games Ce217 – Computer Game design 17th January, 2017 Prof. Richard A. Bartle introduction • Assuming the timetable hasn’t lied to me, this is the first ce217 of the year • It’s also the first games-specific lecture you’ve had, unless someone sneaked one in earlier and didn’t tell me • This means I’m going to have to start with the basics • First, though, i have to do some boring meta-lecture stuff – But hey, you’re not awake yet anyway, right? Meta-stuff • so, a few words on how this module is organised • It’s done over the course of one term • You get 10 2-hour lectures and 10 3hour clasSes • Class Attendance is compulsory, but The classes won’t usually last 3 hours • However, they will start promptly – Don’t roll up late and expect to join in – You can’t join a game after it starts... assignment • You’re given one assignment (next week) that takes alL term to complete – Worth 30%, due week 25 (Weds 22nd march) • You’ll be writing a partial design doc • It has a CREATIVE aspect that’s FUN • The rest of it is not fun though, so I’ll give you a bit of it each week to spread the pain – Or you can wait until week 25 and panic – Remarkably, Some people do do this • They tend not to repeat the decision at the resit... Speaking of which... • Warning: if you need to resit this assignment, you have to redo it alL from scratch – You can’t just revamp what you submitted in week 25 • Reminder: To reach the 3rd year, you have to pass alL your modules and get at least 30% of both the assignment and exam marks per module – Why do they make the rules for uncomplicated people so complicated? expectation • Essex university is a high-ranking, research-led institution – We expect our students to have reasonable background knowledge in their subjects • This module is about computer games – A fast-moving field • What this means is that I shall teach in the full expectation that you will FolLow games news and play games • If i mention a game you haven’t heard of, it’s down to you to find out about it Further expectation • Question 1 from summer 2013 resit exam: • (a) Outline the main topics that can legitimately be considered in a critical computer game review. [12%] (b) Apply your answer to part 1(a) to a commercial computer game released in January 2012 or later. [8%] – Note: I talk about game criticism in lecture 9 • A student formalLy complained that i hadn’t taught what games had been released in the previous 18 months • Do not be that student! – Even my (non-gamer) wife could think of football manager 2013... Technical term • One last thing before I actually start lecturing… • There is a technical term we use in game development, which you must learn to spell • This is the word lose • It is not spelled loOse • It’s spelled lose • If you spell it lOose in the assignment or examination, you will lose marks games • So, the title of this module is computer game design • Computer games, though, are just a particular kind of game • There are many types of game – Board games, Word games, Card games, Quiz games, Team sports, Fantasy sports, LARP, gambling games, ... – There are Even games played for religious or legal purposes Fortunately… • At its purest level, Game design is the same whatever the platform – The best computer game designers regard themselves as game designers, not as computer game designers particularly • Yet what is a game? • What’s the difFerence between “playing” and “playing a game”? – A child plays with a ball – A child plays a game with a ball definitions • There are no widely-accepted definitions of what a game is • Here’s a well-received 1994 definition: • “a game is a form of ART in which participants, termed players, make decisions in order to manage resources through game tokens in the pursuit of a goal” – Greg Costikyan • PersonalLy, I disagree at “resources” Because..? • Costikyan derived this definition by looking at what games aren’t: • They’re not puZzles – Puzzles are static, games are interactive • They’re not toys – toys are interactive, but games have goals • They’re not stories – Stories are linear, games are non-linear • They demand participation however... • Some people think this is too inclusive • is politics a game? – It’s weakest on the ART criterion • Is making model aircraft a game? – It’s weakest on the decision criterion • Is dancing a game – It’s weakest on the resources criterion • Is movie-making a game? – It’s weakest on the connection between tokens and resources • You manage resources, but not through tokens Then again… • Yet Some people think it’s too specific • Is noughts & croSses a game? – It’s 100% predictable – except to 6-year-olds • Is snakes & laDders a game? – You can’t interact with other players – It’s 100% random – unless you believe in luck • Is dungeons & dragons a game? – You can’t win, so what’s your goal? • Is mafia/werewolf a game? – What are the game tokens? • Is the sims a game? – no. Is this a game? • Write down the numbers 1 to 9 • two Players take it in turn to croSs ofF numbers that haven’t already been crossed-off • When exactly thrEe of the numbers you’ve crossed off add up to 15, you win! • Is this a game? How about