Talk+Prop+HistGenre

Meta-Information:
Presentations
Giving a talk
 Writing a game proposal
Game History
Game Genres

Sep 7, Fall 2006
IAT 410
1
Giving a Talk
 What
to say and How to say it
 Getting through to the audience
 Visual and Aural aids
 Question Time
Sep 7, Fall 2006
IAT 410
2
What to say & How to say it
 Communicate
Key ideas
 Don’t get bogged down in details
 Structure your talk
 Use a Top-Down Approach
Sep 7, Fall 2006
IAT 410
3
The Introduction
Define the problem / issue / thingy
 Motivate the audience
 Introduce terminology
 Discuss earlier work
 Emphasize your new work contributions
 Provide a road-map
 For very short presentations, economize on
this section

Sep 7, Fall 2006
IAT 410
4
The Body
 General
– Abstract the major results / thoughts / plans
– Explain the significance of the results
 Technicalities
– Talk about the vital details that make the
general points true
 Conclusion
– Hindsight is clearer than foresight
Sep 7, Fall 2006
IAT 410
5
Know your audience
 Who
are they--
– The Public?
– Scientists?
– Computer Scientists?
– Computer Scientists in your area?
– Classmates?
 The
more expert or familiar the audience,
the more you can focus on details
Sep 7, Fall 2006
IAT 410
6
Getting Through
 Use
repetition
 Remind the audience
 Don’t Over-Run!
 Maintain eye contact
 Control your voice
 Be well-groomed!
 Avoid anxiety by Practice!
Sep 7, Fall 2006
IAT 410
7
Visual & Audio Aids
 PowerPoint
– Don’t
– Don’t
– Allow
– Don’t
slides
overload them
write sentences
1-2 minutes per slide
cover slides
– No special fonts!!!
Don’t animate text!
It’s irritating!!
You waste time waiting for the text to show up
Sep 7, Fall 2006
IAT 410
8
Visual & Audio Aids
 Use
pictures!
 Show a picture as soon as possible!
 Use
overlays for stop-frame animation of
algorithms
Sep 7, Fall 2006
IAT 410
9
Visual & Audio Aids
 Use
pictures!
 Show a picture as soon as possible!
 Use
overlays for stop-frame animation of
algorithms
 Use animation if appropriate
Sep 7, Fall 2006
IAT 410
10
Visual & Audio Aids
 Beware
the microphone
– Don’t beat your chest!
– Try turning it off while you are putting it on or
taking it off
 Test
your video
– Cue it up
– Be ready to switch from source to source
– Be ready to adjust sound
Sep 7, Fall 2006
IAT 410
11
Question Time
 Request
for Information
 Implied request for adulation
– Come up with a complimentary answer
 Malicious
question
– Be prepared
– Be ready to take them off-line
– “I don’t know”
Sep 7, Fall 2006
IAT 410
12
Sep 7, Fall 2006
IAT 410
13
How to write a Game Proposal
 Today’s
games have a production team
– Artists
– Designers
– Musicians
– Programmers
– 20-100 experienced people
Sep 7, Fall 2006
IAT 410
14
How to write a Game
Proposal
Think
Sep 7, Fall 2006
Small
IAT 410
15
Think Small
 Really,
Sep 7, Fall 2006
I mean it
IAT 410
16
Do One Thing Well
 Make
the game stand out in one way
 Don’t do a mediocre job in all things
Do
NOT to lots of levels in the
game
– One level will do nicely
Sep 7, Fall 2006
IAT 410
17
Do One Thing Well
 Possible
areas
– Great graphics
– Witty sounds
– Clever puzzles
– Compact concept
Sep 7, Fall 2006
IAT 410
18
Understand your Tools
 The
various tools have strengths &
weaknesses
 Don’t fight the tool
 Understand what the tool is good for and
tailor your project for that tool
 Also.. Don’t fight your team’s skills
Sep 7, Fall 2006
IAT 410
19
Plan in Layers
 Detailed
development schedule:
– Functional Minimum
– Your Low target
– Your Desirable target
– Your High target
– Your Extras
• Maybe do these after the term is done
Sep 7, Fall 2006
IAT 410
20
The Proposal
 The
game description
– 5 pages of text
– 1-3 pages of sketches/ mocked-up screens
 Layered
Development Schedule
– As on previous slide
– Also state who is responsible for what
 Assessment
– What One Thing will be cool about your game
Sep 7, Fall 2006
IAT 410
21
The Presentation
7
minutes In class
– Describe your game
– Argue for the One Cool Thing
– State what your primary development
environment will be and why
– Show your development schedule
• Indicate why you think it’s do-able
 Practice
Sep 7, Fall 2006
your talk!
IAT 410
22
Sep 7, Fall 2006
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23
Game History, Genres
Space Invaders… Pong… Grand Theft
Auto…
Action, Adventure, Puzzle, etc
Sep 7, Fall 2006
IAT 410
24
History
 Spacewar
1962
– PDP-1
– 2 Ships controlled by 4 buttons each:
– Rotate left, right, thrust, fire
– http://lcs.www.media.mit.edu/groups/el/projec
ts/spacewar/
 Adventure
1967
– Text-based adventure
– “You are in a maze of twisty little passages”
Sep 7, Fall 2006
IAT 410
25
History
 Pong
1972
– First arcade hit
version of Pong 1974
 Fairchild Channel F 1976
 Home
– Cartridges!
 Hardware
“Crash” 1977
– Millions of Pong clones saturate the market
Sep 7, Fall 2006
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26
Some examples
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27
History
 Space
Invaders 1978
 Activision
1979
– First software house makes
Atari 2600 Cartridges
 Asteroids
1979
– Record score: 100,000,000
– Two guys played it for a week in
1982
Sep 7, Fall 2006
IAT 410
28
Asteroids (Clone)
Sep 7, Fall 2006
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29
Arcade Games 1980
 Defender
 Missile
Command
 Battezone
 Tempest
 Popular
with Men AND
Women:
– Pac-Man
– Frogger
– Centipede
Sep 7, Fall 2006
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30
Defender / Stargate
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31
Missile Command
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32
Centipede
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33
Arcade Games 1981-83
Donkey Kong
 Q*Bert
 Tron
 Zaxxon
 Joust
 Pole Position
 Punch-Out

