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Computer Game Development
By Jijun Tang
Google Group
http://groups.google.com/group/csce552 Please check and ask for membership Will serve as the main way of
communication
First Presentation
In two weeks To present
Group info: name, logo, etc Game ideas Game design issues
Tennis for two (1958)
Spacewar (1961)
Light Gun and Odyssey
Pong and Arcade
Computer Space
Cartridge-based Console (1977) Atari 2600, 1977 Able to support many games
NES (90% market)
NES
Gameboy
Mario
contra
Wii
Playstation I
Final Fantasy
Grand Theft Auto
MS Games
Types
Adventure (text-based/graphical) Action (shooting, combat sim)
First-person shooting Combat sim Action adventure Platformer (Mario) Fighting Real-time strategy (RTS) Survival Horror
Types
Role Playing Game (RPG) Stealth Simulation
SimCity Flight Simulator Train Simulator
Racing Sports
Types
Rhythm Dance Dance Revolution
Puzzle Tetris
Education Typing NSF funds many such games
Languages
Assembly C/C++ VB Java Flash Script
ESA
Entertainment Software Association www.theesa.com
Sales
From ESA
ESRB Entertainment Software Rating Board Self-regulated rating board
From ESA
Game and Violence
Study from National Institute on Media and the Family
Concerns Children are more likely to imitate the actions of a
character with whom they identify. In violent video games the player is often required to take the point of view of the shooter or perpetrator.
Video games by their very nature require active participation rather than passive observation.
Repetition increases learning. Video games involve a great deal of repetition. If the games are violent, then the effect is a behavioral rehearsal for violent activity.
Rewards increase learning, and video games are based on a reward system.
Concerns Warranted?
Exposure to violent games increases physiological arousal
Exposure to violent games increases aggressive thoughts
Exposure to violent games increases aggressive emotions
Exposure to violent games increases aggressive actions
Exposure to violent games decreases positive prosocial (i.e., helping) actions
Evidence against Linking Games and Violence
Violent crime, particularly among the young, has decreased dramatically since the early 1990s, whilevideo games have steadily increased in popularity and use.
Many games with violent content sold in the U.S. -- and some with far more violence -- are also sold in foreign markets. However, the level of violent crime in these foreign markets is considerably lower than that in the U.S
Numerous authoritieshave examined the scientific record and found that it does not establish any causal link between violent programming and violent behavior.
The above are claims from theesa.com
Results on 9th Grader
By David Walsh
Parents Controling Kids
Culture Issues
Culture acceptance is hard to predict Stereotypes
may backfire but also may pay-off, should we avoid?
Foreign policies Try to understand other cultures Have some sensitivities
Culture acceptance is hard to predict
Requirements of Our Projects
We will mimic ESRB and rate your games (E, 10+ or T)
Vote from the class Please do some research about your
games: culture issue, violence? IP? Avoid controversies
MMORPG
Massively Multiplayer Online Role-Playing Game
World of Warcraft (8M worldwide, 2M North America, 1.5M Europe, 3.5M China)
NavyField MUD (Multi-User Dungeon) Counter Strike: online first person shooter
game (>200K simultaneously) EverQuest Second Life (virtual world)
Examples
Society Issues with Online Games
Improve society and provide fun Some people make a living through adding
stuff to online games Bad things can happen
Play too much, mess real life or cannot separate real from virtual
Security problems, cheating, hacking Deindividuation In-game regulatory tools
Areas and Challeges (Adams, Rollings)
Three different areas Core mechanics Interactivity Storytelling Narrative
Categorizing different types of challenges: Pure challanges (logic and inference, lateral-
thinking, memory, intelligence-based, knowledge-based, pattern-recognition, etc.)
Applied challenges (races, puzzles, exploration, conflict, economies and conceptual challenges)
Basic Elements (Game Design Workshop)
Identify eight basic formal elements: Players Objective Procedures Rules Resources Conflicts Boundaries Outcomes
The design method is to use the formal elements to describe the current design and make sure that all aspects of a game design are taken into consideration
CSCE 552 Spring 2011
Understanding Fun
What is Fun?
