Interactivity, PIiProcess Intensity,and Instantial Assetsand Instantial AssetsGCtikGreg CostikyanWho is Greg Costikyan? American Game Designer Science Fiction Writer CEO Manifesto GamesWorks on and writes about game designWorks on and writes about game designDefinitions Process Intensity “how much a program emphasizes processes itdfdt”fdinstead of data” -crawford ‘on the fly’ vs embeddedIttilA tInstantial Assets “the smallest unit of data a program performs a process on”crawfordprocess on” -crawfordGames All games are interactive Most digital games have interaction in service of a linear narrative Limitation of the media Conventional Graphic VS FPS EngineConventional Graphic Driven Static pictures to interact Limited to no personal movement Pre-ScriptedIE MystIE MystFirst Person Shooter Engine Less world interaction Personal movement freedom UnscriptedIE Halo UnrealIE Halo, UnrealStructure Use Branching Tree of rich instances the player can choose, but ill b l d ( t d ti / )many will be unplayed (wasted time/resources) Linear “longer, and richer, game by forcing players down a linear path of seven nodes”Deus Ex Built on the Unreal engine Conventional graphic adventure connecting ‘sets’ to create linear narrative BUT has the Unreal system movementAlgorithmically-Driven System Game generated minute to minute Players actions have relevanceContinuous OptionsContinuous Options Free Form
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