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Systems and Interactivity

This article explores the concepts of systems and interactivity in game design, discussing the elements that make up a system and the role of interactivity in creating meaningful play experiences. It delves into the different modes of interactivity and the crucial stages of choice in games. Examples of breakdowns in meaningful play are also provided.

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Systems and Interactivity

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  1. Systems and Interactivity Dr. Héctor Muñoz-Avila • Assigned readings: • Chapters 4 & 5 (Rules of Play Book)

  2. Systems: Various Definitions • A group of interrelated elements forming a complex whole (biological systems) • A functionally related group of elements or components (computer) • An organized set of ideas or principles (government) • Commonality of these definitions: Parts  Whole • Is a game a system?

  3. Elements of a System • Parts affect one another within an environment • Forming a pattern that is different from its parts • Four parts of a system • Objects • Attributes (properties) • Internal relationships • Environment • 3 dimensions • Formal system • Experiential system • Cultural system

  4. Elements of a System • Example: Chess • Another example

  5. threat defend

  6. Framing Systems • Hierarchical and interrelated dimensions • Formal rules are embedded in a system of play • System of play is embedded in the culture • This is important • GTA controversy: • culture or stereotype? • Fiction or reality? • Influence behavior? So designing a game is more than just defining rules because these rules are experienced with in a cultural context

  7. Open and Close Systems • Closed system: no interchange with the environment • Chess as a formal system • Open system: affects and is affected by environment • Chess as a cultural system • We should not forget that once game is distributed it becomes an open system

  8. Interactivity • Person is making choices within a game system • Which action to take? • Including not taking an action, this is an action (people in AI call this “no-action” and treat it the same as other actions: “move”). Example? • Action gets a response from gaming system. This is an interaction • These interactions determine how the game advances • Actions define the experience • We want to achieve meaningful play

  9. Interactivity: Definitions • From the dictionary: • Mutual or reciprocal action or influence • Act on each other; reciprocally • Common: relation between two things • In this course: • Interaction takes place in a system • People participate as agents • Its relational • It allows direct intervention within a context • It is iterative • Trouble: When we watch a movie is this interactive? What if I press the forward button?

  10. A Multivalent Model of Interactivity Four modes of interactivity • Cognitive interactivity (interpretive) • Text adventure games (D&D) • Functional interactivity (utilitarian; material components) • Fonts ok to read? • Explicit interactivity (participation by making choices) • Choose to enter or not in a room • Beyond-the-object interactivity (culture) • Online community (MUDs)

  11. Designed Interaction • Interaction is part of a system • Rules are provided • Context for interaction is also provided • Reciprocal interaction

  12. Interaction and Choice • Meaningful play: • In terms of interaction: • Two level of choices: • Micro: “moment-to-moment” choices • Macro: chain of micro-choices to form an experience • Example: tactics versus strategies in an FPS game Player: action  system: outcome discernable and integrated in larger context Player: choice  (action  system: outcome) discernable and integrated in larger context

  13. Micro versus Macro: Example • Unreal tournament • Domination game – points are scored by controlling one or more of the map’s domination locations • First team to score pre-determined number of points wins • Example of • Micro choice? • Macro choice? Domination locations

  14. Anatomy of Choice: Five Crucial Stages • What happened before the player was given a choice? • positions of the team mates, owner dom points • How is the possibility of a choice conveyed to the player? • Other players, what he views • How did a player make a choice? • Move (fires, jump, walk, run) avatar • What is the result of choice? How affects future choices? • Choice affects overall system (capture dom point?) • How are the results of choice conveyed? • Graphical user interface (including score), sound

  15. Homework(see E. I didn’t forgot!) • For each of the questions in the previous case, indicate an example of a game where the question is not properly answered and as a result there is a breakdown in meaningful play. • Note: read discussion in book to better understand this.

  16. No Meaningful Play? Breakdown: action outcome chain These are just some examples of breakdowns. • Feeling decisions are arbitrary. • Affects Stage 4: “result of choice?” • Example? • Not knowing what to do next • Affects Stage 2: “How choice is conveyed?” • Example?

  17. Space of Possibilities • Game interactivity cannot be evaluated as an spectator (“watching over the shoulder”) • Needs to be actually experiencing to analyze the 5 stages • It is still not common practice among many game developers

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