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34
Joust
Sep 7, Fall 2006
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35
Pole Position
Sep 7, Fall 2006
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36
Home Games Late 70s
Early 80s
 Atari
2600
– 1.18MHz 6507, 128 bytes RAM, 4KB ROM
 Atari
5200 (incompatible cartridge with
2600)
– 1.8MHz 6502, 16KB RAM
 Colecovision
 Mattel
Intellivision
 Bally Astrocade
Sep 7, Fall 2006
IAT 410
37
Software Crash of 1983-84
 Market
of 1982: $3 billion
 Market of 1985: $100 million
 Millions of clones and lousy cartridges
– No rating system
– No licensing system
– Consumer confusion!
Sep 7, Fall 2006
IAT 410
38
Mid 80s


8-bit Home Games:
Nintendo Entertainment System
(NES)
–
–
–
–

1.8MHz 6502 256x240 pixels
Released 1986
Most popular toy of 1988
Mario Bros.
Sega Master System
– Released 1986
Sep 7, Fall 2006
IAT 410
39
Late 80s
 16-bit
Home Games
– Sega Genesis
• 7.8MHz 68000 + 4MHz Z80,
1MB Rom, 64KB Ram
• Released 1989
– NEC TurboGrafx-16
• 16MHz 65802
 Game
Boy
 Tetris
Sep 7, Fall 2006
IAT 410
40
Early 90s

Super NES (16 bit), 1990
– 3.58Mhz 65C816, 128KB Ram


Game Gear
Software
– Street Fighter 2
• First decent fighting game
– Super Mario Bros. 3
– Sonic the Hedgehog
– Mortal Kombat 1992
Sep 7, Fall 2006
IAT 410
41
Mid 90s
 Sega
CD (1992)
 PC CDROM (1994)
 Software
– NBA Jam (1993)
• Earned $1 billion in arcades
• First franchise
– Virtua Fighter (1995)
Sep 7, Fall 2006
IAT 410
42
Mid 90s

Playstation (1995)
– 33 MHz R3900 32bit CPU
– 24 bit framebuffer

Sega Saturn (1995)
– Two 28.8MHz 32bit Hitachi SH2s
– 24 bit framebuffer
– Hardware textures

Nintendo 64 (1996)
– 93MHz R4300 64bit CPU
Sep 7, Fall 2006
IAT 410
43
Mid 90s
 Networked
Games
 Ultima Online, Everquest, etc
Sep 7, Fall 2006
IAT 410
44
Late 90s

Sega Dreamcast (1999)
– 200MHz 128bit NEC PowerVR

Playstation2 (2000)
– 294MHz R12000 CPU,
– 3.2GB/sec memory b/w, 6.2GFlops peak

XBox (2001)
– 733MHz Celeron
– nVidia GeForce4
– 6.4GB/sec memory b/w, maybe 1TFlops peak

