2 fps
WOW rpg Neverw rpg
Diablo rpg
Soccer sport
Sims sim
Magic circleLusory attitude
Meaningful play: Player: (action system: outcome) discernable
integrated
choice
What happened before the player was given a choice?How is the possibility of a choice conveyed to the player?How did a player make a choice?What is the result of choice? How affects future choices?
How are the results of choice conveyed?
Game:
•A game is a system•In which players• engaged in an artificial conflict• defined by rules•That results in a quantifiable outcome
Video
Immediate but narrow interactivityInformation manipulationAutomated complex systemsNetworked communication
traits
Interactivity:
Closed
Open
FormalExperientialCultural
play
Primary schemas
rules
context
The End…