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AUBURN COMP 7970 - Game Design

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Chapter 2.2 Game DesignOverviewSlide 3Slide 4Slide 5The Language of GamesSlide 7Slide 8Slide 9Slide 10Play and GameAesthetics and FrameApproaching DesignSlide 14Slide 15A Player-Game ModelSlide 17Control and State VariablesPlay MechanicsSeven Stages of ActionSlide 21Slide 22Slide 23Slide 24Slide 25Slide 26Slide 27Slide 28Slide 29Designer and Player ModelsSlide 31Core MechanicsPremiseSlide 34Slide 35Slide 36Slide 37Slide 38Choice and OutcomeSlide 40Slide 41Qualities of ChoiceGoals and ObjectivesSlide 44ResourcesEconomiesPlayer StrategyGame TheorySlide 49Slide 50Slide 51InterfaceSlide 53Slide 54Slide 55Slide 56Slide 57Slide 58Slide 59Slide 60Slide 61Slide 62Slide 63HCI and Cognitive ErgonomicsDesign of Everyday ThingsSystemsSlide 67Slide 68Slide 69Slide 70Slide 71Slide 72Slide 73Slide 74Slide 75Slide 76ConstraintsSlide 78GenresSlide 80AudiencesSlide 82Slide 83Slide 84Slide 85IteratingSlide 87Slide 88Slide 89Slide 90Slide 91CreativitySlide 93Slide 94Slide 95InspirationCommunicationSlide 98Slide 99Slide 100Slide 101Slide 102PsychologySlide 104Slide 105Slide 106Slide 107Slide 108Chapter 2.2Game Design2OverviewGame design as…full-time occupation is historically newfield of practical study – even newer3OverviewFolk games [Costikyan]“Traditional” games with cultural originsExamples:Tic-Tac-Toe (Naughts and Crosses)ChessGoBackgammonPoker4OverviewThis introduction covers:TermsConceptsApproachAll from a workaday viewpoint5OverviewThere is no one “right” way to designThere are many successful approachesSpecific requirements and constraints of each project and team determine what works and what does not.This introduction is but a scratch6The Language of GamesGame development – a young industryStandards are still being formulatedTheoryPracticeTerminology7The Language of GamesDebate continues over high-level viewsLack of standard (concrete) definitionsGameAn object of rule bound playPlayAn activity engaged for the purpose of eliciting emotionsHigh-level concepts tricky to articulate8The Language of GamesWorkplace differences usually low-levelWorking terminologyExample“actors” instead of “agents”“geo” instead of “model”Workflow – how things get doneIndividual responsibilitiesProcesses under which work is performed9The Language of GamesWhy do we play?Not a designer’s problemWhat is the nature of games?Not a designer’s problemHow is a game formed of parts?A designer’s problem10The Language of GamesOur simplistic high-level definitionsEasy to modify to fit multiple culturesPractical over metaphysically trueplaygameaesthetics11Play and GamePlayInteractions to elicit emotionsGameObject of rule-bound playGeneral enough to cover everything12Aesthetics and FrameAestheticsEmotional responses during playNaïve practical approach, not classicalFrameThe border of a game’s contextInside the frame is in the gameOutside the frame is real life13Approaching DesignComputer games are an art formGame design practices can be taughtNothing “magic” about game designAll you need is desire and dedication, practice, and the willingness to work methodically are all that are truly Technical discipline like music, film, poetryThe art of making dynamic models14Approaching DesignMental/CognitiveConceptsBeliefsMapsExamples:LocationsRelationshipsMathematicalEquationsFormulasAlgorithmsA model represents something15Approaching DesignAbstract modelConceptual and idealizedA tool for investigating specific questionsSimplifies thinking to help understand problemsMay include assumptions thought to be falseAbstract gameOne ruleThe piece is moved to the open square16A Player-Game ModelA model of the player – game relationshipM e c h a n i c s I n t e r f a c e S y s t e mP L A Y E R G A M E17A Player-Game ModelMechanicsThings the player doesInterfaceCommunication between player and gameSystemUnderlying structure and behavior18Control and State VariablesDefined by Isaacs in Differential GamesControl variablesInputs from playersState variablesQuantities indicating game state19Play MechanicsGameplayFeelings of playing a particular gameActivities engaged in a particular game(Play/game) MechanicsSpecific to game activities“What the player does”20Seven Stages of ActionExecutionIntention to actSequence of actionExecution of action sequenceEvaluationEvaluating interpretationsInterpreting perceptionsPerceiving statesP e r c e i v i n gs t a t e sI n t e r p r e t i n gp e r c e p t i o n sE v a l u a t i n gi n t e r p r e t a t i o n sE x e c u t i o n o fa c t i o n s e q u e n c eS e q u e n c e o fa c t i o nI n t e n t i o nt o a c tG o a l sT H E G A M E21Seven Stages of ActionA goal is formedModels the desired stateThe desired result of an actionExamples:Have a glass of water in handCapture a queenTaste ice creamP e r c e i v i n gs t a t e sI n t e r p r e t i n gp e r c e p t i o n sE v a l u a t i n gi n t e r p r e t a t i o n sE x e c u t i o n o fa c t i o n s e q u e n c eS e q u e n c e o fa c t i o nI n t e n t i o nt o a c tG o a l sT H E G A M E22Seven Stages of ActionGoals turned into intentions to actSpecific statements of what is to be doneP e r c e i v i n gs t a t e sI n t e r p r e t i n gp e r c e p t i o n sE v a l u a t i n gi n t e r p r e t a t i o n sE x e c u t i o n o fa c t i o n s e q u e n c eS e q u e n c e o fa c t i o nI n t e n t i o nt o a c tG o a l sT H E G A M E23Seven Stages of ActionIntentions put into an action sequenceThe order internal commands will be performedP e r c e i v i n gs t a t e sI n t e r p r e t i n gp e r c e p t i o n sE v a l u a t i n gi n t e r p r e t a t i o n sE x e c u t i o n o fa c t i o n s e q u e n c eS e q u e n c e o fa c t i o nI n t e n t i o nt o a c tG o a l sT H E G A M E24Seven Stages of ActionThe action sequence is executedThe player manipulates control variablesP e r c e i v i n gs t a t e sI n t e r p r e t i n gp e r c e p t i o n sE v a l u a t i n gi n t e r p r e t a t i o n sE x e c u t i o n o fa c t i o n s e q u e n c eS e q u e n c e o fa c t i o nI n t e n t i o nt o a c tG


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AUBURN COMP 7970 - Game Design

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