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Scale Time Units Activities/Processes World (Theory)
1000000000 DecadesGrand Strategy
Social and Organizational Psychology
100000000 Years10000000 Months
Major Strategy1000000 Weeks
100000 Days Strategy
Bounded Rationality / Behavioral Economics
10000 HoursOperations1000 10 Minutes
100 Minutes Tactics
10 10 Seconds Minor Tactics
Cognition (symbolic)1 Second
Interactive Routines (Critical Path Analysis)
1/3 Second
0.1 100 ms Perception and Action
0.01 10 msNeuroscience Biology (subsymbolic)
0.001 1 ms
Scale Time Units Activities/Processes World (Theory)
1000000000 DecadesGrand Strategy
Social and Organizational Psychology
100000000 Years10000000 Months
Major Strategy1000000 Weeks
100000 Days Strategy
Bounded Rationality / Behavioral Economics
10000 HoursOperations1000 10 Minutes
100 Minutes Tactics
10 10 Seconds Minor Tactics
Cognition (symbolic)1 Second
Interactive Routines (Critical Path Analysis)
1/3 Second
0.1 100 ms Perception and Action
0.01 10 msNeuroscience Biology (subsymbolic)
0.001 1 ms
Scale Time Units Activities/Processes World (Theory)
1000000000 DecadesGrand Strategy
Social and Organizational Psychology
100000000 Years10000000 Months
Major Strategy1000000 Weeks
100000 Days Strategy
Bounded Rationality / Behavioral Economics
10000 HoursOperations1000 10 Minutes
100 Minutes Tactics
10 10 Seconds Minor Tactics
Cognition (symbolic)1 Second
Interactive Routines (Critical Path Analysis)
1/3 Second
0.1 100 ms Perception and Action
0.01 10 msNeuroscience Biology (subsymbolic)
0.001 1 ms
Real-Time Control• All interactivity is a “cyclic process in which
two active agents alternately (and metaphorically) listen, think and speak” (Chris Crawford)
• Real-Time Control is a specific form of interactivity that takes place in “continuous time”
• Starting definition: Game feel is real-time control of virtual objects
Simulated Space• Simulated physical interactions in virtual
space, perceived actively by the player
• Collision detection and response between the player’s real-time-controlled avatar and objects in the game world
• Level design!
• Updated definition: Game feel is the real-time control of virtual objects in simulated space
Polish
• Any effect which artificially enhances interaction without changing the underlying simulation
• Emphasizes the physical nature of interactions, helping the player see the objects as real (not including collision)
Our Final Definition
• Game feel is real-time control of virtual objects in a simulated space, with interactions emphasized by polish
Real-Time Control Simulated SpacePolish
Building Blocks
Experiences
Skill and Learning
Flow
Aesthetic Sensation of Control
Appeal
Unique Physical Reality
Spatial Immersion
Extend Senses
Extend Identity
Aesthetic Sensation of Control
• When a player refers to controls feeling “smooth,” “floaty,” or “stiff,” they are referring to the raw feeling of operating an object
• There is a large palette of sensations for designers to draw from
• How does the game respond to input? What are the mappings between input and motion?
Skill• In order to achieve certain results in a real-time
context, we must learn coordinated muscle movements
• The same process goes on in sports, but with most games the movements are smaller and more focused
• with games you can change the properties of the world (!)
• Skillful control is a different experience than “just” control
Game Feel and Skill• Sensation of control is affected by challenge:
by focusing the player on different areas of the possibility space of motion, you can reward exploration
• The feel of the games changes depending on the skill of the player
• When players can translate intent to outcome without ambiguity, they find the controls to be intuitive
Success Failure
Intuitive Clumsy
Bored
Frustrated
New Challenge Introduced
Point of Highest Frustration
Summary thus Far
• Game feel is the real-time control of virtual objects in a simulated space, with interactions emphasized by polish
Summary thus Far• Five kinds of experience:
• Aesthetic sensation of control
• Pleasure of learning, practicing, and mastering a skill
• Extension of the senses
• Extension of identity
• Interaction with a unique physical reality within the game
HUMAN COMPUTER
1. Senses (input)
2. Brain
3. Muscles (output) 4. Controller (input)
5. Processor
6. Display (output)Sight Sound Touch Proprioception
Arms Hands
Screen Speakers Rumble Motors Joystick “pushback”, mouse position
Mouse, Wiimote Keyboard, Joystick
what’s going
on here?
Procedural Module
Pattern Matching
Production Selection
Production Execution
Goal Buffer Retrieval Buffer
Declarative Module
Manual Buffer
Motor Module
Device Module
External World
Visual Buffer
Vision Module
Visual-Location Buffer
Aural Buffer
Vocal Buffer
Speech Module
Audio Module
Goal Module
Temporal Buffer (accumulator)
Temporal Module (pacemaker)
Imaginal Buffer
Imaginal Module
Comparison (cognitive processor)
Perception Action
Keep Car in Lane
Turn right onto Fulton St.
Drive to Shalimar
Eat Chicken Tikka MahkaniGoal
Hierarchy of Intentions
World
• Provide the impression of motion – 20 fps for a tolerable minimum, 30 fps to be safe. Assumes good motion blur!
• Instantaneous response – 30ms. 100ms lag is noticeable but tolerable, 200ms feels sluggish
• Continuity of response – cycle time for the computer’s half of the interaction needs to be 50ms maximum
If the average human response time is 240 milliseconds, with a theoretical minimum of 105ms, why is 50ms the slowest we can accept for the computer’s response?
respond frame 3
process frame 3
respond frame 2
time
process frame 2
respond frame 1
perceive frame 3
process frame 4perceive frame 4
perceive frame 5
Perceptual Processor
Cognitive Processor
Motor Processor
Concurrency!
Homework The Hatchlings Sunny Day Sky
Winterbells High Delivery Starry Night
The Pond Fishball
The Snowrider What Comes Around
Bauns Pocketfull of Stars
Snowbowling The Three Monkeys
Swordsman Hold the Rope Apple Season
Homework• Describe how each game “feels.” Did it feel right
or wrong? If wrong, why?
• Were there any games where you felt compelled to reach the high score list? Why that particular game? (“Because I was good at it” is not a valid response)
• Did the “cutesy” themes enhance or detract from the experience? Out of the Orisinal games, would any themes/mechanics be better if switched with another in the group?
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