Game is all about fun Dictionary: Enjoyment, a source of
amusement It is important to consider underlying
reasons Funativity – thinking about fun in terms
of measurable cause and effect
Why fun?
It’s deep in our evolution root, and we must look to our ancestors (200 yrs of tech advancement haven’t changed our instinct)
Cats, dogs, etc play to learn basic survival skills (physical and social)
Games are organized play Human entertainment is also at its heart
about learning how to survive Social rules are also critical to us
Surviving
Life is all either work, rest, or fun To survive, we must work
Our ancestors were those who survive The survive skills are passed down
Who is more likely to survive?
People working too hard?
People resting too much?
We must play to gain skills
Learning is fun
Fun is about practicing or learning new survival skills in a relatively safe setting
People who didn’t enjoy that practice were less likely to survive to become our ancestors
Hunting and Gathering
Basic skills are hunting and gathering Current popular games reflect this It’s a good start point to design games Shooters, wargames = hunting Powerups, resources = gathering Sims, MMO = social, tribal interaction
Gathering and hunting
Natural Funativity Theory
All funs are derived from practicing survival and social skills Key skills relate to early human context Often in modern guise: play chess, football,
dance, etc Three overlapping categories
Physical Social Mental
Physical Fun
Sports Enhance our strength, stamina, coordination
skills Winning is also a mental fun
Exploration Knowledge of surrounding areas Explore unknown
Hand/eye coordination and tool use are often parts of fun activities – crafts
Physical aspect to gathering “stuff”
Wii Sports
Social Fun
Storytelling is a social activity First virtual reality Learn important lessons from others
Gossip, sharing info Flirting Showing off
Social funs
Mental Fun
Humans have large brains Abstract reasoning practice Pattern matching and generation
Music Art Puzzles
Gathering also has mental aspect, categorizing and identifying patterns
Gambling
Casino/Online Gambling
Multipurpose Fun
Many fun activities have physical, social and mental aspects in combination
Games that mix these aspects tend to be very popular
Incorporate ways to practice these skills to increase the popularity of games
Game Definitions
Some time lack standard (concrete) definitions
Game: Object of rule-bound play Play: Interactions to elicit emotions Aesthetics: Emotional responses during play Frame: The border of a game’s context
Inside the frame is in the game Outside the frame is real life
The Language of Games
Why do we play? Not a designer’s problem
What is the nature of games? Not a designer’s problem
How is a game formed of parts? A designer’s problem
Approaching Design
Computer games are an art form Digit arts
Game design practices can be taught You do not need to be genius to design games
Technical discipline like music, film, poetry
Approaching Design
Mental/Cognitive Concepts Beliefs Maps
Examples: Locations Relationships
Mathematical Equations Formulas Algorithms
A model represents something
Approaching Design
Abstract model Conceptual and idealized A tool for investigating specific questions Simplifies thinking to help understand problems May include assumptions thought to be false
Abstract game One rule
The piece is moved to the open square
A Player-Game Model
A model of the player – game relationship
M e c hanic s Inte r fac e Sys te m
P LAYER G AM E
A Player-Game Model
Mechanics Things the player does
Interface Communication between player and
game System
Underlying structure and behavior
Control and State Variables
Control variables Inputs from players
State variables Quantities indicating game state
