Title: Game Play Styles
1Game Play Styles
2Game Play Styles
- Games Have various structures that the user must
handle - Common structures appear in many games
3Suggestions?
4Driving 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
5Puzzle - Arrange Geometry
- Some self-contained artifact must be rearranged
into a solved position - Sokoban
- Solitaire
- Adventure games
6Dynamic Puzzle
- Some dynamic artifact must be navigated through
- Deadly pendulums swinging!
- Tetris
7Rescue/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
8Collision Detection
- Shooting
- Player shoots a projectile to make progress
towards winning - Direct Attack by self
- Collision Avoidance
- Bullets miss you
- Block punch/kick
9Obstacle Avoidance
- Player must avoid environmental objects/enemies
to win - Pac-Man (Inky, Pinky, etc)
- Centipede
- Frogger
- Mario Bros etc etc
10Obstacle Creation
- Player creates or controls environment to
influence or defeat opponent - Eg. Light cycles in Tron
- Walls in strategy games
- Go
11Search
- Somethings 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
12Material Removal
- Object is to remove opponents pieces
- Examples
- Chess
- Checkers
- War games
- Action games (Space Invaders, Pac-Man, Asteroids)
13Material 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
14Economic Simulation
- You must set up a flow of material and/or money
- Get the most stuff
- He who dies with the most toys wins!
15Economy Simulation
- Resource gathering
- Gold, Wood, Iron, etc, etc
- Direct
- AOE gatherer units, CC
- Indirect
- Total Annihilation, Kingdoms,
16Economic Simulation
- Buildings
- Create NPCs
- AOE, Warcraft I, Caesar III
- Create/transform materials
- Settlers, Caesar III
17Economic 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
18Research
- Create a new technology that makes your NPCs
better - AOE, Starcraft
- Advance your civilization
19Dialog/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
20Artificial Life
- Must grow your creature
- Train it
- Feed it
21(No Transcript)
22Fun
- Flow -- Mihaly Csikszentmihalyi
- Chapter 3 Enjoyment and the Quality of Life
- Some thoughts on Game Design Andrew Glassner
23What is fun?
- Can you name an experience that was supposed to
be fun but was not? - Not supposed to be fun, but was?
24- Is it reasonable to say some software Is fun ?
25- 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
26Not just software alone!
27Not just software alone!
Depends on mood
28What Mihaly did
- Sociology
- Interviews
- Surveys of peoples attitudes
- Using the beeper -
- Tell me how youre feeling now
29How 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
30Happiness
- Money cant buy happiness
- eg. Unhappy rock stars
- Real happiness
- What happens to us
- How we feel about ourselves
31Pleasure
- Expectations have been met
- Too high Hype about experience
- Low expectations Random video rental
32Pleasure
- Expectations have been met
- Too high Hype about experience
- Low expectations Random video rental
Star Wars I II
33Enjoyment
- Forward motion, sense of accomplishment
- Game with matched opponent
- Too easy or too hard is no fun!
34Characteristics of Flow
- Have chance of completing the task
- Able to concentrate
- Clear goals
- Immediate feedback
- Deep but effortless involvement
- Exercise control
35Flow
- 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!
36Control
- Paradoxical Cant 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
37Addiction
- 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?
38Flow
- Concern for self disappears
- Returns after experience is over
- Sense of time duration is altered
39Flow
- Concern for self disappears
- Returns after experience is over
- Sense of time duration is altered
you notice youre hungry
40Success
- Creates order in consciousness and strengthens
the structure of the self
41Success
- Creates order in consciousness and strengthens
the structure of the self
Transition from Beginner to Reasonably Skilled
42Why do games stop being fun?
43Why 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
44Design to Achieve Flow
- Pace difficulty
- Allow control
- Dont make things too hard
- Dont make things too easy
45Glassner
- Avoid
- Making it easy to cheat
- People will always exploit bugs
- Flight sim
- Multiplayer sim
- etc. etc.
46Repetition
- 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.
47Detail
- 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."
48Deception
49Deception
Only discover by death Too severe, plus save
game often is the simple, tedious solution
50Large-Scale Randomness
51Multiple-Choice Conversations
52Multiple-Choice Conversations
Probably OK between Non-Player Characters Should
have a realistic memory
53Agency
- "Don't trick players into providing a personality
description."
54Agency
- "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 Cant play a role without knowing what
the role is
55Choices
- Label them well
- Dont keep them guessing
56Complexity
- Need to have picked up pencil 100 turns ago
- Brick example need to click on 100 bricks to
find the right one
57Paste-On Interaction
- Design the game and the UI together
58Character Control
- Don't take control of the user's character
- Avoid cut scenes in which your character does
something stupid
59Character 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
60Interactive Fiction
- Respect for the player.
- Player's time will never be wasted
- Dont insult or deny her individuality,
intelligence, or creativity - The player will always be engaged in fun or
interesting events - passively
- interacting with them