SE320: Introduction to Computer Games Week 7: Core Mechanics Gazihan Alankus.
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Transcript of SE320: Introduction to Computer Games Week 7: Core Mechanics Gazihan Alankus.
![Page 1: SE320: Introduction to Computer Games Week 7: Core Mechanics Gazihan Alankus.](https://reader030.fdocuments.in/reader030/viewer/2022032701/56649c895503460f94942a93/html5/thumbnails/1.jpg)
SE320: Introduction to Computer Games
Week 7: Core Mechanics Gazihan Alankus
![Page 2: SE320: Introduction to Computer Games Week 7: Core Mechanics Gazihan Alankus.](https://reader030.fdocuments.in/reader030/viewer/2022032701/56649c895503460f94942a93/html5/thumbnails/2.jpg)
Outline
• Brief chat about projects• Core mechanics
![Page 3: SE320: Introduction to Computer Games Week 7: Core Mechanics Gazihan Alankus.](https://reader030.fdocuments.in/reader030/viewer/2022032701/56649c895503460f94942a93/html5/thumbnails/3.jpg)
Outline
• Brief chat about projects• Core mechanics
![Page 4: SE320: Introduction to Computer Games Week 7: Core Mechanics Gazihan Alankus.](https://reader030.fdocuments.in/reader030/viewer/2022032701/56649c895503460f94942a93/html5/thumbnails/4.jpg)
Brief Chat about Projects
• How is it going?• Four weeks left for your first presentation
(December 13). What I expect: – A simple but playable version of your game– An in-class demo– (Optional) User tests (what you learned, etc.)
• Meetings that you want me in• Help session
![Page 5: SE320: Introduction to Computer Games Week 7: Core Mechanics Gazihan Alankus.](https://reader030.fdocuments.in/reader030/viewer/2022032701/56649c895503460f94942a93/html5/thumbnails/5.jpg)
Outline
• Brief chat about projects• Core mechanics
![Page 6: SE320: Introduction to Computer Games Week 7: Core Mechanics Gazihan Alankus.](https://reader030.fdocuments.in/reader030/viewer/2022032701/56649c895503460f94942a93/html5/thumbnails/6.jpg)
Today’s Lecture is Different
• We will learn about elements of core mechanics
• We will identify them in your game ideas• I expect you to think and participate
![Page 7: SE320: Introduction to Computer Games Week 7: Core Mechanics Gazihan Alankus.](https://reader030.fdocuments.in/reader030/viewer/2022032701/56649c895503460f94942a93/html5/thumbnails/7.jpg)
Core Mechanics
• Space• Objects, attributes and states• Actions• Rules and Goals• Skill• Chance
[Jesse Schell, The Art of Game Design]
Rethink your game idea with these in mind
Keep these in mind while improving your game
![Page 8: SE320: Introduction to Computer Games Week 7: Core Mechanics Gazihan Alankus.](https://reader030.fdocuments.in/reader030/viewer/2022032701/56649c895503460f94942a93/html5/thumbnails/8.jpg)
Core Mechanics
• Space• Objects, attributes and states• Actions• Rules and Goals• Skill• Chance
![Page 9: SE320: Introduction to Computer Games Week 7: Core Mechanics Gazihan Alankus.](https://reader030.fdocuments.in/reader030/viewer/2022032701/56649c895503460f94942a93/html5/thumbnails/9.jpg)
Space
• Where things exist– Discrete vs. continuous– Dimensions (2D, 3D)– Bounded areas, connected or not– Nested spaces
![Page 10: SE320: Introduction to Computer Games Week 7: Core Mechanics Gazihan Alankus.](https://reader030.fdocuments.in/reader030/viewer/2022032701/56649c895503460f94942a93/html5/thumbnails/10.jpg)
Questions: Space
• Is the space discrete or continuous?• How many dimensions?• What are the boundaries?• Are there sub-spaces?• Are there multiple ways of modeling your
game’s space?
![Page 11: SE320: Introduction to Computer Games Week 7: Core Mechanics Gazihan Alankus.](https://reader030.fdocuments.in/reader030/viewer/2022032701/56649c895503460f94942a93/html5/thumbnails/11.jpg)
Core Mechanics
• Space• Objects, attributes and states• Actions• Rules and Goals• Skill• Chance
![Page 12: SE320: Introduction to Computer Games Week 7: Core Mechanics Gazihan Alankus.](https://reader030.fdocuments.in/reader030/viewer/2022032701/56649c895503460f94942a93/html5/thumbnails/12.jpg)
Objects, Attributes and States
Object
Attribute
Attribute
Attribute
Value
Value
Value
![Page 13: SE320: Introduction to Computer Games Week 7: Core Mechanics Gazihan Alankus.](https://reader030.fdocuments.in/reader030/viewer/2022032701/56649c895503460f94942a93/html5/thumbnails/13.jpg)
Example
Ghost in Pac-Man
Position
Objective
Direction
(100, 200)
Avoid Pac-Man
left
(state machine)
Object Attribute Value
Secrets?