Play Mechanics
Gameplay Feelings of playing a particular game Activities engaged in a particular game
(Play/game) Mechanics Specific to game activities “What the player does”
Actions
Actions not often in discrete stages Not all actions progress through all
stages
Seven Stages of Action
Execution Intention to act Sequence of action Execution of action
sequence
Evaluation Evaluating
interpretations Interpreting perceptions Perceiving states
P e rc e ivings tate s
Inte rpre t ingpe rc e ptio ns
E valuat inginte rpre tat io ns
E xe c utio n o fac t io n s e que nc e
Se que nc e o fac t io n
Inte nt io nto ac t
G o als
T H E GA M E
Seven Stages of Action
A goal is formed Models the desired state The desired result of an action Examples:
Have a glass of water in hand Capture a queen Taste ice cream
P e rc e ivings tate s
Inte rpre t ingpe rc e ptio ns
E valuat inginte rpre tat io ns
E xe c utio n o fac t io n s e que nc e
Se que nc e o fac t io n
Inte ntio nto ac t
G o als
T H E GA M E
Seven Stages of Action
Goals turned into intentions to act Specific statements of what is to be done
P e rc e ivings tate s
Inte rpre t ingpe rc e ptio ns
E valuat inginte rpre tat io ns
E xe c utio n o fac t io n s e que nc e
Se que nc e o fac t io n
Inte ntio nto ac t
G o als
T H E GA M E
Seven Stages of Action
Intentions put into an action sequence The order internal commands will be performed
P e rc e ivings tate s
Inte rpre t ingpe rc e ptio ns
E valuat inginte rpre tat io ns
E xe c utio n o fac t io n s e que nc e
Se que nc e o fac t io n
Inte ntio nto ac t
G o als
T H E GA M E
Seven Stages of Action
The action sequence is executed The player manipulates control variables
P e rc e ivings tate s
Inte rpre t ingpe rc e ptio ns
E valuat inginte rpre tat io ns
E xe c utio n o fac t io n s e que nc e
Se que nc e o fac t io n
Inte ntio nto ac t
G o als
T H E GA M E
Seven Stages of Action
The state of the game is perceived State variables are revealed via the interface
P e rc e ivings tate s
Inte rpre t ingpe rc e ptio ns
E valuat inginte rpre tat io ns
E xe c utio n o fac t io n s e que nc e
Se que nc e o fac t io n
Inte ntio nto ac t
G o als
T H E GA M E
Seven Stages of Action
Player interprets their perceptions Interpretations based upon a model of the system
P e rc e ivings tate s
Inte rpre t ingpe rc e ptio ns
E valuat inginte rpre tat io ns
E xe c utio n o fac t io n s e que nc e
Se que nc e o fac t io n
Inte ntio nto ac t
G o als
T H E GA M E
Seven Stages of Action
Player evaluates the interpretations Current states are compared with intentions and goals
P e rc e ivings tate s
Inte rpre t ingpe rc e ptio ns
E valuat inginte rpre tat io ns
E xe c utio n o fac t io n s e que nc e
Se que nc e o fac t io n
Inte ntio nto ac t
G o als
T H E GA M E
Designer and Player Models
Systems are built from designer mental models Designer models may only anticipate player goals
Designer U ser
Us er 'sM o d el
D es ig nM o d el
S y s tem I m ag e
System
Designer and Player Models
Players build mental models from mechanics Based upon interactions with the system image
The reality of the system in operation Not from direct communication with designers Player and designer models can differ significantly
Designer U ser
Us er 'sM o d el
D es ig nM o d el
S y s tem I m ag e
System
Core Mechanics
Typical patterns of action Fundamental mechanics cycled repeatedly
Examples: Action shooters – run, shoot, and explore Strategy game – explore, expand, exploit, exterminate
referred to as the “four X’s”
Premise
The metaphors of action and setting Directs the player experience
Provides a context in which mechanics fit Players map game states to the premise
Premise
Story is the typical example of premise Time Place Characters Relationships Motivations Etc.
