Games as Cybernetic Systems (15 pages)

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Games as Cybernetic Systems



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Administrative Next week April 7th in class the Design Analysis Project is due this is required for all students and it is 15 of the final grade If you have not done so start working on it now We grade this project rigorously particularly the level of effort put into the work We expect that you will go the extra mile for this project and put a lot of effort into it Next week April 4th in class is Test 2 Covers all of Unit 2 Games as Cybernetic Systems Ch 18 Cybernetics Resulted from Information Theory Ch 16 and Information Systems Theory Ch 17 Focus on how dynamic systems change over time Cybernetics is used to study organizations Large companies Governments Basic principle output feedbackadjustment Elements of a Cybernetic System The feedback Loop Environment feedback Sensor output adjustment Activator AC unit in a room example Comparator Kinds of Feedback Example of each for the AC unit in a room example Negative temperature room 75 then activate cooler Positive temperature room 75 then activate heater Simple Cybernetic Design Lets combine two feedback loops that maintains the temperature in a room stays between 65 and 75 We have a cooler and We have a heater Lets do one that maintains the temperature in a room at 70 Same conditions as before Example of this stuff in games Positive negative feedback in games An example of positive feedback An example of negative feedback Feedback Loops in Games Marc LeBlanc Game state Environment feedback Scoring function Sensor output Activator adjustment Comparator Game Controller Game mechanical bias Information known to all players Information known to only one player Game state Information known to the game only Randomly generated information Example of negative Feedback Downforce Negative Simulated gravity vs player AI lets itself catch up if you are loosing AI catches up if you are winning http www youtube com watch v 37g5uNwmqz4 http www youtube com watch v z OQzqUdbs4 AI lets itself catch up if you are loosing Position of autos Configuration of track Game state output feedback Scoring function adjustment Game mechanical bias Slow down leading car Formally speed leadingCar speed player f Distance player leadingCar Player position leadingCar position Formally Distance player finish Distance leadingCar finish Game Controller Player loosing Formally Distance player finish Distance leadingCar finish Simulated gravity vs player control Position of autos Configuration of track speed Game state output Game mechanical bias Steer car towards road feedback Scoring function adjustment Player direction Road direction Controller Player going out of road Mortal Combat combo Health Points player Game Health points opponent Disabled Yes No output Opponent situation chance for next combo no chance state Game mechanical bias Disabling attack feedback Scoring function adjustment Disabled Opponent situation Controller Disabled Yes Opponent situation chance for next combo Difficulty Levels Brigette Swan Adaptation to the quirks and habits of a particular player over time Many games implement difficulty sliders Common start early levels easy More difficult as game progresses Difficulty can be amount of information available Dynamic Difficulty Adjustment DDA Dynamic Difficulty Adjustment DDA The Oblivion Controversy Idea adjust game so that it remains challenging negative feedback It is an RPG game like say Diablo but As your avatar levels so do all mobs in the game So for example you clean a dungeon at level 1 killing some rats at level 10 those rats will be armored and will hit much harder Does it still have meaningful play as a result Use of Feedback in Games Marc LeBlanc Examples Stability Negative feedback stabilizes a game Positive feedback destabilizes a game Game duration Negative feedback can prolong a game Positive feedback can end it Success Positive feedback magnifies early success Negative feedback magnifies late ones Control Feedback systems can emerge from games Feedback systems can take control away from gamers and result in lost of meaningful play


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