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GT LCC 6310 - Interactivity, P I i rocess ntens ty, and Instantial Assets

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Interactivity, PIiProcess Intensity,and Instantial Assetsand Instantial AssetsGCtikGreg CostikyanWho is Greg Costikyan? American Game Designer Science Fiction Writer CEO Manifesto GamesWorks on and writes about game designWorks on and writes about game designDefinitions Process Intensity “how much a program emphasizes processes itdfdt”fdinstead of data” -crawford ‘on the fly’ vs embeddedIttilA tInstantial 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-ScriptedIE MystIE MystFirst Person Shooter Engine Less world interaction Personal movement freedom UnscriptedIE Halo UnrealIE 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 relevanceContinuous OptionsContinuous Options  Free Form


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GT LCC 6310 - Interactivity, P I i rocess ntens ty, and Instantial Assets

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