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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 Design2OverviewGame design as…full-time occupation is historically newfield of practical study – even newer3OverviewFolk games [Costikyan]“Traditional” games with cultural originsExamples:Tic-Tac-Toe (Naughts and Crosses)ChessGoBackgammonPoker4OverviewThis introduction covers:TermsConceptsApproachAll from a workaday viewpoint5OverviewThere is no one “right” way to designThere are many successful approachesSpecific requirements and constraints of each project and team determine what works and what does not.This introduction is but a scratch6The Language of GamesGame development – a young industryStandards are still being formulatedTheoryPracticeTerminology7The Language of GamesDebate continues over high-level viewsLack of standard (concrete) definitionsGameAn object of rule bound playPlayAn activity engaged for the purpose of eliciting emotionsHigh-level concepts tricky to articulate8The Language of GamesWorkplace differences usually low-levelWorking terminologyExample“actors” instead of “agents”“geo” instead of “model”Workflow – how things get doneIndividual responsibilitiesProcesses under which work is performed9The Language of GamesWhy do we play?Not a designer’s problemWhat is the nature of games?Not a designer’s problemHow is a game formed of parts?A designer’s problem10The Language of GamesOur simplistic high-level definitionsEasy to modify to fit multiple culturesPractical over metaphysically trueplaygameaesthetics11Play and GamePlayInteractions to elicit emotionsGameObject of rule-bound playGeneral enough to cover everything12Aesthetics and FrameAestheticsEmotional responses during playNaïve practical approach, not classicalFrameThe border of a game’s contextInside the frame is in the gameOutside the frame is real life13Approaching DesignComputer games are an art formGame design practices can be taughtNothing “magic” about game designAll you need is desire and dedication, practice, and the willingness to work methodically are all that are truly Technical discipline like music, film, poetryThe art of making dynamic models14Approaching DesignMental/CognitiveConceptsBeliefsMapsExamples:LocationsRelationshipsMathematicalEquationsFormulasAlgorithmsA model represents something15Approaching DesignAbstract modelConceptual and idealizedA tool for investigating specific questionsSimplifies thinking to help understand problemsMay include assumptions thought to be falseAbstract gameOne ruleThe piece is moved to the open square16A Player-Game ModelA 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 ModelMechanicsThings the player doesInterfaceCommunication between player and gameSystemUnderlying structure and behavior18Control and State VariablesDefined by Isaacs in Differential GamesControl variablesInputs from playersState variablesQuantities indicating game state19Play MechanicsGameplayFeelings of playing a particular gameActivities engaged in a particular game(Play/game) MechanicsSpecific to game activities“What the player does”20Seven Stages of ActionExecutionIntention to actSequence of actionExecution of action sequenceEvaluationEvaluating interpretationsInterpreting perceptionsPerceiving 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 ActionA goal is formedModels the desired stateThe desired result of an actionExamples:Have a glass of water in handCapture a queenTaste 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 ActionGoals turned into intentions to actSpecific 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 ActionIntentions put into an action sequenceThe 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 ActionThe action sequence is executedThe 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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