now? • 4 9 2 3 5 7 8 1 6 Now is it a game? • is noughts and crosses a game? • What I’ve just described is noughts and crosses • noW is it a game? More definitions • “a game is a context with rules among adversaries trying to win objectives” – Clark C. Abt • “games are an exercise of voluntary control systems, in which there is a contest between powers, confined by rules in order to produce a disequilibrial outcome” – Elliot avedon & brian sutton-smith A composite • Derived from looking at the 3 definitions I’ve just listed, along with 5 others from equalLy important sources: • “a game is a system in which players engage in artificial conflict, defined by rules, that results in quantifiable outcome” – Katie Salen & Eric Zimmerman, 2003 • So that’s that sorted, then! – Except … Are crossword puzzles games? So… • Pinning down what games are is hard • Salen & zimmerman ducked out and concentrated instead on game design – “the goal of successful game design is meaningful play” • How about this, though? – “the goal of successful game design is making money” • Or even this: – “Games are what you can buy in a games store” puzzles • A quick digression slide on puZzles... • A puzzle is a fixed problem with one or more fixed solutions and no randomness • it’s single-player only – Although you can co-operatively solve one • Examples: crossword puzzles, sudoku, jigsaw puzzles • So that’s not just jigsaw puzzles – although 20% of the students doing last year’s exam seemed to think it was... Let’s play a game! • I’m going to need two players – Don’t worry, you won’t be humiliated … much • 1: players take it in turn to say words – if you say a word that ends in Y or M you lose • 2: players take it in turn to say words from the same topic (say, animals) – if you say a word that ends in Y or M you lose • 3: players take it in turn to say words from the same topic (say, city names) and each word must start with the letter that ended the previous word, no repetitions – if you say a word that ends in Y or M you lose What this shows • Games involve adding just enough restrictions to fire players’ imaginations • The 3rd game you played was identical to the first except with more rules – You could have said the same words under the first set of rules – it’s compatible • Yet the third game was FUN and the first and second were NO FUN • This paradox is at the heart of why games are so interesting The basics • Games have a set of rules that players wilLingly obey together, in order to gain some perceived benefit (eg. FUN!) • While all players folLow these rules, you have a game • This “social contract” is called the magic circle – Johan huizinga, 1938 • Breaking the contract is cheating – Or it means the end of the game Two games • Here are two games that, together, demonstrate the magic circle • Nomic (peter suber) was created to illustrate a flaw of self-amending systems – Eg. the us constitution • Mornington crescent (originally finchley central) is a traditional folk game – It works as a parody of snobbish games such as cheSs and bridge nomic • players take turns in clockwise order • In your turn, you propose a change in rules that all the other players vote on • You then roll a die to determine the number of points you add to your score – First to 100 points wins • If your proposed change is pasSed, it comes into immediate efFect • any rule can be changed – including this one! Mornington crescent • Players take it in turns to name LONDON UNDERGROUND stations • The first to say “mornington crescent” wins extremes • Nomic can become any other game at all – Including mornington crescent • however, if its rules change such that it is never able to become Mornington crescent, that’s when it either stops being a game Or has crystalLised as some other game • Why? Because mornington crescent is the magic circle incarnate • No magic circle, no game My definition • 1) Play is what happens when you freEly and knowingly bound your behaviour according to a set of rules in the hope of gaining some benefit • 2) a Game is any form of play at which you can win or lose (or both) • “you” here is either one player or one group of co-operative players • So Is Snakes and laDders a game? – Are you hoping for a benefit from playing it? Toy games • Most of the games designers write aren’t for people to play • They’re experimental • You create the game then make changes to it and see what hapPens – To demonstrate your ideas/hypotheses or discover new ones • Such games are called toy games • Games can not only be played, they can be played with..! Play, puzzle, game • There are differences between play, puzzles and games depending on how they end: – Play only ends when you give up – Puzzles only end when you give up or win – Games only end when you give up, win or lose • This means: – If you can lose, it’s a game – If you can win, it might be a game, might be a puzzle – If you can give up, it might be any of them Mid-way • this module concerns just one, fairly minor type of game – the kind you play on a computer – Or phone, console, tablet, hand-held, web site, … • Maybe “computer games” are simply what you can buy in a “computer games store”? – Including app stores and web sites – I guess the sims also sneaks in... • The rest of Today’s lecture is about the history of these “computer games” history • I’m only going to give a very brief overview of game history here • Reason 1: a fuLl history would take aLl the lectures and stiLl fall short • Reason 2: if you’ve any interest in computer games at alL then you should already know much of this stuff – If you have no interest, you maybe ought to question why you’re doing this module... • Reason 3: “Good artists copy, great artists steal” – pablo Picasso Categories 1 • Let’s start with the different categories (aka genres) of computer game – Note: there is no standard terminology! • Shooter [FPS, TPS] – Half life, Doom, unreal, halo, call of duty • Simulation [flight, racing] – ms flight simulator, a-train, gran turismo, need for speed • Arcade [collection, platform, beat-em-up] – Pac man, Mario 64, rayman, soul calibur, tekken, WWE smackdown Categories 2 • Strategy [RTS, TBS] – Starcraft, civilization, total war • God game – Populous, B&W, The sims, farmville • Rpg [arcade adventure, MMORPG] – Zelda, ff, kotor, skyrim, dragon age, wow • Sport [sims, management] – Fifa <year>, FM <year>, madden <year> • other [if, puzzle, ARG, dance] Categories by sales Categorising • Having categories doesn’t make categorisation easy • How about grand theft auto V? – Shooter, simulation, arcade, strategy, god game, rpg, sport? • It has simulation, strategy, rpG and shoOter elements – I’d go with simulation, although it’s not exactly real-life accurate… • Or Call it a sandbox game? Did you know? • Golf was invented in china • the dong 1xuan 1 LU 4 (東軒錄) relates that a game called chui 2wan 2 (捶丸 “hitting ball”) was played as early as 945 • the autumn banquet – Ming dynasty Did you know? • Golf was invented in france • Here’s an illustration from Les Heures de la Duchesse de Bourgogne, circa 1500 – a month-by month prayerbook • In particular September Did you know? • Golf was invented in ancient egypt • From the tomb of kheti at beni-hasan, 2600bc • This rock tomb’s walls are covered in paintings of ancient egyptian sports Did you know? • Golf was invented in ancient greece • Athens national museum, 1300bc • Golf was also invented in ancient rome (paganica ), England (cambuca ), Ireland (camanachd ) and the netherlands (kolf ) The point at last… • The thing is, the modern game is entirely the product of scotland • Follow the audit trail from the us masters back in time: scotland is where it ends – Scotland’s golf is the progenitor of today’s golf • Hitting a ball into a hole with a stick is a fairly obvious idea • The same applies to playing games on computers The start • So, do we care that the first “video game” was written circa 1946? – shooting pretend missiles on a CRT • Or that the first “computer game” was written in 1952 on cambridge university’s Edsac? – Called Oxo, it was just noughts and crosses • Or that the first two-player video game was shown in 1958? – Tennis for two on an oscilLoscope Well… • Well, it’s interesting trivia, but computer games were always going to happen • No games were derived from or inspired by these early ones that I’ve mentioned just now • The first game that did seed others is spacewar! – 1961, steve “slug” russell, mit, on a pdp1 • Spacewar! ’s descendents also bore fruit, and ultimately led to most of today’s computer games industry – Spacewar! Is a progenitor of computer games Spacwar! • Here’s what spacewar! Looked like: • Yes, it’s asteroids – Except 2-player and no asteroids… Arcade games • Spacewar! Was made into a coin-op game by nolan bushnell (entrepreneur) and ted dabney (engineer) – Called Computer space, it was not a great success • In 1972, bushnell & dabney formed atari • Atari kick-started the whole arcade game revolution with the game phenomenon that was … gueSs what? Pong, 1972 • Even back then, we didn’t think the graphics were all that great… Home video consoles • In 1975, Atari brought out pong on a “home video console” • It was not the first home video console • That was 1972’s magnavox odySsey, designed in the 1960s by ralph baer • Baer had used a ping-pong game to demo a prototype of it several years earlier – He’d kept a guest book signed by its players, which included nolan bushnell – Magnavox sued … Atari lost Space invaders, 1978 • Arcade games realLy took off with the arrival of taito’s space invaders – B&w screen – colour came from tinted strips – Star wars had come out a year earlier Pac man, 1979 • Namco’s pac man used a colour display • It Brought computer games to the mainstream – Originally called puck man, heh heh consoles • First-generation consoles were hardwired to play only one game • 1n 1976, fairchild released its secondgeneration, cartridge-based chanNel F • In 1977, atari created the atari vcs – “video computer system”, the atari 2600 • Intellivision, colecovision etc. did likewise – Atari led the market as it had most games • This Led to a boom, followed by the bust of 1983 that reduced sales by a factor of 30 meanwhile • Back in academia, games were still being made just for FUN • Two main networks: Plato and decus • Plato was a video system, way ahead of its time • It Was influential but patchily so – some precursors, some progenitors – Lotus notes, freecell, Macpaint, MS flight simulator and battlezone all began life on plato Avatar, 1979 • plato’s most popular game was avatar decus • Plato was something of an island • Sadly, Today’s games industry owes very litTle to it – Despite what plato enthusiasts would like you to believe… • The other way that games gained currency in academia was through the dec user group – decus • Today’s Adventure games, rpgs and mmorpgs all have their roots in 1970s games written for dec computers computers • Consoles have a closed architecture – You can’t sell games for them without the manufacturers’ say-so • Home computers have an open one – Go ahead and program! • The 1980s witnessed an explosion in home computer use – Commodore pet, APple ii – Atari st, commodore 64 and amiga – bBc model b, zx spectrum Uk influence • The BeEb and the spectrum introduced many youngsters to computer games – We Saw a flowering of the industry here • Because of this, today the uk is fourth worldwide in computer games development – behind us and japan and (as of 2007, in terms of people employed) canada – China and south korea are closing fast • That’s why this course is being taught here and not in france – France merely owns the publishers… More consoles • In 1985, the third-generation, 8-bit nintendo entertainment system (NES) was released and saved the industry – The nes came bundled with super mario bros • It introduced the gamepad – now standard for consoles • Fourth generation consoles were 16-bit – Sega mega drive (or genesis), 1988 – SNES ultimately won the vicious console war • Fifth generation were 32-bit – Sega saturn, sony playstation, 1994 platforms • Games in Arcades declined in the 1990s – consoles could reproduce their experience • Pc games suffered because of instalLation issues and poor graphics – Plug & play addressed the installation issues – 1996 vOodoO chip gave it the graphics • 6th gen Consoles went 128-bit in 1999 – Sega dreamcast • Ps2 won the console war (units sold) – Ps2 153.6m, xbox 24m, gamecube 22m, dreamcast 10.6m Up to date • 7th gen consoles introduced new input methods (kinect, wii) – Not entirely successfully... • They also introduced DVD and blu-ray to try to establish the console as a multimedia box – Not entirely successfully... • The 8th generation (wii u, ps4, xbox one) is the curRent one – Pretty much 7th-gen but more powerful nowadays • AAA Pc games are written in use C++ – compilers can optimise it very well now – Also, the established libraries are just about standard across platforms • And for smartphones, also languages • Console development is also aLl in C++ – Because that way games will run on later versions of the console • Access to Sdks is STRICTLY controlled – Indeed, it’s ilLegal to use unlicensed versions • But see ce318... paradigms • By the mid-1990s, the main computer game paradigms had been established by key, breakthrough products: – Rts (dune ii, 1992) – FPS (Wolfenstein 3d, 1992; doom, 1993) – Adventures (king’s quest, 1984; monkey island, 1990) – God games (sim city, 1989; populous, 1989) – Tbs (Civilization, 1991) • Oh, and one last thing: mmorpgs… wildstar • wildstar, carbine, 2014: World of warcraft • world of warcraft, blizzard, 2004: everquest • Everquest, sony online entertainment, 1999 dikumud • Dikumud, copenhagen university, 1990 abermud • Abermud, alan cox, 1987 mud • Mud, Roy trubshaw & richard bartle, 1978 Narrow road between lands. You are stood on a narrow road between The Land and whence you came. To the north and south are the small foothills of a pair of majestic mountains, with a large wall running round. To the west the road continues, where in the distance you can see a thatched cottage opposite an ancient cemetery. The way out is to the east, where a shroud of mist covers the secret pass by which you entered The Land. It is raining. *w Narrow road. You are on a narrow east-west road with a forest to the north and Gorse scrub to the south. It is raining. A splendid necklace lies on the ground. * • MUD didn’t come from anything • This is why I get to give this lecture and you don’t One last thing • the uk computer games industry directly employs 10,000 people – And another 15,000 indirectly • uk universities produce 3,000 graduates with computer game degrees every year • Competition is therefore tough! • Merely having a games degree – even from essex – does not entitle you to a job • When employers say they want people with a paSsion for games, they mean it! finally • Some web sites to check out! • Initial Rules for nomic – http://www.earlham.edu/~peters/writing/nomic.htm#initial%20set • A description of mornington crescent – http://en.wikipedia.org/wiki/Mornington_Crescent_%28game%29 • The bust of 1983 – http://en.wikipedia.org/wiki/Video_game_crash_of_1983 • History of Computer Games in general – http://www.thedoteaters.com/?page_id=6 • History of Virtual worlds in particular – http://www.raphkoster.com/gaming/mudtimeline.shtml
© Copyright 2025 Paperzz