GameCube (2001)
– 485MHz PowerPC
– Flipper (ATI) Graphics (on-chip DRAM)
Sep 7, Fall 2006
IAT 410
45
Late 90s
 Software
– Very strong 3D!
– Decent sports games
– Soul Caliber, Shenmue, Grand Theft Auto …
 PC
Software
– Graphics no longer 100% of the challenge
– Consumer demand for 3D causes cheap 3D
graphics!
Sep 7, Fall 2006
IAT 410
46
2000’s
 Cell
phone games
– DoCoMo phones 2001
– Java J2ME, BREW 2002
Sep 7, Fall 2006
IAT 410
47
2000s

Xbox 2 (360) (2005)
– 3 Cores @ 3200MHz :
• 2 scalar CPUS
• 1 VMX 128 Vector Unit w/ 128 registers
–
–
–
–

9 billion dot products/sec (36 billion mults+27 billion adds/sec)
500 million triangles per second
16 gigasamples per second fillrate using 4X MSAA
500MB 700MHz DDR memory
Playstation3 (2006)
– PowerPC-base Core @3.2GHz
• 7 x scalar @3.2GHz
• 7 x 128b 128 SIMD Registers
• total FP performance: 218 GFLOPS
– GPU : 1.8 TFLOPS floating point performance
Sep 7, Fall 2006
IAT 410
48
Game Genres
 Name
Sep 7, Fall 2006
some!
IAT 410
49
Genres
Action
 1st Person Shooter
 Adventure
 Fighting
 Puzzle
 Racing
 Role-Playing

Sep 7, Fall 2006







IAT 410
Simulations
Sports
Strategy
Music
Dance
Artificial Life
Quiz Show
50
2D Action Games
 Shoot
the horde of aliens
– Shoot the horde of aliens
• Shoot the horde of aliens
– Shoot the horde of aliens
• Shoot the horde of aliens
 Space
Invaders, Galaga,
Defender/Stargate,
 Mario Bros
Sep 7, Fall 2006
IAT 410
51
1st Person Shooter
 3D
Shoot the horde of aliens
– 3D Shoot the horde of aliens
• 3D Shoot the horde of aliens
– 3D Shoot the horde of aliens
• 3D Shoot the horde of aliens
 Wolfenstein,
Doom, Quake, Half-Life, Max
Payne, Counterstrike
Sep 7, Fall 2006
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52
Adventure
 Follow
the trail
 Solve puzzles
 Nice scenery
 Inventory
 Learning
 Examples: Zelda, Metroid, Myst, Prince of
Persia 3D
Sep 7, Fall 2006
IAT 410
53
Fighting
 Hand-to-hand
combat
 Influenced by Asian martial arts+media
Short games
 Arcane knowledge
 Limited virtual space

Sep 7, Fall 2006
IAT 410
54
Puzzle
 Solving
the puzzle is the primary goal
 Gives feelings of mastery
 Can be short
– “Casual” games
 Can
be left aside and picked up again
Sep 7, Fall 2006
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55
Racing
 First
past the post
 Fairly strong simulation element
 Fine motor control
Sep 7, Fall 2006
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56
Role-Playing
 3rd
person adventure
 Strong story component (potentially)
 Learn the virtual world/environment
 Players are free to act within the world’s
constraints
 Diablo, MMORPGs (EverQuest,
UltimaOnline, World O Warcraft…)
Sep 7, Fall 2006
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57
Simulations
 Flight
Sim
 SimAnt, SimCity, Railroad Tycoon, Roller
Coaster Tycoon, ...
 Focus on details
 Training could be the goal
Sep 7, Fall 2006
IAT 410
58
Business
 Simulate
some commercial entrprise
– Railroad Tycoon, Roller Coaster Tycoon
– Typically network simulations
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59
Sports
 Armchair
coach
 Abstract war
 Abstract team fighting games
Sep 7, Fall 2006
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60
Strategy
 Same
components as Sim games
 Historical simulation
 Puzzles may play a part
 A light story element
 No twitch in turn-based strategy
Sep 7, Fall 2006
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61
Music
 “Name
that Tune”
 Repeat a piece of music that the game
plays for you
 Play along musically
Sep 7, Fall 2006
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Dance
 Dance
Dance Revolution
 Dance kiosk type games
Sep 7, Fall 2006
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Artificial Life
 Tamagotchi,
Sep 7, Fall 2006
Creatures, Black & White
IAT 410
64