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U-M CIS 487 - Gameplay and Interactivity

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Gameplay and InteractivityGoalsRules, Play, CultureImplementing GameplayRulesSlide 6Meaningful GameplayDominant Strategy ProblemTypes Player ChoicesEnsuring Interesting ChoicesTradeoffsStrategy vs TacticsSupporting InvestmentsCompensating FactorsImpermanenceShadow CostsInteractivity01/14/19 1Gameplay and InteractivityCIS 487/587Bruce R. MaximUM-DearbornGoals•List 5 games•What in one sentence what is the objective of each?01/14/19 201/14/19 3Rules, Play, Culture•Rules–Organization of the game system•Play–Human experience from the game system•Culture–Larger contexts engaged or inhabited by the game system01/14/19 4Implementing Gameplay•Gameplay is the union of the game environment and game rules•A game is a series of choices•To be worthwhile gameplay must provide players with non-trivial choices•Choices should have both good and bad consequences to ensure that no one strategy can become dominant01/14/19 5Rules•Operational Rules–Guidelines to allow for orderly play•Constituative Rules–Logical or math basis of the game–Example: Nim or Taxman•Implicit Rules–Etiquette or sportsmanship–Example: everyone can reach the boardRules•Can you think of a game with no rules?•How about a game with only one rule?•Why is it hard to find a game without many rules?01/14/19 601/14/19 7Meaningful Gameplay•Descriptive play–Game action reflected in system outcomes•Discernable play–Result of the game action is communicated in a perceivable way•Integrated play–Relationship between action and outcome part of larger context (e.g. several hits to kill enemy)01/14/19 8Dominant Strategy Problem•Dominated strategy–option so bad that is is never worth using•Dominant strategy–option so good that it is always used•Games with lasting appeal will avoid the use of near dominated (limited use) and near dominant (excessively used) options01/14/19 9Types Player Choices•Option that should sometimes be taken and sometimes avoided (good)•Option whose timing is critical (good)•Insignificant options (poor)•Option always worth taking (poor)•Option never worth taking01/14/19 10Ensuring Interesting Choices•Avoid paper-scissors-rock type absolute transitive relationships•Players should be required to make a judgment to select an optimal strategy only after taking into account the aspects of each game situation (e.g. terrain, weather, time, opponent actions)01/14/19 11Tradeoffs•Option does the most damage but it is the slowest•Option is fastest to use but leaves player defenseless•Option is best defense but does little damage•Option is never the best or worst, but is the most versatile01/14/19 12Strategy vs Tactics•Strategic choices–Affect the course of the game over the medium or long term•Tactical choices–Apply to the immediate situation01/14/19 13Supporting Investments•To reach the primary game objective (destroy enemies) players may have to attend to secondary aims (like building farms to produce food to encourage trade to make money to recruit soldiers)•By including multilevel decisions creates the need for players to think strategically01/14/19 14Compensating Factors•Costs that any be added to game to make selection of option less attractive•Example:–Helicopters can cross any type of terrain–Make them slow–Make them easily destroyed–Limit their ability to look far ahead–Make them expensive01/14/19 15Impermanence•Sometimes an advantage associated with a strategy might only be temporary–Destroyed by enemies–Stolen or converted–Require the use of something not always present–Limited number of uses–Time limit on use01/14/19 16Shadow Costs•The underlying costs to the player associated with making a decision•Resources or experiences required to be able to use some option•Can be costs related to make supporting investments01/14/19 17Interactivity•Affecting game world itself•Directly controlling game character actions•Influencing character’s actions•Deciding who to follow rather than what happens•Selecting what is interesting to focus on in the


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U-M CIS 487 - Gameplay and Interactivity

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