Week11 puzzle-games-2

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  • *THE GENRES OF GAMESArtificial Life, Puzzle Games, and Other Genres

  • *Lecture Objective:To understand artificial life, puzzle games, and other genres

  • *Artificial LifeArtificial Life is a branch of computer science research, jut as artificial intelligence is.A r t i f i c i a l L i f eArtificial Life (A-Life) involves modeling biological processes, often to simulate the life cycles of living thingsA-life researchers hope to discover new ways of using computers by using biological mechanismsTypically, A-life games are about maintaining and growing a manageable population of organisms, each of which is unique

  • *Artificial Pets is a subcategory of A-Life. Artificial Pets is simulated animals that live on your computer, either in a environment of their own or on your desktopArtificial PetsThey can be simulated to a real animals as in Petz series developed by PF.Magic. Others example is Tamagotchi (key chain)Artificial Pets are almost always cute. The nature of their Gameplay concentrates on training and maintenance, and watching them do endearing things.They seldom reproduce or die, and the player usually wants to interact with only one or two at once.PetzA r t i f i c i a l L i f e

  • *If the player is going to spend much time looking at A-Pet, then the pet need to have quite a lot of AI a variety of things and behaviors. An artificial pet should have emotions/moods, playing, teasing, grooming, fighting and so on. But the important thing is being able to learn.An artificial pet should have emotions/moods, playing, teasing, grooming, fighting and so on. But the important thing is being able to learn.A r t i f i c i a l L i f e

  • *A r t i f i c i a l L i f e

  • *A-Pet is software toy rather than a game because it doesnt have much challenge or a victory condition.A software toy is a term for entertainment software that you just play around with, without trying to defeat an opponent or achieve victory.A r t i f i c i a l L i f e

  • *It is easy enough to say that CMSs are about process, but has to be a meaningfully displayed on a computer screen, and it must fire the players imagination. Genetic A-Life GameCMSs take place in the context of a physical space, usually a two-dimension world in which buildings or other objects can be constructed.Eg. Caesar is about building an ancient Roman town, so the setting is a landscape near a river.Civilization is about exploring a world while at the same time advancing a civilization both culturally and technology, so its setting is an entire continent/several of themA r t i f i c i a l L i f e

  • *Many single-player computer games contain puzzles. Puzzle games are games that are primarily about puzzle solving, sometimes without incorporating the puzzles into a storyline or larger goalPuzzle GamesP u z z l e G a m e s To be a commercial success, a puzzle game needs to be challenging (but not too hard), visually attractive and enjoyable to play.

  • *1. Find InspirationSource of inspiration is a play dynamic of some kind : flipping switches, turning knobs, sliding objects around, or pick them up and putting them down.There are more complex dynamics among object : balancing, reflection, connection and transmission.Tetris was inspired by a non-computer game called Pentominoes.Scott Kims Eight StepsHe is a designer who creates puzzles for print media, websites and computer games. (Step 1-4 : the process of specifying the rules, Step 5-8 : the process of building the puzzles and the game itself :P u z z l e G a m e s

  • *2. SimplifySimplify the controls, figure out what the essential moves are, and devise controls that implements them with a minimum of fiddling3. Create a Construction SetThe only way to be sure that a puzzle concept works is to play it. You can build a paper prototype or a simple version using Macromedia Flash to see if it works4. Define the rulesThis is the key part of puzzle design. Most puzzles are categorized in 4 things: Board : Is it a grid?, A network? Or there is no board at all?Pieces : How are they shaped? What pictures are on them?Moves : what side effects do they have?Goal/victory condition P u z z l e G a m e s

  • *5. Construct the puzzlesA puzzle challenges the player to get from a problem to a solution. Every puzzle requires that the player make choices, some will lead to dead ends.In adventure game, each puzzle appears in a story context that give meaning and solving it will related to the storyline of the game. 6. TestTesting tells you several things. It tells you whether the puzzle is too easy or too hard + its fun.It helps you also to find out if there are alternate solutions that you didnt think of. It helps in discovering errors in the rules and the interface design.P u z z l e G a m e s

  • *7. Devise a sequenceThe most obvious arrangement is a linear sequence going for easy to difficult. But in practice, that becomes tiring and discouraging. A better arrangement is a saw toothshape which get difficult for a while, then goes back to an easy puzzle over and over.You also need to think about transitions between puzzle, something that will keep her moving on to the next one.8. Pay attention to presentation.There are other details of game design : sound, graphical style, animation, user interface elements, storyline and so on.