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Questions: Objects, Attributes and States
• What are the objects in the game?• What are their attributes?• What are the possible states for each
attribute? – How do attributes change state?
• Any secret attributes?
![Page 15: SE320: Introduction to Computer Games Week 7: Core Mechanics Gazihan Alankus.](https://reader030.fdocuments.in/reader030/viewer/2022032701/56649c895503460f94942a93/html5/thumbnails/15.jpg)
Core Mechanics
• Space• Objects, attributes and states• Actions• Rules and Goals• Skill• Chance
![Page 16: SE320: Introduction to Computer Games Week 7: Core Mechanics Gazihan Alankus.](https://reader030.fdocuments.in/reader030/viewer/2022032701/56649c895503460f94942a93/html5/thumbnails/16.jpg)
Actions
• What can players do?– “Verbs” of game mechanics
• Operative actions– Move a checker forwards
• Resultant actions (more strategic actions)– Force the opponent to make an unwanted move
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Actions: Emergent Gameplay
• Interesting resultant actions that emerge out of users’ behaviors– Identify them, nurture them
• Tips to support this– Add more verbs– Make verbs act on many objects– Goals can be achieved more than one way– Multiple avatars– Actions that change constraints
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Questions: Actions
• What are the actions?– Which ones are operative?– Which ones are resultant?
• What objects do they act on?• How many ways can players achieve their goals?• Can users change constraints?• What resultant actions do you want to see?• Are you happy with resultant/operative ratio?• What actions do players wish they could do?– Can you enable them as operative or resultant?
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Core Mechanics
• Space• Objects, attributes and states• Actions• Rules and Goals• Skill• Chance
![Page 20: SE320: Introduction to Computer Games Week 7: Core Mechanics Gazihan Alankus.](https://reader030.fdocuments.in/reader030/viewer/2022032701/56649c895503460f94942a93/html5/thumbnails/20.jpg)
Rules
• Tie together – Space– Objects– Actions– Consequences of actions– Constraints on actions
Goals• You can’t just tell them to do something unless
you set up the rules to favor it
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Parlett’s Rule Analysis
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Goals
• Concrete, understandable• Achievable• Rewarding
• Short-term• Long-term• Series of goals
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Questions: Rules and Goals
• What are the foundational rules? • What are the related operational rules?• Are there different modes for rules?• What is the ultimate goal?– Is it clear?
• Are different goals related to each other in a meaningful way?
![Page 24: SE320: Introduction to Computer Games Week 7: Core Mechanics Gazihan Alankus.](https://reader030.fdocuments.in/reader030/viewer/2022032701/56649c895503460f94942a93/html5/thumbnails/24.jpg)
Core Mechanics
• Space• Objects, attributes and states• Actions• Rules and Goals• Skill• Chance
![Page 25: SE320: Introduction to Computer Games Week 7: Core Mechanics Gazihan Alankus.](https://reader030.fdocuments.in/reader030/viewer/2022032701/56649c895503460f94942a93/html5/thumbnails/25.jpg)
Skill
• Users’ levels of ability• Categories– Physical skills• DDR, guitar hero
– Mental skills• Puzzles
– Social skills• Most multiplayer games
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Skill
• Balance difficulty and skill for best experience
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Questions: Skill
• What skills does my game require from user?• Are there categories of skill that I’m missing?• Which skills are dominant? • Are these skills creating the experience that I
want? • Does the game demand the right level of skill?
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Core Mechanics
• Space• Objects, attributes and states• Actions• Rules and Goals• Skill• Chance
![Page 29: SE320: Introduction to Computer Games Week 7: Core Mechanics Gazihan Alankus.](https://reader030.fdocuments.in/reader030/viewer/2022032701/56649c895503460f94942a93/html5/thumbnails/29.jpg)
Chance
• Things happening randomly in the game• Uncertainty -> Surprises -> Good!• java.util.Random.nextDouble() may not be
enough
Uniform Gaussian
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Chance
Random seed
Always different values
Fixed seed Same sequence of values
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Getting Chance Right is Tricky
• Calculate probabilities• Make sure undesirable edge cases do not
happen
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Risk Taking
• Expected probability vs. trust in own skill• Example– Monsters appear randomly– What are the odds of me
killing a monster if one would find me in that room?• High? -> will risk going in• Low? -> will not risk
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Questions: Chance
• What in your game is truly random? – What parts just feel random?
• Does randomness give– Positive feelings (excitement and challenge)– Negative feelings (hopelessness and lack of control)
• Would changing my probability distribution curves improve my game?
• Do players have a chance to take interesting risks in the game?
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Core Mechanics
• Space• Objects, attributes and states• Actions• Rules and Goals• Skill• Chance
• Rethink your game idea with these in mind• Ground your decisions with these• Later in your presentations inform us how
they influenced your designs