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Introduction GAM 224 Robin Burke Winter 2005

Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

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Page 1: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Introduction

GAM 224

Robin Burke

Winter 2005

Page 2: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Outline

Introductions Class structure / syllabus Games Computer games

some basic principlessome examples

Page 3: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Introductions

Student information sheet

Page 4: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Me

Not a computer game designer But

Background in AI I will be learning, too

Page 5: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Resources

Course web site http://josquin.cti.depaul.edu/~rburke/courses/w05/gam224/

Office hoursWednesdays 1 - 4 pm

[email protected]

Page 6: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Game Lab

Room 707 CST Hours

10 am – 11 pm M/W/F 10 am – 8 pm Tu/Th 10 am – 6 pm Sa/Su Run by volunteers Need student ID to check out materials Nothing leaves the lab!

Page 7: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Lab resources

Hardware6 High-end PCs5 console stations with XBOX, PS2

and GameCubeprobably will be expanding soon

Software(with new arrivals) ~100 titles

Page 8: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Class structure

Two themescritical analysis of gamespractice of game design

Both are interrelated

Page 9: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Analysis

What are the components of a game? How do these pieces fit together? What is the player experience? Is the game compelling / interesting? What makes one game better than

another? What does a game mean?

Page 10: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Design

How do I develop and expand a game idea? What pieces need to come together to

make a game? How are these pieces designed and built? What will a player's experience be like? How can I make a game more compelling /

interesting? How can I improve my design?

Page 11: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Theme: critical study

Genre discussiongame genre / weekreaction papersleading discussion

• genre summary papers

Midterm projectgame analysis

Page 12: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Midterm project

Milestones1/10: Proposal – just the name of the

game1/24: Notes – your notes on the

analytical dimensions1/31: Midterm paper

• 8-10 pages • 2000-2500 words

Page 13: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Caveat

Do not use the analytical dimensions as an outline

Your paper should havea thesisan argument in favor of the thesisevidence for the argument

• evidence will come from the analytic dimensions

Page 14: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Example

You want to make the point that the user doesn't have enough choices

Evidence could come fromrulesinteractionsnarrativeetc

Page 15: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Theme: design

Text"Game Design: Theory and Practice"excellent practical guidelots of game analysis as well

Final projectdevelop game ideas into a game

concept document

Page 16: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Next week

Guest lecturerRobin HunickeNorthwestern University

PhD researchManaging resources to optimize

player "flow" Topic

Game industry & new trends

Page 17: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Genres

1/17: Action / Arcade1/24: Strategy / Simulation1/31: Role-playing2/7: Action / Adventure2/14: Sports2/21: Fighting2/28: First-person action3/7: Children's

Page 18: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Design topics

Following the book Final two weeks

ViolenceGender

Page 19: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Profound questions

What is a game? What are games for?

Page 20: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Critical analysis

Take the player's point of view Three components

ludicperceptualpsycho-social

Summing upcritical

Page 21: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Vocabulary

Ludology the study of play and games Latin "ludere" – to play

Ludic of or pertaining to play

Diegesis the universe of a narrative

Diegetic of or pertaining to a narrative universe

Page 22: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Ludic

Genre Point of view Rules Rewards / Consequences Character Narrative Setting Space Time

Page 23: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Genre

Establishes expectations Links to prior works Questions

What genre does this game fit into? Does this game do anything new or

surprising with the genre?

Page 24: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Point of View

The role of the player in the game Questions

What is the player’s point of view? Does this point of view help your

identification with the character, interest in the story?

Page 25: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Rules

The limits of what the player can do The responses produced by the game

to player actions Questions

Describe the rules of the game. What is allowed and not allowed?

Does this rule set create ongoing, engaging choices for the player?

Page 26: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Rewards and Consequences The incentives to keep playing the game

get to the next level May also be new abilities, "power ups" Questions

What is the reward structure of the game? Is the reward merely continuing the game narrative or does the player gain something?

Are the rewards commensurate with effort? Are they natural or artificial?

Page 27: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Character

Characters are the actors in the game Questions

Describe the main character in the game. What about the character makes you identify

with him/her/it? If there are non-player characters, how does

the player interact with them? What kinds of behaviors do they exhibit?

Page 28: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Narrative

The game’s plot or storyline. Question

Does the game have a large emphasis on storyline?

What is the central conflict? Does the story move toward an interesting

resolution? Is it an involving story or merely window-

dressing for a series of game levels?

Page 29: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Setting

The game world itselfmay be simple or complex

QuestionsWhat is the setting for the game? Where in time and space is it? How does the game place enhances

the experience of the game?

Page 30: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Space

The experience of space of the game world

Questions:How does the game environment

create a sense of space? How does it use the space that it

creates?

Page 31: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Time

Diegetic time is usually very different from real world time

Players may be able to change the speed at which time passes

QuestionsHow does time function in the game? What is the relationship between real

time and game time?

Page 32: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Demo

Missile Command

Page 33: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Perceptual

Camera Visual Design Animation Interaction

Page 34: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Camera

The rules that govern what is shown and how

QuestionsWhat are the rules that determine how

the game world is rendered? How does the camera perspective

work with or against the objective of the game?

Page 35: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Visual Design

The visual impact and ambience of the game

Questions What is the visual style of this game? Are the visuals in the game

aesthetically pleasing? How do they contribute to the game's

overall impact?

Page 36: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Animation

The motion of the objects and characters in the game

QuestionsHow are the graphics animated?How do the animations add to the

experience of the visuals?

Page 37: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Interaction

An interaction loop is some user action a diegetic response feedback to the user

A game will usually have only a handful of core interaction loops

Questions Describe the interaction loop(s) in this game. How do the interaction loops increase your

immersion in the game world?

Page 38: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Interface / Input

The user's input to the game Questions

What is the control set up for the game?

Does it work to make interaction easy and natural?

Page 39: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Interface / Output:

The display of information from the gameincludes non-diegetic information

QuestionsHow does the game provide feedback

about the world?Does the game provide the

information the player needs to make choices?

Page 40: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Sound Effects

All aural information in the game, (usually diegetic) except for music.

QuestionWhat sound effects are used in the

game?Do the sound effects enhance the

enjoyment of the game?

Page 41: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Music

Most games have some type of constant background soundtrack that accompanies the action

QuestionDescribe the music in the game.How does the music enhance the

enjoyment of the game?

Page 42: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Demo

Halo

Page 43: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Pyscho-social

social aspects overhead ex machina business

Page 44: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Social interactions

The interaction of people while playing a multi-player game, directly or mediated through the game.

QuestionHow do players communicate in the

game? What communication opportunities

does the game provide?

Page 45: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Overhead

Player labor to start the game learn the controls set options

Question What does the game require the player to do

before they can play the game? How is overhead handled in terms of

integration with the game?

Page 46: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Ex Machina

The game outside the game Questions

What sorts of key elements sit outside the game?

Do Easter Eggs, cheats, hint guides or player modifications have an important role in the game?

Page 47: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Business

Games are products of a commercial system

Subject to constraints of profitability and marketability

Questions Are there interesting business issues behind

the game design? Does the game fail creatively in delivering an

experience for obvious business reasons?

Page 48: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Demo

SSX3

Page 49: Introduction GAM 224 Robin Burke Winter 2005. Outline Introductions Class structure / syllabus Games Computer games some basic principles some examples

Next week

guest lecture project milestone #1