Game Development in Networks of the Future Craig Lindley [email protected] Game Design, Cognition and Artificial Intelligence Research Group Department of Game Design, Narrative and Time-Based Media Gotland University College and Blekinge Technical College, Sweden ©Craig Lindley, 2006 1. Scope of Games and Game Systems 2. Evolution of Current Game Designs 3. New Game Forms Utilising New and Emerging Technical Media 4. Future of the Game Development, Distribution and Play Infrastructure ©Craig Lindley, 2006 1 1. Scope of Games and Game Systems ©Craig Lindley, 2006 Simulation - time of a frame - abstraction and replication of system functions - modelling generative principles - outcomes are unpredictable - functionally oriented: system analysis and behavioural understanding ’Pure’ Game - time of a move - abstract board/puzzle games - competitive - search and combinatorics - goal oriented: problem solving and optimisation (IPD, maximisation) Narrative - time of a ’total’ experience - myth, literature, cinema - structural analysis - semiotically oriented: meaning and function 2 Computer Game Classification Space Simulation Avatar Worlds Simulation Games Strategy Games Role-Playing Games Action Games Hypertext Adventures Pac Man Tetris Computer Chess ’Pure’ Game Multipath Movies DVD Movies Narrative Virtuality vs physicality = The degree to which the game space and game objects are represented by and interacted via computational media. 3 model model virtual physical game game narrative narrative model model military vehicle simulators virtual computer games location-based technology assisted games game shows game narrative game LARPs team sports physical adventure sports narrative 4 Fiction vs non-fiction = The degree to which the game space, game objects and game mechanics correspond to imaginary versus physical phenomena. model model non-fiction fiction game game narrative narrative 5 model model military vehicle simulators fabrications fiction LARPs simulations location-based technology assisted games game team sports game game shows non-fiction adventure sports narrative narrative Game design research: - understanding and mapping out game space - defining languages for design : - greater selfconsiousness - critical design practices - design patterns, ontologies, taxonomies, principles - scientific design foundations - deriving new designs from technical innovations 6 GOAL: Develop a Nomological Network for Game Research = laws correlating player features, processes and effects with game play patterns in relation to game design features ⇒ Validated mappings from observations to the theoretical distinctions of an explanatory feature space Feature Spaces of Game Research = nomology for game research Descriptive and Explanatory Languages / Constructs Feature Space of Game Design Feature Space of Gameplay/Interaction Feature Space of The Player Feature Space of The Context Observation Methods Specific Game Design Interaction Pattern Specific Player Specific Context Observable Phenomena 7 Game design research = a new and (rapidly) developing field => Credibility with industry will emerge as an increasing body of strong empirical results is gathered Game design researchers must not be frustrated Game designers! Side note re games as education: - students are losing interest in reading - computer games attract large amounts of voluntary and intensive time - games are the original learning system ⇒ how to reinvent pedagogy within game media? This is not about ’how to use games for education’, but about how to reinvent education in the age of a radically different (non-textual) medium. 8 2. Evolution of Current Game Designs => existing media infrastructure ©Craig Lindley, 2006 E.g. Areas of high innovation potential within current game designs: - deeper game characters - new methods for emergent story construction - better dialog and conversation by NPCs - generative media and player-created content - deeper scientific understanding of the nature of game play and its effects (e.g. cognitive sciences of game play, FUGA) 9 Relevance to existing game industries is obvious … BUT Progress may be slow due to difficulty of required innovations and no established market credibility. => Industry ’wait and see’ approach 3. New Game Forms Utilising New and Emerging Technical Media ©Craig Lindley, 2006 10 ? ubiquitous pervasive ? locationbased mobile ? ambient ? new game media forms augmented reality mixed reality ? ? virtual reality transreality ? ©Craig Lindley, 2006 Augmented and Mixed Reality Games Mixed Reality physically augmented virtuality virtually augmented physicality VR Games Physical Games ©Craig Lindley, 2006 11 Mobile Games - mobile delivery of games (not really mobile games) - games of relative location - games of absolute location ©Craig Lindley, 2006 Location-Based Games Games of relative location: - setting is not important - relative positions of players matter - relative position may be static or dynamic ©Craig Lindley, 2006 12 Location-Based Games Games of relative location: E.g. - Traditional sports and board games - ’Botfighters’ by the Swedish company It’s Alive! ©Craig Lindley, 2006 Location-Based Games Botfighters - action game - objective: track down and defeat other players - battles staged in the real world - position yourself close to opponent to score a hit. - your mobile phone is given a set of weapons + radar system to locate opponents - opponents can choose to attack you at any time! - play by text message commands from mobile phone. ©Craig Lindley, 2006 13 Location-Based Games Games of absolute location: - setting is crucial - ’absolute’ positions of players matter - absolute