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05-THE WORLD OF A GAME ????-???????

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Title: 05-THE WORLD OF A GAME ????-???????


1
05-THE WORLD OF A GAME????-???????
  • ???,panml_at_mail.sysu.edu.cn
  • ????????

Ref cornell
2
THE WORLD OF A GAME
  • Virtual World vs. Real World
  • Huizingas Magic Cycle
  • Engagement vs. Immersion
  • Setting
  • Dimensions of the world
  • Parts of a Digital Game
  • Game Engine(??????)
  • Rules and Mechanics (??????)
  • User Interface (??????)
  • Content and Challenges (?????)

3
HUIZINGAS MAGIC CYCLE???
  • Magic Cycle may called pretend reality

Game Conceptual Entities Scenarios Events
Real World Entities Scenarios Events
Imagine
SocializeMonetize (???)
4
RELATIONSHIP BETWEEN THE WORLDS
Magic Cycle Real world
Alive and Death Alive and Death(??)
Magic Powerful(??)
Plants vs. Zombies Weapons vs. Enemy(??)
Alive value Healthy(??)
Kill Kill(??)
Level Skills(??)

Friends Friends(??)
Characters Vocations(??)
Game coins Money(??)
5
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???????????????,?????????????
6
XXX??
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7
ENGAGEMENT VS. IMMERSION
  • Engagement(??)
  • Player is emotionally involved
  • Invested in outcome of the game
  • Immersion(??)
  • Player loses awareness of self
  • Intense focus(????)
  • Distorted sense of time

8
ENGAGEMENT VS. IMMERSION
  • Engagement(??)
  • Player is emotionally involved
  • Invested in outcome of the game
  • Immersion(??)
  • Player loses awareness of self
  • Intense focus
  • Distorted sense of time

Which Is More Important?
9
HOW DO WE ENGAGE?
  • Challenge
  • Should be reasonable, but not boring
  • Setting/Premise
  • Gives player a compelling reason for goals
  • Story
  • Frames the outcomes of the player actions

10
ENABLING FLOW(????)
  • Challenging activity that requires skill
  • Could be physical, mental, or social
  • Impossible to someone without skill
  • Clear goals and feedback
  • Player knows what must be done
  • Is given constant feedback on how achieved
  • Paradox of Control
  • Outcome is uncertain, but have control
  • Meaningful choice!

11
RISK VS. REWARD
12
CHALLENGE
13
FLOW AND IMMERSION
  • Psychologists have shown flow leads to
  • Loss of self-awareness
  • Effortless action
  • Distorted sense of time
  • But does not require a realistic 3D world
  • Tactical immersion
  • Challenges require skill with in-game actions
  • Example Aiming in a shooter
  • Strategic immersion
  • Mental challenges processed outside game actions
  • Example Thinking ahead in chess

14
SETTING
  • Provides a premise or motivation to play
  • Typically a specification of when, where and why
  • Cultural Setting origins and motivation
  • When and where did it come from?
  • What were motivations for playing?
  • How does that relate to our play?
  • Story Setting game is an artificial universe
  • Setting is where this universe resides
  • Can be a story or just a fictional cultural
    setting

15
CULTURAL SETTING CHESS
Shogi (Japan)
Indian game called Chaturanga
Xiangqi (China)
Chess (Europe)
16
???PREMISE
  • ?????,???????????????????????????????,??????,???
    ???????,????????????????
  • ??????????
  • ?????,??????,????????!
  • ??????,????
  • ??????,?? ??
  • ?? ????,????????!

17
Dimensions of Games
  • Settings have dimensions
  • Physical
  • Temporal
  • Environmental
  • Emotional
  • Ethical

18
PHYSICAL DIMENSION
  • Is your game 2-D or 3-D?(??)
  • Even if graphics 3-D, may have 2-D gameplay
  • Could you have other dimensions (1-D, 4-D)?
  • 2.5D(?????)
  • What is the scale of objects?(??)
  • Is the scale an abstraction or realistic?
  • How does that affect gameplay?
  • What are your boundaries?(??????????)
  • What can the player interact with?

19
PHYSICAL DIMENSION SCALE
????????????????????,?????,??, ?????
20
TEMPORAL(??) DIMENSION
  • Does time move at a consistent pace?
  • Are real time games actually real-time?
  • Can the player adjust time?
  • Narrative compression
  • Reduce time for unimportant details
  • Walking across a large map
  • Training to go up a level
  • Keeps the player from being bored

21
ENVIRONMENTAL DIMENSION
  • Reflects mood and tone of your game
  • Includes (possibly fictional) cultural setting
  • Style of your physical surroundings
  • Is it photorealistic or illustrative?
  • Music and environment sounds?
  • Includes level of detail
  • How much control do you have over objects?
  • Realism versus meaningful abstraction

22
EMOTIONAL DIMENSION
  • Design for player reactions
  • Player reactions to setting
  • Player reactions to the story
  • Player reactions to characters
  • Dramatic tension!
  • Well studied in storytelling
  • Is it different in games?

