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Game Play Styles. Structure of Game Play. Game Play Mechanics. Games Have various structures that the user must handle Common structures appear in many games. Suggestions?. Boss, physics, character development. Driving & Physical skill. Player must control vehicle/self to win
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Game Play Styles Structure of Game Play IAT 410
Game Play Mechanics • Games Have various structures that the user must handle • Common structures appear in many games IAT 410
Suggestions? • Boss, physics, character development IAT 410
Driving & Physical skill • Player must control vehicle/self to win • Must conform to environment • Music and Dance games do this • Fighting game combos • Jumping in platform games • Special moves in Skate / Snow Board IAT 410
Puzzle - Arrange Geometry • Some self-contained artifact must be rearranged into a solved position • Sokoban • Solitaire • Sudoku • Adventure games IAT 410
Dynamic Puzzle • Some dynamic artifact must be navigated through • Deadly pendulums swinging! • Tetris • Sequence repeat, word puzzle, maze, memory IAT 410
Collection • The player has to collect something • Mario Bros, Pikmin, Oddworld, etc etc • Collect fuel to be used later • Diablo, MMORPGs • Collect cash & special items IAT 410
Rescue • The player has to get some character • Someone needs to be saved from peril • Defender, Pronce of Persia, Donkey Kong` • Rescue animals/characters along the way • Sonic • Recruit • Sometimes merely a motivator or an ever-vanishing goal IAT 410
Collision Detection • Shooting • Player shoots a projectile to make progress towards winning • Direct Attack by self • Collision Avoidance • Bullets miss you • Block punch/kick IAT 410
Obstacle Avoidance • Player must avoid environmental objects/enemies to win • Pac-Man (Inky, Pinky, etc) • Centipede • Frogger • Mario Bros etc etc IAT 410
Obstacle Creation • Player creates or controls environment to influence or defeat opponent • Eg. Light cycles in Tron • Walls in strategy games • Go • Garbage accumulates IAT 410
Search • Something’s hidden in the environment • Key to locked door • Character who knows X • Find best X in Geometric state • Words in Bookworm • Rows or columns of like color in Bejeweled IAT 410
Material Removal • Object is to remove opponent’s pieces • Examples • Chess • Checkers • War games • Action games (Space Invaders, Pac-Man, Asteroids) IAT 410
Material Creation • Objects are created by user or game • May be competing process with Material Removal • Direct: • Tetris, Go, Othello • Indirect • Fortifications (Walls created to direct traffic) • Economies IAT 410
Economic Simulation • You must set up a flow of material and/or money • Get the most stuff as a means of conquest IAT 410
Economy Simulation • Resource gathering • Gold, Wood, Iron, etc, etc • Direct • AOE gatherer units, C&C • Indirect • Total Annihilation, Kingdoms, IAT 410
Economic Simulation • Buildings • Create NPCs • AOE, Warcraft I, Caesar III • Create/transform materials • Settlers, Caesar III IAT 410
Economic Simulation • Traffic Flow • Roads! • NPC must pass a building for a transaction to take place • Zoo Tycoon, Caesar III • NPC must stop and deliver/pick something up • Railroad Tycoon IAT 410
“Research” • Create a new technology that makes your NPCs better • AOE, Starcraft • Advance your civilization • Upgrade character • Upgrade car/train/weapons…. IAT 410
Dialog/Negotiation • You talk to other players/NPCs • To learn things • Characters tell you X • Learn X in passing • To get missions • To gain/lose membership in a gang/guild/club • To coordinate attack/defense • Trade • Read environment for clues • News clippings IAT 410
Artificial Life • Must grow your creature • Train it • Feed it IAT 410
Fun Flow -- Mihaly Csikszentmihalyi Chapter 3 “Enjoyment and the Quality of Life” Some thoughts on Game Design – Andrew Glassner IAT 410
What is fun? • Can you name an experience that was supposed to be fun but was not? • Not supposed to be fun, but was? IAT 410
What is fun? Pleasing Addictive Stimulating Engaging • Can you name an experience that was supposed to be fun but was not? • Not supposed to be fun, but was? Star Wars parts I & II IAT 410
Is it reasonable to say some software “Is fun” ? It depends: … on audience … do you have to learn a new language? Ease of play vs. Challenge Other experiences: Museum IAT 410
Not just software alone! • Software + context IAT 410
Not just software alone! • Software + context Depends on mood IAT 410
What Mihaly did • Sociology • Interviews • Surveys of people’s attitudes • Using the beeper - • “Tell me how you’re feeling now” IAT 410
How can you be happy? • Make external conditions match goals • eg. “kill the jerks” or • Change your experience of external conditions • Even of house is safe, may still worry • Make goals match external conditions IAT 410
Happiness • Money can’t buy happiness • eg. Unhappy rock stars • Real happiness • What happens to us • How we feel about ourselves IAT 410
Pleasure • Expectations have been met • Too high: Hype about experience • Low expectations: Random video rental IAT 410
Pleasure • Expectations have been met • Too high: Hype about experience • Low expectations: Random video rental Star Wars I & II IAT 410
Enjoyment • Forward motion, sense of accomplishment • Game with matched opponent • Too easy or too hard is no fun! IAT 410
Characteristics of Flow • Have chance of completing the “task” • Able to concentrate • Clear goals • Immediate feedback • Deep but “effortless” involvement • Exercise control IAT 410
Flow • A challenging activity that requires skill • Hunting dog story: • Dog runs in circles, owner tries to catch dog • Dog runs tighter circle when master is tired • Dog tunes the challenge! IAT 410
Control • Paradoxical: Can’t be too afraid of failure • Rock climbers minimize risk • More than just being in control: • Exercising control • Illusion of Control • Anorexia • Gamblers “figure out” chance events IAT 410
Addiction • Lose ability to control own choices • Have you ever been addicted to a game? • What was going on in your life at the time? • Was it you, or the game? IAT 410
Flow • Concern for self disappears • Returns after experience is over • Sense of time duration is altered IAT 410
Flow • Concern for self disappears • Returns after experience is over • Sense of time duration is altered … you notice you’re hungry IAT 410
Success • “Creates order in consciousness and strengthens the structure of the self” IAT 410
Success • “Creates order in consciousness and strengthens the structure of the self” Transition from Beginner to Reasonably Skilled IAT 410
Why do games stop being fun? IAT 410
Why do games stop being fun? • Stagnation • Obsolescence (new game improves on old) • Plateau in skills • Pacing or difficulty • Why return to a game: • Nostalgia • Forgetting the bad things • Taking a break to think offline IAT 410
Design to Achieve Flow • Pace difficulty • Allow control • Don’t make things too hard • Don’t make things too easy IAT 410
Glassner • Avoid: • Making it easy to cheat • People will always exploit bugs • Flight sim • Multiplayer sim • etc. etc. IAT 410
Repetition • Make it easy for users to repeat things • Interactivity != Participation • The raw count of mouse clicks is not a good measure of quality! • Not all actions taken by the user are desirable. Has to be fun. IAT 410
Detail • Too much detail • Required actions overly detailed • Eg. Potions in Ultima Online • Under-detailed • Don't take control away from the user • "A game should offer the fastest and easiest possible way to do everything unless there is some entertaining or informative reason to prevent it." IAT 410
Deception • Faulty scuba gauge IAT 410