position may be static or dynamic => may involve mobility or not ©Craig Lindley, 2006 Location-Based Games Games of absolute location: E.g. - ’I Spy’ - hide-and-seek and treasure hunts - “Uncle Roy All Around You”, Nottingham University and Blast Theory - “Visby Under” Game studio of the Interactive Institute in Sweden ©Craig Lindley, 2006 14 Ubiquitous, Pervasive and Ambient Games Ubiquitous => anywhere, any time Pervasive => pervade everyday experience (weak in game/out of game boundary) Ambient => intelligent interfaces and background/‘peripheral’ technology - related but not dependent concepts ©Craig Lindley, 2006 VR Games Pervasive Games = escape physical reality = staged in physical reality = 1980’s cyberspace = 1990’s pervasive computing ©Craig Lindley, 2006 15 VR Games Mixed Reality Pervasive Games Games ©Craig Lindley, 2006 VR Games Mixed Reality Pervasive Games Games = games based upon a single game world ©Craig Lindley, 2006 16 Trans-Reality Games Trans-reality games - games that may simultaneously include physical, virtual and mixed reality game staging spaces ©Craig Lindley, 2006 Trans-Reality Games A trans-reality game may be: Diegetically monolithic = > game space is a single world, game play is staged in multiple worlds VR Mode Mixed Reality Mode Pervasive Mode ©Craig Lindley, 2006 17 Trans-Reality Games A trans-reality game may be: Diegetically polymorphous = > game space contains multiple worlds VR Mode Trans-Reality Pervasive Mode Games Trans-World Game Interaction ©Craig Lindley, 2006 E.g. Areas of high innovation potential based upon new and emerging game media: - completely new game experiences (e.g. Trans-reality interaction) - integration of sensors, actuators, robotics, displays, audio, etc. - needs deeper scientific and sociological understanding of the nature of game play and its effects (motivating new design principles) 18 Relevance to existing game industries is mostly apparent for mobile/location-based game developers, and extension of interface technologies from existing games/consoles (e.g. Nintendo Revolution) … BUT - mostly a new, currently niche market area - mass market currently reached via Mobile telecomms infrastructure - bootstrapping problem (e.g. use of GPS in IPerG) => High potential / high risk 4. Future of the Game Development, Distribution and Play Infrastructure ©Craig Lindley, 2006 19 Current computer game industry - engine and middleware developers (rendering, physics, AI, network comms.) - still a lot of DIY engine development - ongoing rapid increase in graphics, CPU, memory, network bandwidth capacities => increasing demand on media asset production ©Craig Lindley, 2006 Current computer game industry – some Negative Aspects - very limited reuse of software and media - increasing project size (300+ pp) => increasing budgets => larger publisher (mostly USA) investment => large publisher domination => conservatism in: - game form and media - cultural content - consolidation of business AND blocked opportunities for new companies - no European console manufacturers ©Craig Lindley, 2006 20 Implied needs from European Perspective: - reduced production costs - deeper and more diverse themes and cultural level => more niche products => technologies to counter publisher dominance of economics E.g. Collada versus EA’s EAGL - standardisation and open source methods to promote reuse, broader dissemination and niche companiew - incremental, industry-focussed evolution ©Craig Lindley, 2006 Overview of Some R&D Themes -S- standardisation of game elements / interfaces for interoperability and reuse - distributed game processing infrastructure - localised/adaptive game logic - transferable game characters and items - abstraction of characterisation, dramatic and narrative structures - standardised metadata for dynamic reuse of game assets (meshes, motion sequences, AI, game systems, procedural graphics) ©Craig Lindley, 2006 21 Standardised / reference production process model??? (analogy with relational database systems). Eg. Graphical Specification Standard S/W Specification: ip-1 A ip-2 B ip-3 C ip-7 ip-4 ip-6 D E ip-5 Generation std. generate std. state transition rules Design Rule Representation Standard Design: If A & ip-1 then op(_attack) assert B If A & ip-2 then op(_flee) assert C If B & ip-3 then op(_patrol) assert A ... Etc. Compilation std. Implementation: generate std. optimised virtual machine code Portable Implementation Machine Code Standard 0101 0101 0001 1001 0001 0110 0101 0101 0010 1010 1001 0111 0101 0110 0011 1011 0010 0101 ... Etc. VE Engines ©Craig Lindley, 2006 Standardised/Reference Game Architecture Models??? Multi-Agent VE/Game Engine Initialisation and agent instantiation User interface Agent 1 Multi-user server Client Message router Agent 2 Agent n controller user/game database Event Trigger system Animation and Player API animation system Narrative manager ©Craig Lindley, 2006 22 Dynamic, Distributed Game Networks Experience delivery layer: PCs, consoled, mobile devices, ITV, interaction technologies, etc.: Client software components and hardware platforms streaming media specification and protocols Distributed interactive media production layer: templates, game/story logic, dynamic media engine components, ontologies media asset metadata, object specifications and protocols Dynamic distributed media content repositories and generative components ©Craig Lindley, 2006 Relevance to existing game industries : - relevant now, relevance will increase - European strategic issue BUT requires : - strategic view - industry + public investment - close industry / research collaboration 23 fin! ©Craig Lindley, 2006 24
© Copyright 2026 Paperzz