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  • *Computer enable us to make a lot of puzzles that would be impossible or very expensive to create in the real world.What Computes Brings to Puzzlesa. Enable non-physical or awkward The computer can let players do things that dont correspond to physical actions in the real world. Eg. Changing color of something.You can also let the player control several things at once with just one key, something that would be awkward to do in a physical implementation.b. Include computation featuresYou can use the computing power available to automatically generate new puzzles, find solutions to the current puzzle or generate hints about what the player should do next.P u z z l e G a m e s

  • *3. Enforce the rulesIn a lot of physical puzzles, its up to the player to enforce the rules on himself/herself. Some times players make mistakes and break the rules accidentally. A computer game can make sure that never happens.4. Undo and record movesThis is very useful feature for games involves moving objects around in a sequence.5. Structure the experience.The computer allows you to present the experience in a particular order, if necessary passing automatically from one phase to anotherIn the real world, the player would be looking at the instructions and saying Lets see, what am I supposed to do next?P u z z l e G a m e s

  • *6. TeachYou can include tutorial modes and step-by-step instructions to help your player get into the game.7. Utilize bells and whistleObviously, with sound and animation, you can make a puzzle much more aesthetically interesting on the computer than it would be as a physical object. 8. Enable online playThe computer lets players compete against one another, compare solutions, and be part of a puzzle-solving community. P u z z l e G a m e s

  • *The game industry has always been overwhelmingly male, and male developers have tended to design games that they themselves would like.Games for GirlsFor most of the industrys history, no one made an effort to design games specifically for girls, or even to think much about what kinds of games girls would like.G a m e s F o r G i r l sPurple Moon did a great deal of research to try to discover how girls play games and what what kind of games they would like. Unfortunately it didnt sell very well, and eventually Purple Moon got into financial trouble and was sold to Mattel (a toy company). Purple Moon

  • *But some people are continuing to make money with games for girls. Dont be mistaken girls and women. Adults women are more diverse than children are.But some people are continuing to make money with games for girls. Dont be mistaken girls and women. Adults women are more diverse than children are.G a m e s F o r G i r l s

  • *Mattels Approach. ( Manufacturer of Barbie single most famous toy for girls in the world.)If you want to make games specifically for girls, you have to ask yourself what girls are especially interested in- and perhaps more important what theyre NOT interested in.Barbie GamesMattel has had great success developing games for girls because it understands its target market.Part of the reason for Barbies success is that it was is aimed a core age group from 4-8 years old; after that, girls interests change. Mattel does not try for one-sizes-fits-all approach.G a m e s F o r G i r l s

  • *Jesyca Durchin is the owner of the consulting company Nena Media which creates media content for young girls. Developing Games For GirlsShe is also a former executive producer for Mattel. At the 200 Game Developers Conference, she gave an extremely useful summary of what she had learned about girls. G a m e s F o r G i r l s

  • *1. Girls Have a Wide Variety of InterestsIt is vital to identify what type of girl is interested in your type of game. Girls are much more fragmented in their interests than boys. Girls change more rapidly, and their emotional and intellectual growth happens differently. A girl will have different needs in the playtime almost every year of the childhood-loosely defining childhood to be ages 4-142. Girls like stuff Stuff is what the girl can collect. Display or take away from the product. It is incredibly important for the girl to feel there is a reason for her to play. In some ways, collecting stuff replaces the concept of scoring in traditional boys software. Collecting each one of a variety of shells, for example is more