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The Play Experience

The Play Experience. Robin Burke GAM 224. Outline. Admin Play Experiential aspects of play The Core Mechanic Examples. Admin. Rules paper many still outstanding (2 days late) no papers accepted after Thursday Due next week Design Project: Core Mechanic. Play. New unit

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The Play Experience

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  1. The Play Experience Robin Burke GAM 224

  2. Outline • Admin • Play • Experiential aspects of play • The Core Mechanic • Examples

  3. Admin • Rules paper • many still outstanding (2 days late) • no papers accepted after Thursday • Due next week • Design Project: Core Mechanic

  4. Play • New unit • What are rules for? • Rule create play experiences for players • When we design rules • We must have player experience in mind

  5. Play • a very complex phenomenon with deep roots • animal play, esp. among the young • in most primate species, adults play • Play is a kind of performance

  6. To play • Requires that you acknowledge the "performance" that is happening • and that the performance is somehow not real • "we're not really fighting" • This is where the "magic circle" comes in • the theatre stage is a magic circle • we know that no one actually dies during a performance of "Hamlet"

  7. Kinds of play • Caillois' categories • Agon • competition • Alea • chance • Mimicry • role-playing • Ilinx • disorientation

  8. Agon • Greek word for competitive struggle • n.b. "agony" • Competitive play • The goal is to defeat an opponent • especially another human opponent • Winning demonstrates superior mastery of some skill • Examples • any competitive sport, Warcraft

  9. Alea • Latin word for dice • Chance-based competition • The goal is to win • but it is fate that decides • Winning demonstrates one's luck • or perhaps one's understanding of probability • Examples • Sorry, Thunderstorm, Lottery

  10. Mimicry • The assumption of a role • The goal is to sustain the role • through acting and improvising • Success demonstrates one's ingenuity and empathy for a character • Examples • "House", Dungeons & Dragons, Any MMORPG

  11. Ilinx • No simple translation • "the inducement of vertigo" • "creation of disorientation" • Is this play? • how else to categorize play activities like "Crack the Whip"?

  12. Caillois' Play Taxonomy

  13. Application • Most video games combine multiple forms of play • Wind Waker • Mimicry component • through the avatar • Agon component • combat (ritualized) with other characters • Alea component • random treasures appear when exploring • Katamari Damacy • ?

  14. Play Schemas • Play of Experience (10/12) • the "core mechanic" • what is the activity of the game • Play of Pleasure (10/19) • fun • what makes the game enjoyable • Play of Meaning (10/19) • coherence • how does the game create meaning • Narrative Play (10/24) • story • what makes the game tell a story • Play of Simulation (10/24) • verisimilitude • what makes the game feel "real" • Play quiz (10/26) – Note revision to syllabus • Play paper due (10/31)

  15. Core Mechanic • What the player does to play • Performative loop • perception of the game world • analysis of the situation • selection of action • performance and evaluation of action • Different games emphasize different aspects

  16. Terminological note • This is not how Ernest Adams defines the term • he would define this as the "primary gameplay mode" • We will use our book's definition

  17. Core Mechanic 2 Evaluation Perception Analysis Execution Decision

  18. Thunderstorm • four dice • object • to be the last player whose house is not struck by lightning • rules • player rolls all available dice • if no ones are rolled • player adds to "house" drawing • if house is already complete, it is struck by lightning and player is out • if at least one 1 is rolled • all of the dice with ones are removed from play • play passes the next player • if all dice are ones • all four dice are back in play • house • seven elements

  19. Thunderstorm • Perception • Analysis • Decision • Execution / Evaluation

  20. Eight and out • deck of cards • 6, 5, 4, 3, 2, A • in four piles by suit • the rest of the cards are put in a separate pile called the heap • object • to be the last player with the most points • rules • each player starts with eight points • each player draws one card from each pile • if an Ace is drawn • that deck is removed from play • all other decks are reshuffled • if all drawn cards are Aces, • all four decks are back in play • if no Aces are drawn • the player draws a card from the heap • if a player collects eight cards • he is out

  21. Eight and Out • Perception • Analysis • Decision • Execution / Evaluation

  22. Core mechanic themes • Limited number of core mechanic themes • common to many video games • often combined • Most common • aimed attack • strategic battle • collection • exploration • race • puzzle

  23. Aimed attack • Characteristics • Conflict with fast-moving opposing force • Examples • Asteroids • Centipede • Soul Calibre • Basic elements • Perception • range of enemy • Analysis • available moves • my strengths / weaknesses • opponent's strengths / weaknesses • Decision • move to use • Execution / Evaluation • move, attack, defend, impact

  24. Strategic battle • Characteristics • Conflict with slow moving opposing force • Gathering and deployment of resources • Examples • Civilization III • Warcraft II • Chess • Basic elements • Perception • range / configuration of enemy • available resources • Analysis • available moves • strengths / weaknesses • resource exploitation • long-term consequences • Decision • force deployment • force development • resource acquisition • Execution / Evaluation • direct units • consequences may not be immediate

  25. Collection • Characteristics • accumulation of something • Examples • PacMan • Katamari Damacy • Basic elements • Perception • location of items • obstacles • Analysis • path to items • avoidance of obstacles • Decision • trajectory to follow • Execution / Evaluation • move, grab

  26. Exploration • Characteristics • Exploration of a large unknown environment • Examples • Legend of Zelda (all) • Myst • Basic elements • Perception • opportunities for traversing the world • obstacles • Analysis • navigational options • overcoming obstacles • Decision • where to go • Execution / Evaluation • move

  27. Race • Characteristics • Rapid traversal of defined path • Examples • Mario Kart • F-Zero GX • Basic elements • Perception • path of motion • Analysis • desired trajectory • vehicle capabilities • Decision • optimal trajectory • Execution / Evaluation • adjust speed, steering

  28. Puzzle • Characteristics • Solving logical puzzles • Examples • Mastermind • Tetris • Lemmings • Basic elements • Perception • puzzle elements • Analysis • reasoning • Decision • likely solution path • Execution / Evaluation • attempt solution or partial solution

  29. Combinations • Race + Aimed Attack • Mario Kart Double Dash!! • Exploration + Aimed Attack + Puzzle • Zelda, Metroid, Halo, Tomb Raider, etc. • Exploration + Strategic Battle + Puzzle • KOTOR, Pokemon, many RPGs • Exploration + Puzzle • Myst, classic adventure games

  30. Core mechanic • Specific instantiation of the thematic ideas • what kinds of moves? • what must be perceived? • complexity of decisions

  31. Example I: Asteroids • Perception • trajectories of avatar, asteroids and enemies • Analysis • collision probabilities • shooting opportunities • Decision • orientation, thrust, fire • Execution / Evaluation • button presses • success in maneuvering / destroying • Real time • the loop is quick

  32. Example II: FFTA

  33. FFTA Core Mechanic 1 • Battle • Perception • location of party, enemies and terrain • status conditions • Analysis • tactical situation • character's (and enemies') condition and abilities • Decision • motion • action • Execution / Evaluation • menu option plus confirmation • successful actions • Turn-based • the loop can take longer

  34. FFTA Core Mechanic 2 • Provisioning • Perception • character stats • available missions • available items / money • Analysis • strategic needs of clan • needed abilities • job advancement • Decision • choice of job • choice of equipment = choice of abilities to learn • purchase items • purchase missions • Execution / Evaluation • menu choices • medium- and long-term consequences • Off-line • (some) decisions can be revised

  35. Monday • Core mechanic exercise

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