1.02k likes | 1.04k Views
Computer Game Development. By Jijun Tang. Google Group. http://groups.google.com/group/csce552 Please check and ask for membership Will serve as the main way of communication. First Presentation. In two weeks To present Group info: name, logo, etc Game ideas Game design issues.
E N D
Computer Game Development By Jijun Tang
Google Group • http://groups.google.com/group/csce552 • Please check and ask for membership • Will serve as the main way of communication
First Presentation • In two weeks • To present • Group info: name, logo, etc • Game ideas • Game design issues
Pong and Arcade Computer Space
Atari 2600, 1977 Able to support many games Cartridge-based Console (1977)
NES (90% market) NES Mario Gameboy contra
Playstation I Final Fantasy Grand Theft Auto
Types • Adventure (text-based/graphical) • Action (shooting, combat sim) • First-person shooting • Combat sim • Action adventure • Platformer (Mario) • Fighting • Real-time strategy (RTS) • Survival Horror
Types • Role Playing Game (RPG) • Stealth • Simulation • SimCity • Flight Simulator • Train Simulator • Racing • Sports
Types • Rhythm • Dance Dance Revolution • Puzzle • Tetris • Education • Typing • NSF funds many such games
Languages • Assembly • C/C++ • VB • Java • Flash • Script
ESA • Entertainment Software Association • www.theesa.com
Sales From ESA
Entertainment Software Rating Board Self-regulated rating board ESRB From ESA
Game and Violence • Study from National Institute on Media and the Family • Concerns • Children are more likely to imitate the actions of a character with whom they identify. In violent video games the player is often required to take the point of view of the shooter or perpetrator. • Video games by their very nature require active participation rather than passive observation. • Repetition increases learning. Video games involve a great deal of repetition. If the games are violent, then the effect is a behavioral rehearsal for violent activity. • Rewards increase learning, and video games are based on a reward system.
Concerns Warranted? • Exposure to violent games increases physiological arousal • Exposure to violent games increases aggressive thoughts • Exposure to violent games increases aggressive emotions • Exposure to violent games increases aggressive actions • Exposure to violent games decreases positive prosocial (i.e., helping) actions
Evidence against Linking Games and Violence • Violent crime, particularly among the young, has decreased dramatically since the early 1990s, whilevideo games have steadily increased in popularity and use. • Many games with violent content sold in the U.S. -- and some with far more violence -- are also sold in foreign markets. However, the level of violent crime in these foreign markets is considerably lower than that in the U.S • Numerous authoritieshave examined the scientific record and found that it does not establish any causal link between violent programming and violent behavior. • The above are claims from theesa.com
Results on 9th Grader By David Walsh
Culture Issues • Culture acceptance is hard to predict • Stereotypes • may backfire • but also may pay-off, should we avoid? • Foreign policies • Try to understand other cultures • Have some sensitivities • Culture acceptance is hard to predict
Requirements of Our Projects • We will mimic ESRB and rate your games (E, 10+ or T) • Vote from the class • Please do some research about your games: culture issue, violence? IP? • Avoid controversies
MMORPG • Massively Multiplayer Online Role-Playing Game • World of Warcraft (8M worldwide, 2M North America, 1.5M Europe, 3.5M China) • NavyField • MUD (Multi-User Dungeon) • Counter Strike: online first person shooter game (>200K simultaneously) • EverQuest • Second Life (virtual world)
Society Issues with Online Games • Improve society and provide fun • Some people make a living through adding stuff to online games • Bad things can happen • Play too much, mess real life or cannot separate real from virtual • Security problems, cheating, hacking • Deindividuation • In-game regulatory tools
Areas and Challeges (Adams, Rollings) • Three different areas • Core mechanics • Interactivity • Storytelling • Narrative • Categorizing different types of challenges: • Pure challanges (logic and inference, lateral-thinking, memory, intelligence-based, knowledge-based, pattern-recognition, etc.) • Applied challenges (races, puzzles, exploration, conflict, economies and conceptual challenges)
Basic Elements (Game Design Workshop) • Identify eight basic formal elements: • Players • Objective • Procedures • Rules • Resources • Conflicts • Boundaries • Outcomes • The design method is to use the formal elements to describe the current design and make sure that all aspects of a game design are taken into consideration
CSCE 552 Spring 2011 Understanding Fun
What is Fun? • Game is all about fun • Dictionary: Enjoyment, a source of amusement • It is important to consider underlying reasons • Funativity – thinking about fun in terms of measurable cause and effect
Why fun? • It’s deep in our evolution root, and we must look to our ancestors (200 yrs of tech advancement haven’t changed our instinct) • Cats, dogs, etc play to learn basic survival skills (physical and social) • Games are organized play • Human entertainment is also at its heart about learning how to survive • Social rules are also critical to us
Surviving • Life is all either work, rest, or fun • To survive, we must work • Our ancestors were those who survive • The survive skills are passed down • Who is more likely to survive?
Learning is fun • Fun is about practicing or learning new survival skills in a relatively safe setting • People who didn’t enjoy that practice were less likely to survive to become our ancestors
Hunting and Gathering • Basic skills are hunting and gathering • Current popular games reflect this • It’s a good start point to design games • Shooters, wargames = hunting • Powerups, resources = gathering • Sims, MMO = social, tribal interaction
Natural Funativity Theory • All funs are derived from practicing survival and social skills • Key skills relate to early human context • Often in modern guise: play chess, football, dance, etc • Three overlapping categories • Physical • Social • Mental
Physical Fun • Sports • Enhance our strength, stamina, coordination skills • Winning is also a mental fun • Exploration • Knowledge of surrounding areas • Explore unknown • Hand/eye coordination and tool use are often parts of fun activities – crafts • Physical aspect to gathering “stuff”
Social Fun • Storytelling is a social activity • First virtual reality • Learn important lessons from others • Gossip, sharing info • Flirting • Showing off
Mental Fun • Humans have large brains • Abstract reasoning practice • Pattern matching and generation • Music • Art • Puzzles • Gathering also has mental aspect, categorizing and identifying patterns • Gambling
Multipurpose Fun • Many fun activities have physical, social and mental aspects in combination • Games that mix these aspects tend to be very popular • Incorporate ways to practice these skills to increase the popularity of games
Game Definitions • Some time lack standard (concrete) definitions • Game: Object of rule-bound play • Play: Interactions to elicit emotions • Aesthetics: Emotional responses during play • Frame:The border of a game’s context • Inside the frame is in the game • Outside the frame is real life