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05-THE WORLD OF A GAME 游戏世界 - 感知与沟通设计. 潘茂林, panml@mail.sysu.edu.cn 中山大学 · 软件学院. Ref cornell. THE WORLD OF A GAME. Virtual World vs. Real World Huizinga’s “Magic Cycle” Engagement vs. Immersion Setting Dimensions of the world Parts of a Digital Game Game Engine ( 程序员的世界 )
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05-THE WORLD OF A GAME游戏世界-感知与沟通设计 潘茂林,panml@mail.sysu.edu.cn 中山大学·软件学院 Ref cornell
THE WORLD OF A GAME • Virtual World vs. Real World • Huizinga’s “Magic Cycle” • Engagement vs. Immersion • Setting • Dimensions of the world • Parts of a Digital Game • Game Engine(程序员的世界) • Rules and Mechanics (设计师的世界) • User Interface (艺术家的世界) • Content and Challenges (玩家的世界)
HUIZINGA’S “MAGIC CYCLE”魔法圈 • “Magic Cycle” may called “pretend reality” Game Conceptual Entities Scenarios Events Real World Entities Scenarios Events Imagine SocializeMonetize (狼来啦)
《泰坦尼克号》穿帮镜头 杰克让露丝闭上眼睛站到栏杆上时,这两根柱子又变成断开的了。
“XXX”游戏 狗狗 家具 葡萄
ENGAGEMENT VS. IMMERSION • Engagement(参与): • Player is emotionally involved • Invested in outcome of the game • Immersion(沉浸): • Player loses awareness of self • Intense focus(全神贯注) • Distorted sense of time
ENGAGEMENT VS. IMMERSION • Engagement(参与): • Player is emotionally involved • Invested in outcome of the game • Immersion(沉浸): • Player loses awareness of self • Intense focus • Distorted sense of time Which Is More Important?
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
ENABLING FLOW(能力曲线) • 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!
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
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
CULTURAL SETTING: CHESS Shogi (Japan) Indian game called Chaturanga Xiangqi (China) Chess (Europe)
象棋的“PREMISE” • 棋盘的第五,第六两横线之间末画竖线的空白地带称为“河界”。在中国象棋的棋盘中间,常有一区空隙,上写有“楚河”、“汉界”字样,这是以下棋比况历史上的“楚汉战争”。 • “楚汉战争”对玩家的价值 • 心理:文人说,我们不是娱乐,是研究战争的技巧! • 社会:直观可视,易于普及 • 教育:“棋如其人”,棋风 = 人品 • 娱乐: 智力对抗,是高雅的体育运动!
Dimensions of Games • Settings have dimensions • Physical • Temporal • Environmental • Emotional • Ethical
PHYSICAL DIMENSION • Is your game 2-D or 3-D?(空间) • Even if graphics 3-D, may have 2-D gameplay • Could you have other dimensions (1-D, 4-D)? • 2.5D(卷轴、深度) • What is the scale of objects?(大小) • Is the scale an abstraction or realistic? • How does that affect gameplay? • What are your boundaries?(玩家可以看、玩的东西) • What can the player interact with?
PHYSICAL DIMENSION: SCALE 第一人称、第三人称……看到的玩家的视图。例如,建造的物体,大小, 地图啊等等
TEMPORAL(时间) 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
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
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?
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
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
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
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
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
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
GAME ENGINES: SYSTEMS • 自定义游戏编辑器 • 通用游戏编辑器 • 角色扮演游戏编辑器 • 设计游戏编辑器 • ……
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
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
THE D&D 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 • D&D: high fantasy • Star Wars: space opera • Top Secret: modern spy thriller
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
INTERFACES • Interface specifies • How player does things (player-to-computer) • How player gets feedback (computer-to-player) • More than engine+mechanics • They just describe what the player can do • Do not specify how it is done • Bad interfaces can kill a game • (三流的规则 + 一流的界面)> (一流的规则 + 三流的界面)
THE D&D ANALOGY: INTERFACE • Interface includes: • Character sheets • Pencils • Maps • Dice • Player voices • Alternate interfaces for D&D • LARPing • Play-by-mail
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 • 游戏人机交互装备很重要
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
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
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