Game Play Styles Structure of Game Play Sep 8, 2008 ITCS4230/5230 1 Game Play Styles Games Have various structures that the user must handle Common structures appear in many games Aug 24, Fall 2005 ITCS 4010/5010 2 Suggestions? Aug 24, Fall 2005 ITCS 4010/5010 3 Driving & Physical skill Player must control vehicle/self to win Must conform to environment Music and Dance games do this Fighting game combos Jumping in platform games Special moves in Skate / Snow Board Aug 24, Fall 2005 ITCS 4010/5010 4 Puzzle - Arrange Geometry Some self-contained artifact must be rearranged into a solved position – Sokoban – Solitaire – Adventure games Aug 24, Fall 2005 ITCS 4010/5010 5 Dynamic Puzzle Some dynamic artifact must be navigated through – Deadly pendulums swinging! – Tetris Aug 24, Fall 2005 ITCS 4010/5010 6 Rescue/Collection The player has to get something – Someone needs to be saved from peril • Defender, Choplifter, Donkey Kong – Something needs to be collected • Mario Bros, Sonic, etc • Diablo, MMORPGs Aug 24, Fall 2005 ITCS 4010/5010 7 Collision Detection Shooting – Player shoots a projectile to make progress towards winning Direct Attack by self Collision Avoidance – Bullets miss you – Block punch/kick Aug 24, Fall 2005 ITCS 4010/5010 8 Obstacle Avoidance Player must avoid environmental objects/enemies to win – Pac-Man (Inky, Pinky, etc) – Centipede – Frogger – Mario Bros etc etc Aug 24, Fall 2005 ITCS 4010/5010 9 Obstacle Creation Player creates or controls environment to influence or defeat opponent Eg. Light cycles in Tron Walls in strategy games Go Aug 24, Fall 2005 ITCS 4010/5010 10 Search Something’s hidden in the environment Key to locked door Find best X in Geometric state – Words in Bookworm – Rows or columns of like color in Bejeweled Aug 24, Fall 2005 ITCS 4010/5010 11 Material Removal Object is to remove opponent’s pieces Examples – Chess – Checkers – War games – Action games (Space Invaders, Pac-Man, Asteroids) Aug 24, Fall 2005 ITCS 4010/5010 12 Material Creation Objects are created by user or game May be competing process with Material Removal Direct: – Tetris, Go, Othello Indirect – Fortifications (Walls created to direct traffic) – Economies Aug 24, Fall 2005 ITCS 4010/5010 13 Economic Simulation You must set up a flow of material and/or money – Get the most stuff – He who dies with the most toys wins! Aug 24, Fall 2005 ITCS 4010/5010 14 Economy Simulation Resource gathering – Gold, Wood, Iron, etc, etc Direct – AOE gatherer units, C&C Indirect – Total Annihilation, Kingdoms, Aug 24, Fall 2005 ITCS 4010/5010 15 Economic Simulation Buildings – Create NPCs • AOE, Warcraft I, Caesar III – Create/transform materials • Settlers, Caesar III Aug 24, Fall 2005 ITCS 4010/5010 16 Economic Simulation Traffic Flow – Roads! – NPC must pass a building for a transaction to take place • Zoo Tycoon, Caesar III – NPC must stop and deliver/pick something up • Railroad Tycoon Aug 24, Fall 2005 ITCS 4010/5010 17 “Research” Create a new technology that makes your NPCs better – AOE, Starcraft Advance Aug 24, Fall 2005 your civilization ITCS 4010/5010 18 Dialog/Negotiation You talk to other players/NPCs – To learn things – To gain/lose membership in a gang/guild/club – To coordinate attack/defense – Trade Read environment for clues – News clippings Aug 24, Fall 2005 ITCS 4010/5010 19 Artificial Life Must grow your creature – Train it – Feed it Aug 24, Fall 2005 ITCS 4010/5010 20 Aug 24, Fall 2005 ITCS 4010/5010 21 Fun Flow -- Mihaly Csikszentmihalyi Chapter 3 “Enjoyment and the Quality of Life” Some thoughts on Game Design – Andrew Glassner Aug 24, Fall 2005 ITCS4010/5010 22 What is fun? Can you name an experience that was supposed to be fun but was not? Not supposed to be fun, but was? Aug 24, Fall 2005 ITCS 4010/5010 23 Is it reasonable to say some software “Is fun” ? Aug 24, Fall 2005 ITCS 4010/5010 24 Is it reasonable to say some software “Is fun” ? It depends: … on audience … do you have to learn a new language? Ease of play vs. Challenge Other experiences: Museum Aug 24, Fall 2005 ITCS 4010/5010 25 Not just software alone! Software Aug 24, Fall 2005 + context ITCS 4010/5010 26 Not just software alone! Software + context Depends on mood Aug 24, Fall 2005 ITCS 4010/5010 27 What Mihaly did Sociology Interviews Surveys of people’s attitudes Using the beeper – “Tell me how you’re feeling now” Aug 24, Fall 2005 ITCS 4010/5010 28 How can you be happy? Make external conditions match goals – eg. “kill the jerks” or Change your experience of external conditions – Even of house is safe, may still worry – Make goals match external conditions Aug 24, Fall 2005 ITCS 4010/5010 29 Happiness Money can’t buy happiness – eg. Unhappy rock stars Real happiness – What happens to us – How we feel about ourselves Aug 24, Fall 2005 ITCS 4010/5010 30 Pleasure Expectations have been met – Too high: Hype about experience – Low expectations: Random video rental Aug 24, Fall 2005 ITCS 