1 / 49

The Play Experience

The Play Experience. Robin Burke GAM 224. Outline. Admin Play Experiential aspects of play The Core Mechanic Examples. Design Project. Group project teams assigned by me 20% of course grade Peer assessment classmates assess design group members assess each other's contribution

andren
Télécharger la présentation

The Play Experience

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. The Play Experience Robin Burke GAM 224

  2. Outline • Admin • Play • Experiential aspects of play • The Core Mechanic • Examples

  3. Design Project • Group project • teams assigned by me • 20% of course grade • Peer assessment • classmates assess design • group members assess each other's contribution • Two projects • Card game • Level for Katamari Damacy • Shared theme • Alien Abduction!

  4. Design Project #1 • Card game • You play the aliens • Goal • abduct a complete human family • King, Queen, Jack • experiment on them and return them • without being detected • Resources • Hearts ♥: Life support • Clubs ♣: Cloaking • Spades ♠: Fuel • Diamonds can be used for other purposes or discarded

  5. Milestones • 5/1: Draft of the rules of the game • should be playable, but possibly not finalized • 5/7: Presentation submission • PowerPoint • submitted to Course On-Line • 5/8: Presentation in class • everyone must attend • 10 minutes / team • 5/8: Final rules

  6. Process • Teams assigned by me • Leader's job • communicate with team to arrange meetings • submit materials to COL on behalf of the team • Everyone's job • Get acquainted • Write down team members' names • Stay in touch • Can email via COL • COL "groups" established for each team • Can use the COL chat room • Meet regularly • Let me know if there are difficulties

  7. Teams • Team 1 • Nieves,Miguel (L) • Lane,Marcellus • Mota,Juan P  • Tahir,Rashad Ali  • Team 2 • Haley,William (L) • Gerber,Brian A  • Guida,Nicholas T  • Team 3 • Behrens,Scott (L) • Quintana,Jasmine  • Rothberg,Adam J.  • Team 4 • Ofer,Boris (L) • Nielsen,Paul J  • Ortega,Lester • Team 5 • Luna,Jonathan  (L) • Castellanos, Roberto • Chokshi,Jay S  • Team 6 • Hitpas,Michael T (L) • Doran,Timothy M  • Steacker,Liam Price  • Team 7 • Smolyar,Alec J (L) • Mendelsohn,Max A  • Ayala,Andres Ivan 

  8. Play • New unit • What are rules for? • Rule create play experiences for players • When we design rules • We must have player experience in mind

  9. Play • a very complex phenomenon with deep roots • animal play, esp. among the young • in most primate species, adults play • Play is a kind of performance

  10. To play • Requires that you acknowledge the "performance" that is happening • and that the performance is somehow not real • "we're not really fighting" • This is where the "magic circle" comes in • the theatre stage is a magic circle • we know that no one actually dies during a staging of "Hamlet" • murder is performed for a communicative purpose

  11. Source of great confusion • Critics say that violent games makes kids violent • more so than movies, TV • because they are interactive • this makes the game "real" • so kids are practicing real violence • But even puppies know the difference between "play" and "real" • by age 9 or so, kids have a strong sense of the difference between performance and reality • this is the same age that they start to take a great interest in games and rules

  12. Kinds of play • Caillois' categories • Agon • competition • Alea • chance • Mimicry • role-playing • Ilinx • disorientation

  13. Agon • Greek word for competitive struggle • n.b. "agony", "antagonist" • Competitive play • The goal is to defeat an opponent • especially another human opponent • Winning demonstrates superior mastery of some skill • Examples • any competitive sport, chess, Warcraft

  14. Alea • Latin word for dice • Chance-based competition • The goal is to win • but it is fate that decides • Winning demonstrates one's luck • or perhaps one's understanding of probability • Examples • Sorry, Thunderstorm, Lottery

  15. Mimicry • The assumption of a role • The goal is to sustain the role • through acting and improvising • Success demonstrates one's ingenuity and empathy for a character • Examples • "House", Dungeons & Dragons, Any MMORPG

  16. Ilinx • No simple translation • "the inducement of vertigo" • "creation of disorientation" • Is this play? • how else to categorize play activities like "Crack the Whip"?

  17. Caillois' Play Taxonomy

  18. Application • Most video games combine multiple forms of play • Wind Waker • Mimicry component • through the avatar • Agon component • combat (ritualized) with other characters • Alea component • random treasures appear when exploring • NBA Street • ?