Premise
Premise may also be abstract Tetris operates under a metaphor
The metaphor: arranging colored shapes
Encompasses all game elements Player discussions use the language of
the premise
Premise
Games are models Activities being modeled form premise
Actions may appear similar in model Usually are fundamentally quite different Sports games are good examples:
Playing video games isn’t like playing the sport
Premise
Goes beyond setting and tone Alters the players mental model
Basis of player understanding and strategy Possible: Capable of happening in the real
world Plausible: Possible within the unique world of
premise “Makes sense” within the game’s premise Consistent with the premise as understood
Choice and Outcome
Choice A question asked of the player
Outcome The end result of a given choice
Possibility space Represents the set of possible events A “landscape” of choice and outcome
Choice and Outcome
Consequence or Weight The significance of an outcome
Greater consequences alter the course of the game more significantly
Choices are balanced first by consequence
Choice and Outcome
Well-designed choice Often desirable and undesirable effects Should relate to player goals Balanced against neighboring choices
Too much weight to every choice is melodrama
Orthogonal choices – distinct from others Not just “shades of grey”
Qualities of Choice
Terms in which to discuss choices Hollow – lacking consequence Obvious – leaves no choice to be made Uninformed – arbitrary decision Dramatic – strongly connects to feelings Weighted – good and bad in every choice Immediate – effects are immediate Long-term – effects over extended period Orthogonal – choices distinct from each other
Goals and Objectives
Objectives Designed tasks players must perform
Rigid requirements – formal
Goals An intentional outcome
Notions that direct player action Scales all levels of motivation
From selecting particular strategies… …to basic motor actions (e.g. pressing a button)
Goals and Objectives
Objectives and goals can differ Players goals reflect their understanding of the game Designers must consider how the game communicates with
players Affordances – the apparent ways something can be used
D esigner U serSystem
F in d s w o r dKill d r ag o nR es c u e p r in c es s
F in d s w o r dR es c u e d r ag o nKill p r in c es s
Resources/Economies
Resources Things used by agents to reach goals To be meaningful, they must be…
Useful – provide some value Limited – in total or rate of supply
Economies Systems of supply, distribution, consumption Questions regarding game economies:
What resources exist? How and when will resources be used? How and when will resources be supplied? What are their limits?
Player Strategy
People usually reason with commonsense A view of linear causation – cause and effect
Complex systems do not behave linearly Players need information to support linear
strategy
Situat io n R e s ultAc tio n
Game Theory
Game Theory Branch of economics Studies decision making
Utility A measure of desire associated with an outcome
Payoffs The utility value for a given outcome
Preference The bias of players towards utility
Game Theory
Rational Players Abstract model players – not real people
Always try to maximize their potential utility Solve problems using pure logic Always fully aware of the state of the game
Game Theory
Games of skill One-player games Outcomes determined solely by choices
Games of Chance One-player games Outcomes determined in whole or part by nature (chance)
Games of Strategy Competitions between two or more players
Game Theory
Decision under certainty Players know the outcome of any
decision Risky decisions
Probabilities of nature are known Decision under uncertainty
Probabilities of nature are unknown
Interface
Interface Input, presentation, and feedback.
Input Player to game
Output Game to player
Interface
Contains both hardware, software, and performance elements. Hardware such as game pads Software such as engines Performance such as pressing a button
Graphical user interface (GUI) A visual paradigm of control GUI is the first impression of the game And hard to be cross-platform First: 1984 Macintosh GUI with mouse
Interface
Typical perspectives: First-person Over-the-shoulder (OTS) Overhead (top-down) Side Isometric
First person
OTS
Overhead and Side
Isometric
Audio Interface
General categories of audio Music
Powerful tool for establishing mood and theme
Pay attention to license issues The campus is cited 960 times last year
Sound effects Dialog
Input Interface
Controls Physical input devices: mouse, key,
motion, etc 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
Keys
Key map or control table A diagram showing control input, action,
and context Mapping: An understood relationship
between two things Map keys by looking at your own hand Suit your targeted players: small/big
Key maps
Complex games have many keys and combinations
Ship your game with a detailed key map Control diagrams
Show input, action, and context
Example
Front End Interface
Front-end In application software
The visible portion of the application In games
GUI elements not displayed during play Used mainly for input/configure/choice
Hud 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
Huds