Game Play StylesSlide 2Suggestions?Driving & Physical skillPuzzle - Arrange GeometryDynamic PuzzleRescue/CollectionCollision DetectionObstacle AvoidanceObstacle CreationSearchMaterial RemovalMaterial CreationEconomic SimulationEconomy SimulationSlide 16Slide 17“Research”Dialog/NegotiationArtificial LifeSlide 21FunWhat is fun?Slide 24Slide 25Not just software alone!Slide 27What Mihaly didHow can you be happy?HappinessPleasureSlide 32EnjoymentCharacteristics of FlowFlowControlAddictionSlide 38Slide 39SuccessSlide 41Why do games stop being fun?Slide 43Design to Achieve FlowGlassnerRepetitionDetailDeceptionSlide 49Large-Scale RandomnessMultiple-Choice ConversationsSlide 52AgencySlide 54ChoicesComplexityPaste-On InteractionCharacter ControlSlide 59Interactive FictionSpring 2007 COMP 7970 1Game Play StylesStructure of Game PlaySpring 2007 COMP 7970 2Game Play StylesGames Have various structures that the user must handleCommon structures appear in many gamesSpring 2007 COMP 7970 3Suggestions?Spring 2007 COMP 7970 4Driving & Physical skillPlayer must control vehicle/self to winMust conform to environmentMusic and Dance games do thisFighting game combosJumping in platform gamesSpecial moves in Skate / Snow BoardSpring 2007 COMP 7970 5Puzzle - Arrange GeometrySome self-contained artifact must be rearranged into a solved position–Sokoban–Solitaire–Adventure gamesSpring 2007 COMP 7970 6Dynamic PuzzleSome dynamic artifact must be navigated through–Deadly pendulums swinging!–TetrisSpring 2007 COMP 7970 7Rescue/CollectionThe player has to get something–Someone needs to be saved from peril•Defender, Choplifter, Donkey Kong–Something needs to be collected•Mario Bros, Sonic, etc•Diablo, MMORPGsSpring 2007 COMP 7970 8Collision DetectionShooting –Player shoots a projectile to make progress towards winningDirect Attack by selfCollision Avoidance–Bullets miss you–Block punch/kickSpring 2007 COMP 7970 9Obstacle AvoidancePlayer must avoid environmental objects/enemies to win–Pac-Man (Inky, Pinky, etc)–Centipede–Frogger–Mario Bros etc etcSpring 2007 COMP 7970 10Obstacle CreationPlayer creates or controls environment to influence or defeat opponentEg. Light cycles in TronWalls in strategy gamesGoSpring 2007 COMP 7970 11SearchSomething’s hidden in the environmentKey to locked doorFind best X in Geometric state–Words in Bookworm–Rows or columns of like color in BejeweledSpring 2007 COMP 7970 12Material RemovalObject is to remove opponent’s piecesExamples–Chess–Checkers–War games–Action games (Space Invaders, Pac-Man, Asteroids)Spring 2007 COMP 7970 13Material CreationObjects are created by user or gameMay be competing process with Material RemovalDirect:–Tetris, Go, OthelloIndirect –Fortifications (Walls created to direct traffic)–EconomiesSpring 2007 COMP 7970 14Economic SimulationYou must set up a flow of material and/or money–Get the most stuf–He who dies with the most toys wins!Spring 2007 COMP 7970 15Economy SimulationResource gathering–Gold, Wood, Iron, etc, etcDirect–AOE gatherer units, C&CIndirect–Total Annihilation, Kingdoms,Spring 2007 COMP 7970 16Economic SimulationBuildings–Create NPCs•AOE, Warcraft I, Caesar III–Create/transform materials•Settlers, Caesar IIISpring 2007 COMP 7970 17Economic SimulationTraffic Flow–Roads!–NPC must pass a building for a transaction to take place•Zoo Tycoon, Caesar III–NPC must stop and deliver/pick something up•Railroad TycoonSpring 2007 COMP 7970 18“Research”Create a new technology that makes your NPCs better–AOE, StarcraftAdvance your civilizationSpring 2007 COMP 7970 19Dialog/NegotiationYou talk to other players/NPCs–To learn things–To gain/lose membership in a gang/guild/club–To coordinate attack/defense–TradeRead environment for clues–News clippingsSpring 2007 COMP 7970 20Artificial LifeMust grow your creature–Train it–Feed itSpring 2007 COMP 7970 21Spring 2007 COMP 7970 22FunFlow -- Mihaly CsikszentmihalyiChapter 3 “Enjoyment and the Quality of Life”Some thoughts on Game Design – Andrew GlassnerSpring 2007 COMP 7970 23What is fun?Can you name an experience that was supposed to be fun but was not?Not supposed to be fun, but was?Spring 2007 COMP 7970 24Is it reasonable to say some software “Is fun” ?Spring 2007 COMP 7970 25Is it reasonable to say some software “Is fun” ?It depends:… on audience… do you have to learn a new language?Ease of play vs. ChallengeOther experiences: MuseumSpring 2007 COMP 7970 26Not just software alone!Software + contextSpring 2007 COMP 7970 27Not just software alone!Software + contextDepends on moodSpring 2007 COMP 7970 28What Mihaly didSociologyInterviewsSurveys of people’s attitudesUsing the beeper - –“Tell me how you’re feeling now”Spring 2007 COMP 7970 29How can you be happy?Make external conditions match goals–eg. “kill the jerks”or Change your experience of external conditions–Even of house is safe, may still worry–Make goals match external conditionsSpring 2007 COMP 7970 30HappinessMoney can’t buy happiness–eg. Unhappy rock starsReal happiness–What happens to us–How we feel about ourselvesSpring 2007 COMP 7970 31PleasureExpectations have been met–Too high: Hype about experience–Low expectations: Random video rentalSpring 2007 COMP 7970 32PleasureExpectations have been met–Too high: Hype about experience–Low expectations: Random video rentalStar Wars I & IISpring 2007 COMP 7970 33EnjoymentForward motion, sense of accomplishment–Game with matched opponent–Too easy or too hard is no fun!Spring 2007 COMP 7970 34Characteristics of FlowHave chance of completing the “task”Able to concentrateClear goalsImmediate feedbackDeep but “efortless” involvementExercise controlSpring 2007 COMP 7970 35FlowA challenging activity that requires skill–Hunting dog story:–Dog runs in circles, owner tries to catch dog–Dog runs tighter circle when master is tired–Dog tunes the challenge!Spring 2007 COMP 7970 36ControlParadoxical: Can’t be too afraid of failureRock climbers minimize riskMore than just being in control:–Exercising controlIllusion of Control–Anorexia–Gamblers “figure out” chance eventsSpring 2007 COMP 7970
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