Chapter 2.2 Game Design Part 2 Game Theory Decision under certainty Risky decisions Players know the outcome of any decision Probabilities of nature are known Decision under uncertainty Probabilities of nature are unknown 2 Interface Typical perspectives: First-person Over-the-shoulder (OTS) Overhead (top-down) Side Isometric 3 Interface General categories of audio Music Powerful tool for establishing mood and theme Sound effects Dialog 4 Interface Controls Physical input devices Control inputs User manipulations of the controls They are not strategies Example: a sequence of buttons to perform a combo Strategies involve deciding when to perform 5 Interface Control table (a.k.a. Key Map) Show input, action, and context Action Control Context Left all Right all Forward all Backward all Sprint all Pass Offense Lob Offense Shoot Offense Steal Defense Block Defense Hit Defense 6 Interface HUD (Head-Up Display) Displays during play Shows and other information difficult to present directly in the game environment Examples Scores Resource levels Mini Map Chat Alerts Level >need backup!!! >No >... 2 7 HCI and Cognitive Ergonomics HCI – Human-Computer Interaction Study of… Communication between users and computers How people design, build, and use interfaces Better support for cooperative work Cognitive Ergonomics Analyzes the cognitive representations and processes involved with performing tasks 8 Design of Everyday Things Norman’s five principles of design Visibility Mappings The perceived uses of an object Constraints Understandable relationships between controls and actions Affordances Making the parts visible Prevent the user from doing things they shouldn’t Feedback Reporting what has been done and accomplished 9 Systems System A set of interrelated components Architecture Their function and relationships form a whole The particular arrangement of system elements Game systems exist to enable play mechanics Relationships between components determine how the system works to produce results 10 Systems Objects Attributes Properties determining what objects are Behaviors Pieces of a system Actions the objects can perform Relationships How the behavior and attributes of objects affect each other while the system operates 11 Systems Two general approaches to design Special case Experiences built one scene/level at a time Anticipate states while pre-scripting events Solved by discovering the intentions of the designer Systemic General behaviors are designed Scenes/Levels are specific configuations Some events may still be pre-scripted Solved by understanding the system 12 Systems Emergent complexity Emergence Behaviors that cannot be predicted simply from the rules of a system Coined by George Henry Lewes in 1873 See: John Conway’s Game of Life 13 Systems Dynamics The behavior of systems over time Generalizing dynamic behavior is hard Dynamics determined by a given architecture 14 Systems Cybernetics is the study of communication, control, regulation A basic cybernetic system has: Sensor – detects a condition. Example: Thermometer Comparator – evaluates the information. Example: Switch Activator – alters the environment when triggered by the comparator Activator Comparator Sensor 15 Systems Feedback The portion of a system’s output that is returned into the system Feedback Loop The path taken by the feedback Goal Rate Action Information Level 16 Systems Positive feedback Leads to runaway behavior Difficult to make use of Negative feedback Leads to goal seeking behaviors Most common form in systems goal Positive Feedback Negative Feedback 17 Systems Negative feedback Stabilizes the game Forgives the loser Prolongs the game Magnifies late successes Positive feedback Destabilizes the game Rewards the winner Can end the game Magnifies early successes Marc Leblanc 18 Systems System Dynamics Created by Jay Forrester 1956, MIT A discipline for modeling and simulation Originally a tool for policy analysis Applicable to any system 19 Constraints Platform General description of hardware and software Personal computer – PC, Mac, etc. Console – Game Cube, PlayStation, Xbox, etc. Handheld – DS, Game Boy Advance, PSP, etc. Mobile device – Cel Phones, NGage, PDA, etc. Arcade – custom vending games (e.g. Time Crisis) 20 Constraints Game Saves Save triggers Save-anywhere Save points Coded text saves 21 Audiences Target audience Demographics Group of expected consumers Study of relevant economic and social statistics about a given population Demographic variables The relevant factors 22 Audiences Market Demographic segmentation of consumers Market segments Smaller sub-segment of the market; more tightly defined Demographic profile Typical consumer attributes in a market 23 Audiences Heavy Users Hardcore gamer Those of the numeric minority of potential users responsible for majority of sales of any product “80/20 rule” Game industry term