Upload
tyler-mccarthy
View
219
Download
3
Embed Size (px)
Citation preview
CSCE 552 Spring 2009
Understand Games
Visual .Net
Engineering College has site license Download through
http://msdn03.e-academy.com/elms/Storefront/Home.aspx?campus=sc_eng Must have an engr.sc.edu email accou
nt to login It’s free
Game Development 2009
Game History
Game History
First game: William Higinbotham 1958 Analog computer An isolated incident
Inpsiration: Steve “Slug” Russell 1961 as a student in MIT DEC PDP-1 (18 bit) $120,000
Tennis for two (1958)
Spacewar (1961)
Game for the Masses Ralph Baer (left) and Nolan Bushnell (right)
Magnavox Odyssey (1972)
1967-1968, Ralph Baer Light gun and shooting Brown Box, the first home video game
console Sold to Magnavox
Light Gun and Odyssey
Nolan Bushnell and Atari (1972)
Computer Space machines Atari company Arcade games Pong: first popular video game
Pong and Arcade
Computer Space
Cartridge-based Console (1977) Atari 2600, 1977 Able to support many games
NES (90% market)
NES
Gameboy
Mario
contra
Playstation
Playstation I Sony (1994-1995) CD form
Playstation II (2000) DVD Strong third party support
Playstation III (2006)
Playstation I
Final Fantasy
Grand Theft Auto
Playstation III
Final Fantasy XIII
Grand Theft Auto IV
Xbox
Microsoft has been in game for long Flight simulator Age of Empires
Microsoft (2001) PC architecture Xbox Live Xbox 360 (2006)
MS Games
Designers
Will Wright SimCity The Sims
Sid Meier Pirates! Railroad Tycoon Civilization
Ken & Roberta Williams Adventure games: Quest half-Life
Richard Garriott RPG games Ultima
Old Legendary Games
Pac-Man Tetris Final Fantasy Pokémon Doom …
Studios
MS (flight simulator, AE) Electronic Arts (publisher, C&C) Interplay LucasArts Blizzard (Warcraft) Id Software (DOOM)
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 (DDR)
Puzzle Tetris
Education Typing NSF funds many such games
Languages
Assembly C/C++ VB Java Flash Script
Types of Players (from wiki)
Casual gamer: A person who enjoys playing games with simple rules or which do not require large blocks of time to play, may even not consider him/herself as a gamer
Hardcore gamer: spends much of their leisure time playing games. Competitive gamer: plays games for the enjoyment of competing
with other players. Retrogamer: enjoys playing or collecting vintage video games fro
m earlier eras. Glitcher: enjoys finding flaws in a game or finding ways to exploit
unintentional features. Professional Gamer: plays games for money
Game tournament Receive prizes Cyberathlete Professional League
E-Sports
ESA
Entertainment Software Association www.theesa.com Some facts
$9.5-billion software sale in US, more than tripled from 1996, up 14% from 2007
65% US households play games Average age is 35 with 13 years of playing 63% parents believe that games are postive for t
heir children
Comparison
Ave. age: 29 Game buyer: 36 Women: 39% Online: 22% Women online: 40%
Ave. age: 33 (12+) Game buyer: 40 Women: 38% Online: 44% Women online: 42%
2003 2005
Ave. age: 35 (14+) Game buyer: 40 Women: 40% Online: 44% Women online: 44%
2008
Who and what
From ESA
Platform info
For Computer Gamers... 30% of most frequent game players are <18 26% of most frequent game players are 18-35 44% of most frequent game players are >35
For Console Gamers... 40% of most frequent game players are <18 35% of most frequent game players are 18-35 25% of most frequent game players are >35
Genre info
From ESA
Online game
From ESA
How to Interpret the Data
Pro-data: Do as data suggests Why: the failure of targeting pre-teen female
market Anti-data:
Explore un-charted territory Target older audience on Xbox? Real Time Strategy on Xbox? Shooting game for moms?
ESRB Entertainment Software Rating Board Self-regulated rating board
From ESA
Why Rating? Example: Conker
Animated Violence, Mature Sexual Themes, Strong Language
Age 17+ Seven different worlds with 60+ sub-
chapters to explore Massive multiplayer mode Easy to confuse parents and buy for
young kids
Conker Screens
New Conker on Xbox
Controversial Games (photos removed)
Sega’s Night Trap (1992)
DOOM
School shooting----Doom?
Flight Simulator
Flight Simulator Again
Grand Theft Auto
Teaching how to hi-jack?
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
Results on 9th Grader
By David Walsh
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
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 ga
me (>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 s
tuff 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
What is a game
A game is a form of art in which participants, called players, make decisions in order to manage resources through game tokens in the pursuit of a goal. (Greg Costikyan)
A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome. (Salen and Zimmerman)
Game Design
Early game design practices resemble the authoring of folk tales: The game elements and rules evolve over time by the effo
rt of countless nameless “designers” Game design has developed towards systematic pr
actices, games designed on purpose Craft vs. Design
Characteristics of a craft product: combination of the methods and materials available as well as the situations in which the product has been used over a longer period of time
Characteristics of a designed product: the result of a trying to reach a design goal by using methods and materials available
From The Book’s slides
Factors (Crawford)
Crawford: The Art of Computer Game Design (1984)
Identifies four common factors between all games: Representation Interaction Conflict Safety
Features (Costikyan)
“I Have No Words & I Must Design” (1994) Identifies design choices that have to be ma
de when games are designed And the main features necessary for games:
Decision making Goals Opposition Managing resources Game tokens Information
MDA (Hunicke, LeBlanc, Zubek )
Mechanics, Dynamics, and Aesthetics Three main components:
Mechanics that describe the parts of a game at the level of data representation and algorithms
Dynamics that describe the run-time behavior of the game Aesthetics that describe desirable emotional responses evoked in the pla
yer during gameplay Sensation, game as sensory pleasure Fantasy, game as make-believe Narrative, game as drama Challenge, game as obstacle course Fellowship, game as social framework Discovery, game as uncharted territory Expression, game as self-discovery Submission, game as pastime
Provide a framework to span game design, development, game criticism and research
400 Projects (Rules)
The rules consist of five parts An imperative statement of the rule A description of the domain of the rule Rules which take precedence over the rule Rules that the rule takes precedence over A description of examples and counter-examples
The rules are meant to be tools which can be used in different phases of the design process
Areas and Challeges (Adams, Rollings)
Three different areas Core mechanics Interactivity Storytelling Narrative
Categorizing different types of challenges: Pure challanges (logic and inference, lateral-thin
king, 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 2009
Understanding Fun
What is Fun?
Game is all about fun Dictionary: Enjoyment, a source of am
usement It is important to consider underlying re
asons 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”
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
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