Upload
rhoda-dixon
View
218
Download
1
Tags:
Embed Size (px)
Citation preview
Chapter 2.2Game Design
CS 4455 2
Overview
This introduction covers:– Terms– Concepts– Approach
All from a workaday viewpoint
CS 4455 3
The Language of Games
Debate continues over high-level views
Lack of standard (concrete) definitions– Game (Interactions to elicit emotions?)
– Play (Object of rule-bound play?)
– Aesthetics (Emotional responses during play?)
High-level concepts tricky to articulate
CS 4455 4
The Language of Games
Why do we play? What is the nature of games?
– Not our focus in this class How is a game formed of parts?
– That’s what we care about here! Computer games are an art form
– The art of making interactive dynamic models!
CS 4455 5
Games Exist in a Frame
The border of a game’s context– Inside the frame is in the game– Outside the frame is real life
The world of the interactive dynamic model Choices have outcomes in the frame
– Varying consequences/weights– Meaningful choices!
CS 4455 6
A Player-Game Model
A model of the player – game relationship
Mechanics Interface System
PLAYER GAME
CS 4455 7
Play Mechanics
Gameplay– Feelings of playing a particular game– Activities engaged in a particular game
(Play/game) Mechanics– Specific to game activities– “What the player does”– “Core Mechanics” are the central activities
CS 4455 8
Seven Stages of Action (Don Norman, DOET)
Execution– Intention to act
– Sequence of action
– Execution of action sequence
Evaluation– Evaluating
interpretations– Interpreting perceptions– Perceiving states
Perceivingstates
Interpretingperceptions
Evaluatinginterpretations
Execution ofaction sequence
Sequence ofaction
Intentionto act
Goals
THE GAME
CS 4455 9
Designer and Player Models
Systems are built from designer mental models– Design models may only anticipate player goals
Players build mental models from mechanics– Based on interactions
Designer User
User'sModel
DesignModel
System Image
System
CS 4455 10
Goals and Objectives
Objectives and goals can differ– Players goals reflect their understanding of the game– Designers must consider how the game communicates
with players
Designer UserSystem
Find swordKill dragonRescue princess
Find swordRescue dragonKill princess
CS 4455 11
Aside: Resources
Things used by agents to reach goals To be meaningful, they must be…
– Useful – provide some value– Limited – in total or rate of supply
KEY: Needed, but limited!
CS 4455 12
Premise Sets Context for Model
The metaphors of action and setting– Concrete (e.g., Halo back-story)– Activity based (e.g., Madden)– Abstract (e.g., Tetris)
Directs the player experience– Provides a context in which mechanics fit– Players map game states to the premise
CS 4455 13
Player Strategy
People usually reason with commonsense– A view of linear causation – cause and effect
Complex systems do not behave linearly– Players need information to support linear strategy
“Game theory” assumes rational players– But does not assume perfect knowledge
Situation ResultAction
CS 4455 14
Aside: HCI and Cognitive Ergonomics
HCI – Human-Computer Interaction– Study of…
• Communication between users and computers
• How people design, build, and use interfaces
• Better support for cooperative work
Cognitive Ergonomics– Analyzes the cognitive representations and
processes involved with performing tasks
CS 4455 15
Norman, again (DOET = Design of Everyday Things)
Norman’s five principles of design– Visibility
• Making the parts visible
– Mappings• Understandable relationships between controls and actions
– Affordances• The perceived uses of an object
– Constraints• Prevent the user from doing things they shouldn’t
– Feedback• Reporting what has been done and accomplished
CS 4455 16
Systems Design
Two general approaches to design– Special case
• Experiences built one scene/level at a time
• Anticipate states while pre-scripting events
• Solved by discovering the intentions of the designer
– Systemic• General behaviors are designed
• Scenes/Levels are specific configurations
• Some events may still be pre-scripted
• Solved by understanding the system
CS 4455 17
Systems and Dynamics
Generalizing dynamic behavior is hard– Dynamics determined by a given architecture– Feedback/control loops with player in loop
Emergent complexity– Behaviors that cannot be predicted simply from
the rules of a system– E.g., John Conway’s Game of Life
CS 4455 18
Systems and Feedback
Negative feedback– Stabilizes the game
– Forgives the loser
– Prolongs the game
– Magnifies late successes
Positive feedback– Destabilizes the game– Rewards the winner– Can end the game– Magnifies early successes
Positive Feedback Negative Feedback
goal
CS 4455 19
Design is all about Working within Constraints!
E.g., Platform– General description of hardware and software
E.g., Game Saves– Save triggers– Save-anywhere– Save points– Coded text saves
CS 4455 20
Design to Different Audiences
Why We Play Games – Nicole Lazzaro– Internal experience
• Enjoyment from visceral activities
– Hard fun• Challenge of strategy and problem solving
– Easy fun• Intrigue and curiosity – exploration and adventure
– Social experience• Stimulating social faculties – competition, teamwork, bonding, and
recognition
CS 4455 21
Rest of Chapter
Creativity Section: Brainstorming– Generating ideas without discrimination– Evaluation after elaboration– Can be unfocused
Communication and Psychology– Useful tidbits– Lots of courses, books, etc.