4010/5010 31 Pleasure Expectations have been met – Too high: Hype about experience Star Wars I & II – Low expectations: Random video rental Aug 24, Fall 2005 ITCS 4010/5010 32 Enjoyment Forward motion, sense of accomplishment – Game with matched opponent – Too easy or too hard is no fun! Aug 24, Fall 2005 ITCS 4010/5010 33 Characteristics of Flow Have chance of completing the “task” Able to concentrate Clear goals Immediate feedback Deep but “effortless” involvement Exercise control Aug 24, Fall 2005 ITCS 4010/5010 34 Flow A challenging activity that requires skill – Hunting dog story: – Dog runs in circles, owner tries to catch dog – Dog runs tighter circle when master is tired – Dog tunes the challenge! Aug 24, Fall 2005 ITCS 4010/5010 35 Control Paradoxical: Can’t be too afraid of failure Rock climbers minimize risk More than just being in control: – Exercising control Illusion of Control – Anorexia – Gamblers “figure out” chance events Aug 24, Fall 2005 ITCS 4010/5010 36 Addiction Lose ability to control own choices Have you ever been addicted to a game? – What was going on in your life at the time? – Was it you, or the game? Aug 24, Fall 2005 ITCS 4010/5010 37 Flow Concern for self disappears – Returns after experience is over Sense Aug 24, Fall 2005 of time duration is altered ITCS 4010/5010 38 Flow Concern for self disappears – Returns after experience is over … you notice you’re hungry Sense Aug 24, Fall 2005 of time duration is altered ITCS 4010/5010 39 Success “Creates order in consciousness and strengthens the structure of the self” Aug 24, Fall 2005 ITCS 4010/5010 40 Success “Creates order in consciousness and strengthens the structure of the self” Transition from Beginner to Reasonably Skilled Aug 24, Fall 2005 ITCS 4010/5010 41 Why do games stop being fun? Aug 24, Fall 2005 ITCS 4010/5010 42 Why do games stop being fun? Stagnation Obsolescence (new game improves on old) Plateau in skills Pacing or difficulty Why return to a game: Nostalgia Forgetting the bad things Taking a break to think offline Aug 24, Fall 2005 ITCS 4010/5010 43 Design to Achieve Flow Pace difficulty Allow control Don’t make things too hard Don’t make things too easy Aug 24, Fall 2005 ITCS 4010/5010 44 Glassner Avoid: – Making it easy to cheat People will always exploit bugs – Flight sim – Multiplayer sim – etc. etc. Aug 24, Fall 2005 ITCS 4010/5010 45 Repetition Make it easy for users to repeat things – Interactivity != Participation – The raw count of mouse clicks is not a good measure of quality! – Not all actions taken by the user are desirable. Has to be fun. Aug 24, Fall 2005 ITCS 4010/5010 46 Detail Too much detail – Required actions overly detailed – Eg. Potions in Ultima Online Under-detailed – Don't take control away from the user "A game should offer the fastest and easiest possible way to do everything unless there is some entertaining or informative reason to prevent it." Aug 24, Fall 2005 ITCS 4010/5010 47 Deception Faulty Aug 24, Fall 2005 scuba gauge ITCS 4010/5010 48 Deception Faulty scuba gauge Only discover by death Too severe, plus “save game often” is the simple, tedious solution Aug 24, Fall 2005 ITCS 4010/5010 49 Large-Scale Randomness Aug 24, Fall 2005 ITCS 4010/5010 50 Multiple-Choice Conversations Aug 24, Fall 2005 ITCS 4010/5010 51 Multiple-Choice Conversations Probably OK between Non-Player Characters Should have a realistic memory Aug 24, Fall 2005 ITCS 4010/5010 52 Agency "Don't trick players into providing a personality description." Aug 24, Fall 2005 ITCS 4010/5010 53 Agency "Don't trick players into providing a personality description." This is reasonable for Role-Playing Games The conflict is over first person vs. third person play Information about the character is important Can’t play a role without knowing what the role is Aug 24, Fall 2005 ITCS 4010/5010 54 Choices Label them well Don’t keep them guessing Aug 24, Fall 2005 ITCS 4010/5010 55 Complexity Need to have picked up pencil 100 turns ago Brick example: need to click on 100 bricks to find the right one Aug 24, Fall 2005 ITCS 4010/5010 56 Paste-On Interaction Design Aug 24, Fall 2005 the game and the UI together ITCS 4010/5010 57 Character Control Don't take control of the user's character – Avoid cut scenes in which your character does something stupid Aug 24, Fall 2005 ITCS 4010/5010 58 Character Control Don't take control of the user's character – Avoid cut scenes in which your character does something stupid Can use them as a reward Must have a plot requirement Problem is primarily with first person agency Aug 24, Fall 2005 ITCS 4010/5010 59 Interactive Fiction Respect for the player. Player's time will never be wasted Don’t insult or deny her individuality, intelligence, or creativity The player will always be engaged in fun or interesting events – passively – interacting with them Aug 24, Fall 2005 ITCS 4010/5010 60
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