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Lecture 1?: Introduction CO42032 Computer Games Software Engineering. Malcolm Rutter m.rutter@napier.ac.uk. The Video Game. Characteristics of a video game. Majority of games tend to be Intensely competitive Demanding of one’s skills - physical or mental Regulated by specific rules
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Lecture 1?: IntroductionCO42032 Computer Games Software Engineering Malcolm Rutter m.rutter@napier.ac.uk
Characteristics of a video game Majority of games tend to be • Intensely competitive • Demanding of one’s skills - physical or mental • Regulated by specific rules • Clearly structured, with an established beginning and ending • Played to achieve a clear cut goal - to succeed at winning or to avoid losing Carolyn Handler Miller (2004) Are there others ?
“You’re going to find that many of the truths we cling to depend greatly on our point of view.”
Genre “Genres are important. They satisfy our basic instinct to classify and define, but they also allow us to better explain the type of story an audience is paying for.” Voytilla (1999)
Genre & Sub-Genre • Applied to all forms of media • Classification, Taxonomy • Concept originated in 1940s • A genre is what it is collectively believed to be at any point in time
Finding the Box • Theme & Content • Expectations & Hypothesis • Conventions • Narrative image • Opening sequence • Iconology & iconography • Public Opinion • Marketing • Reflection • Older games and movies
Video Games (Genre & Sub-Genre) • Puzzle • Gambling • Casino • Role Play • Adventure • Action • First Person Shooter • Sports • Racing • Fighting games (beat ‘em ups) • Simulation • Artificial Life • Real Time Strategy • Management • Uncategorised
Role Playing Game (RPG) • Character creation • Character evolution • Character, class attributes and skills • Inventory management • Melee • Quests • Interactive story • Adventure • Example: • Zelda: Ocarina of Time
Adventure games • Puzzle- solving challenges • A great deal of thought process • An interactive story that is revealed as challenges are overcome • Multi-threaded plot • A journey • Central protagonist • Example: • Tomb Raider
Action games • Action • Quick reflex • Minimal thought process • Simple rules • Pick up and play • Minimal learning curve • Examples: • Doom • Quake
Real-Time Strategy (RTS) • Harvesting resources • Building a community • Spawning units • Strategic attacks • Destroying the opponent • Example: • Command and Conquer
Sports games • Competition • Performance challenges • Quick reflexes • Examples • FIFA 2005 • SSX3 • GT4 • Tony Hawks
Simulation • Real physics • Real vehicles • Steep learning curve • Examples: • Flight simulator
Point of View • First person • Third person • 2D • platform • aerial • fixed boundary • scrolling • parallax • Isometric • 3D • Split Screen • Dual Screen
First person • First Person
Third person • Third Person
3D forced perspective multiple angles
Platform • (show Donkey Kong video)
parallax Moving perspective • Nearby objects flash by quickly • Distance objects slowly
Case Study • Lara Croft • Tomb Raider - The Angel of Darkness
Game Conception • Idea • Spark of inspiration • Story • Plot, back story, challenge, reward • Engine • Brain of the game • Game play • Avatar control, parameters etc • Opponent’s & AI • Increase challenge • Specific Game Elements • Variation, objectives • Plot Elements & interstitials • FMV - intro, cut-scenes etc • Adverts • Graphical User Interface • User feedback • Sound & Music • Atmosphere, cues, feedback
Developing the idea (1/2) • We need an idea for a new game • How about something scary but fun ? • What about Ghostbusters ? • Nice idea - but already been done • Game about a Haunted House ? • Ok - lets incorporate one of our established characters • Donkey Kong ? • No - too big • Mario ? • Already gotta new Mario game in the pipeline • What about Luigi ? • Ok - Lets call it “Luigi’s Mansion”
…. developing the idea • Lets have one of these ghostbuster backpacks to suck ghosts - no lets make it a vacuum cleaner more fun (1) • Excellent - the vacuum cleaner could also be used suck up other items to reveal hidden items and switches (2) • We could also put it into reverse and make it blow - use to move objects such as a beachball or blow out fire (3) • Fire - Hey, we could also make it a flamethrower - to light candles or melt ice (4) • Melt ice - water - lets make the vacuum cleaner squirt water - put out fires or even water plants to make the grow (5) • Totally excellent - Lets make it . ………………..……… the rest is history
Getting started • Gameplay Theme • What’s the game about ? • Core Objective • What is the overall goal ? • Core Idea • Defines overall gameplay • Develop secondary ideas to enrich experience • Game Objects • Primary function • Secondary Functions • Generated by gameplay features • Initiates additional gameplay features
Narrative Structure • Diegesis • the world created by the narrative • Diachronic Story • what happened before (the back story) • Synchronic Story • happens in the “present” (ongoing narrative) • Consider • Grand Theft Auto - San Andreas • SSX3 • Tomb Raider: Angel of Darkness
Feedback • Visual • Audio • Action • rumble • Non Playing Character (NPC) • Accumulative • heath, armour, weapons etc • Emotional • Fulfillment • Cause & Effect
The Physical Interface • Keyboard • Mouse • Joystick • Game Pad • Eye Toy • Dance Mat • Driving Wheel • Skateboard • Stylus • Dual Screen
On-line Games • Internet • Bluetooth • Wi-Fi • Broadband • 3G • MMORPG • Urban Games • GPS • Augmented reality
Useful Sites • http://www.gamasutra.com/ • http://www.ign.com/
Recommended Reading • Baillie-de Byl P. (2004), Programming believable characters for computer games. Charles River Media • Caillois, R. & Barash, (2003) M. Man, Play and Games University of Illinois Press • Gee, J.P. (2003) What Video Games Have to Teach Us About Learning and Literacy. Palgrave Macmillan • King, B. and Borland, J. (2003) Dungeons and dreamers : the rise of computer game culture : from geek to chic. McGraw-Hill/Osborne • Miller, C.H. (2004) Digital Storytelling Focal Press • Poole,S. (2004) Trigger Happy: The Inner Life of Videogames Fourth Estate
Directed Study • Look at a range of video games and trace the influences back through earlier generations • How do the current mobile games compare with retro platforms such as the SNES or Commodore 64 ? • Consider the various user interfaces available and how they affect gameplay • Consider soundtracks and SFX and how they affect immersion and enjoyment