23
ETHICAL DIMENSION
  • Consequences of player actions?
  • Are certain actions clearly good or bad?
  • What are consequences of player hoice?
  • Desirable, undesirable, or just indifferent?
  • Example modern RPGs
  • Story lines written for good and bad
  • Players want to see all the stories
  • This encourages amoral behavior

24
PARTS OF A DIGITAL GAME
  • Game Engine
  • Software, created primarily by programmers
  • Rules and Mechanics
  • Created by the designers, with programmer input
  • User Interface
  • Coordinated with programmer/artist/HCI specialist
  • Content and Challenges
  • Created primarily by designers

25
FEATURES OF GAME ENGINES
  • Power the graphics and sound
  • 3D rendering or 2D sprites
  • Power the character and strategic AI
  • Typically custom designed for the game
  • Power the physics interactions
  • Must support collisions at a bare minimum
  • Describe the systems
  • Space of possibilities in game world

26
COMMERCIAL GAME ENGINES
  • Programmer needs powerful tools for high quantity
    game!
  • Do we must do lots programming?
  • Frameworks and Libraries
  • XNA 3.0
  • 2D graphics
  • No AI or physics support at all
  • But external libraries exist (e.g. Box2D)
  • XNA 4.0
  • 2D,3D graphics physics

27
GAME ENGINES PHYSICS
  • Defines physical attributes of the world
  • There is a gravitational force
  • Objects may have friction
  • Ways in which light can reflect
  • Does not define precise values or effects
  • The direction or value of gravity
  • Friction constants for each object
  • Specific lighting for each material

28
GAME ENGINES SYSTEMS
  • Physics is an example of a game system
  • Specifies the space of possibilities for a game
  • But not the specific parameters of elements
  • Typically extra code that you add to the engine
  • Write functions for the possibilities
  • But do not code values or when called
  • Separates programmer from gameplay designer
  • Programmer creates the system
  • Gameplay designer fills in parameters

29
GAME ENGINES SYSTEMS
  • ????????
  • ???????
  • ?????????
  • ???????

30
RULES MECHANICS
  • Fills in the values for the system
  • Parameters (e.g. gravity, damage amounts, etc.)
  • Types of player abilities/verbs
  • Types of obstacles/challenges
  • But does not include specific challenges
  • Just the list all challenges that could exist
  • Contents of the pallet for level editor

31
RULES SUPER MARIO BROS.
  • Enemies
  • Goombas die when stomped
  • Turtles become shells when stomped/bumped
  • Spinys damage Mario when stomped
  • Piranha Plants aim fireballs at Mario
  • Environment
  • Question block yields coins, a power-up, or star
  • Mushroom makes Mario small
  • Fire flower makes Mario big and fiery

32
THE DD ANALOGY MECHANICS
  • Engine mechanics core rulebooks
  • Less information than an adventure module
  • But enough to create your own adventures
  • Vary the mechanics for other genres
  • DD high fantasy
  • Star Wars space opera
  • Top Secret modern spy thriller

33
GAME AI WHERE DOES IT GO?
  • Game AI is traditionally placed in mechanics
  • Characters need rules to make right choices
  • Tailor AI to give characters personalities
  • But it is implemented by programmer
  • Complicated search algorithms
  • Algorithms should be in game engine
  • Holy Grail AI Photoshop for designers
  • Hides all of the hard algorithms

34
INTERFACES
  • Interface specifies
  • How player does things (player-to-computer)
  • How player gets feedback (computer-to-player)
  • More than enginemechanics
  • They just describe what the player can do
  • Do not specify how it is done
  • Bad interfaces can kill a game
  • (????? ?????) gt (????? ?????)

35
THE DD ANALOGY INTERFACE
  • Interface includes
  • Character sheets
  • Pencils
  • Maps
  • Dice
  • Player voices
  • Alternate interfaces for DD
  • LARPing
  • Play-by-mail

36
INTERFACE TIPS
  • Must consider input devices in design
  • For PC, typically have mouse and keyboard
  • Game controllers have a different feel
  • Consider depth and width of interface
  • Details are best processed at the center of
    vision
  • Peripheral vision mostly detects motion
  • Strive for invisible interface (metaphorically)
  • Familiarity is better than innovation
  • Enhance your interface with sounds
  • ???????????

37
CONTENT AND CHALLENGES
  • Content is everything else
  • Gameplay content define the actual game
  • Goals and victory conditions
  • Missions and quests
  • Interactive story choices
  • Non-gameplay content affects player experience
  • Graphics and cut scenes
  • Sound effects and background music
  • Non-interactive story

38
WHY THE DIVISION?
  • They are not developed sequentially
  • Content may requires changes to game engine
  • Interface is changing until the very end
  • Intended to organize your design
  • Engine decisions to be made early, hard-code
  • Mechanics mutable design decisions
  • Interface how to shape the user experience
  • Content specific gameplay and level-design

39
SUMMARY
  • Develop a good game
  • A collaboration team
  • Goods skill in communication
  • But they are all interconnected
  • System/engine limits your possible mechanics
  • Content is limited by the type of mechanics
  • Once again design is iterative
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