for heavy video game users Casual gamer Game industry term for all other gamers 24 Audiences Typical assumptions of the hardcore: Play games over long sessions Discuss games frequently and at length Knowledgeable about the industry Higher threshold for frustration Desire to modify or extend games creatively Have the latest game systems Engage in competition with themselves, the game, and others 25 Audiences Why We Play Games – Nicole Lazzaro Internal experience Hard fun Challenge of strategy and problem solving Easy fun Enjoyment from visceral activities Intrigue and curiosity – exploration and adventure Social experience Stimulating social faculties – competition, teamwork, bonding, and recognition 26 Iterating Waterfall method Development methodology Design and production are broken into phases Iterative development Practice of producing things incrementally Refining and re-refining the product 27 Iterating Prototypes Physical prototypes Early working models of the product Used to test ideas and techniques Non-electronic models; physical materials Software prototypes Used regularly during iterative development 28 Iterating Software testing Tester Person trained in methods of evaluation Bug Process of verifying performance and reliability of a software product Discrepancy between expected and actual behavior Problem/Bug report Description of the behavior of the discrepancy 29 Iterating Focus test Testing session using play-testers Testers represent the target audience Lots of feedback at one time Data can be compromised by group think 30 Iterating Tuning Developing solutions by adjusting systems Iterations are faster Changes are less dramatic Balance Equilibrium in a relationship Player relationships, mechanics, systems, etc. 31 Iterating Intransitive relationships Multiple elements offer weaknesses and strengths relative to each other as a whole Balanced as a group Example: Rock-Paper-Scissors (RPS) Heavy Infantry Archers Cavalry 32 Creativity Ability to create Ability to produce an idea, action, or object considered new and valuable 33 Creativity Classic approach - Graham Wallace Preparation Incubation Sudden illumination – Eureka! Evaluation Mulling things over Insight Background research and comprehension Validating revealed insights Elaboration Transforming the idea into substance 34 Creativity Brainstorming Generating ideas without discrimination Evaluation after elaboration Can be unfocused 35 Creativity Six Thinking Hats White Hat – neutral and objective Red Hat – intuition, gut reaction Black Hat – gloomy, naysayer Yellow Hat – Pollyannaish, optimistic Green Hat – growth and creativity Blue Hat – process and control Symbolize perspective worn by people involved in the creative endeavor Edward de Bono 36 Inspiration Board games Team competition Temporal systems Martial arts Serialized stories Music Continuity techniques Television Fantasy and agency Sports Dynamic narratives Books Film Resource management Paper RPGs Spatial relationships Card games Discipline in action Children Invention 37 Communication Treatment A brief, general description of the game and the fundamental concepts May include: Concept statement Goals and objectives Core mechanics and systems Competitive analysis Licensing and IP information Target platform and audience Scope Key features 38 Communication Associative diagram Drawing that helps manage and organize information visually Mind Map A style of associative diagram Key words and figures are placed on branches weapon fighting range 39 Psychology Working Memory Holds roughly 7 ± 2 items at one time while other cognitive operations on them 40 Psychology Attention Method of enhancing perceptions relative to other stimuli in the same environment How we focus on important things Limited capacity 41 Psychology Classical conditioning Reaction to stimulus is conditioned by pairing with another stimulus that elicits the desired response naturally Before conditioning Conditioning After conditioning 42 Psychology Unconditioned stimulus – Meat Unconditioned response – Salivation over meat Conditioned stimulus – Tone Conditioned response – Salivation over tone Before conditioning Conditioning After conditioning 43 Psychology Operant conditioning Learning by encouraging or discouraging Operant A response; the action in question Example: pressing a button Reinforcement contingency Consistent relationship between the operant and a result in the environment 44 Psychology Reinforcers Increase the probability an action will be repeated Positive reinforcement Positive stimulus that reinforces the behavior Negative reinforcement The removal or prevention of a negative stimulus Ex. Use umbrella and be dry Ex. Use umbrella and keep from getting wet Punishment Reduces the likelihood of a behavior with a stimulus Ex. Being burned by a hot stove 45
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