SimulationOutlineMilestone #4: ProposalSlide 4Simulation IIMappingBasic factExample: HaloGame physicsNatural?ScriptingExampleSlide 13Advantages of scriptingDisadvantages of scriptingSlide 16Benefits of simulationDisadvantages of simulationDesign decisionSlide 20The role of simulationActivitySimulationRobin BurkeGAM 224OutlineDesign Milestone #4SimulationGame design activityMilestone #4: ProposalNew gameusing the core mechanic from Milestone #3should differ completely in theme, story, setting, and semantics1 page descriptionDue 5/23SimulationGames simulate real-world activitiessports gamesracing gamesCentral ideamapping between the game and the real-world activitySimulation IIGames also simulate fantasy and fictional activitiesany RPGmost FPSCentral ideamapping between the game and...MappingThe mapping will be incompletethe game may leave out inconvenient or boring partsthe game may include improbable situations for gameplay reasonsThe mapping will be inexactthe game may exaggerate the physics for effect or gameplaythe game may (will) abstract from physical reality for practical reasonsBasic factAll physics is simplificationcomplex multi-body physical simulations are too slowreality is chaoticlimits to what can be rendered graphicallyExample: HaloWhat happens when a grenade explodes?do we simulate the ignition and rapid oxidation of explosives, pressure waves, metal shear and shrapnel trajectories?do we simulate concussion injuries, soft tissue damage, and bone trauma?Game physicsPhysics = the evolution of the game statewe want the player to feel as though there is a real world in the gamethe game state must be complexits evolution must seem naturalthe player's control over it should seem naturalNatural?Games are profoundly unnaturalAliens? Psychic powers? Controlling a civilization over centuries?As in fiction"willing suspension of disbelief"natural within the game world contextGame physicsmay have nothing to do with Newton's physicsScriptingWhen there is a fixed stereotyped response to an action in the gamewe say it is "scripted"As opposed to "simulated"ExampleDesigner decides what should happen when a grenade explodesx amount of damage to all units within certain radiusx/2 damage within a larger radiusleaves a certain "stencil" on the floor or wallSimplifying the actual physicsExampleLocked door in ZeldaIf player tries to go through locked door with key in inventory, the door opens and key is used upSimplificationsDoors are logical, not physical barriers•Cannot be battered down, blown up, removed from hinges•Locks cannot be pickedAdvantages of scriptingMuch, much fasterto apply a simple rule than to run a physical simulationEasy to write, understand and modifyDisadvantages of scriptingLimits player creativityPlayers will try things that "should" work•based on extensive physical intuitionWill be disappointed if they don'tGame will need many scriptspredicting their interactions can be difficultcomplex debugging problemSimulationWill still be a simplificationRepresent the quantities of interestrepresent the forces that act on themcreate physical laws for the game worldevolve the game state according to these lawsBenefits of simulationMore player optionsDesigner doesn't have to anticipate every way to do somethingPhysical laws reusableDo not have script every objectCan build (or buy) generic physics engineDisadvantages of simulationSpeedextensive simulation may make the game too slowMemorygame state may become much largerTestingdifficult to test all possibilitiesDesign decisionHow much to simulate? Where player creativity is importantWhere realism is importantWhere a simple enough model can be builtWhat level of detail is required?depends on the constraints of the gamealways a computational costExampleScriptwhen player enters room, guards converge and attackSimulation #1when player takes a step, sound is heard over certain radiusif guard is within radius and in room, guard will converge and attackSimulation #2when player takes a step, volume of sound is calculated based on level of stealth, floor material, etc.sound is propagated through room and attenuated based on room contentsguards receive sound signal and if loud enough to reach attention, they will move in the apparent direction of soundSimulation #3same as #2, but in 3 dimensions, through floors, etc.The role of simulation"Immersive fallacy"the best game is one in which the player feels that they are totally immersed in a simulated worldemphasizes only a certain aspect of the game experienceCounter-examplesMore detail is not necessarily better•Katamari DamacyNeed for ironic distance •GTAActivityRe-design Hearts to be a game of
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