  19. Play Schemas • Play of Experience (4/19 and 4/24) • the "core mechanic" • what is the activity of the game • Play of Pleasure • fun • what makes the game enjoyable • Play of Meaning • coherence • how does the game create meaning • Narrative Play • story • what makes the game tell a story • Play of Simulation (4/26) • verisimilitude • what makes the game feel "real" • Social Play (5/1) • Play quiz (5/3) • Play paper due (5/10)

  20. Pleasure • What makes a game fun? • Difficult question • Fun is hard to define • Two answers • reinforcement • system of rewards and punishments • keyed to mastery of game skills • flow • state of total involvement • induced by tight feedback, concentration and compelling environment

  21. Example • Wind Waker • player is periodically rewarded with new artifacts (weapons, etc.) • some artifacts let the player defeat enemies • rewards of ability • some artifacts let the player access new parts of the map • rewards of access

  22. Meaning • The play of a game gives rise of a system of meanings • Symbols • red cross = health powerup • blood stain on the floor = proximity of monster • Semiotic system • the linking of different symbols to a "language" unique to the game • This is part of what we mean by being "immersed" in a game • we "see" the game world as a complex web of meanin • just like the real world

  23. Aporia and Epiphany • Aporia • doubt, difficulty in establishing the truth of something • Epiphany • the moment of realization or recognition • Many games confront the player with objects / situations of unknown meaning • produces aporia ("What am I supposed to do now?) • through interaction with the game world the player discovers what to do ("Aha") • Epiphany is a reward • "I have solved the puzzle" • often also of access or ability • But it also is an enhancement of meaning • our understanding of the game world become deeper

  24. Example • Wind Waker • a variety of environments • volcano • forest • ocean • mountainside • monsters • each has a preferred environment • player learns what monsters to expect • abilities / weapons • weapons are effective against different kinds of monsters • weapons are made available when needed for puzzles / monsters in a given environment • boss • boss monster related thematically to the environmental level • player • learns what to expect in each environment and how to respond

  25. Narrative • Every game has a narrative structure • tension / relaxation • Some games add many other narrative devices on this structure • Final Fantasy • Halo • Others very little • Asteroids • Soul Calibre

  26. Narrative descriptors • Detailed characterization • appearance • backstory • Cut-scenes • video • in-game • Text

  27. Example • Wind Waker • dialog • cut-scenes • intro / preview • rewards • characters

  28. Core Mechanic • What the player does to play • Performative loop • perception of the game world • analysis of the situation • selection of action • performance and evaluation of action • Different games emphasize different aspects

  29. Terminological note • This is not how everyone defines the term • some would describe this as the "primary gameplay mode" • We will use our book's definition

  30. Core Mechanic 2 Evaluation Perception Analysis Execution Decision

  31. Thunderstorm • four dice • object • to be the last player whose house is not struck by lightning • rules • player rolls all available dice • if no ones are rolled • player adds to "house" drawing • if house is already complete, it is struck by lightning and player is out • if at least one 1 is rolled • all of the dice with ones are removed from play • play passes the next player • if all dice are ones • all four dice are back in play • house • seven elements

  32. Thunderstorm • Perception • Analysis • Decision • Execution / Evaluation

  33. Eight and out • deck of cards • 6, 5, 4, 3, 2, A • in four piles by suit • object • to be the last player with the most points • rules • each player draws one card from each pile • if an Ace is drawn • that deck is removed from play • all other decks are reshuffled • if all drawn cards are Aces, • all four decks are back in play • if no Aces are drawn • the player makes a tally mark • if a player collects eight marks • he is out

  34. Eight and Out • Perception • Analysis • Decision • Execution / Evaluation

  35. Core mechanic themes • Limited number of core mechanic themes • common to many video games • often combined • Most common • aimed attack • strategic battle • collection • exploration • race • puzzle

  36. Aimed attack • Characteristics • Conflict with fast-moving opposing force • Examples • Asteroids • Centipede • Soul Calibre • Basic elements • Perception • range of enemy • Analysis • available moves • my strengths / weaknesses • opponent's strengths / weaknesses • Decision • move to use • Execution / Evaluation • move, attack, defend, impact

  37. Strategic battle • Characteristics • Conflict with slow moving opposing force • Gathering and deployment of resources • Examples • Civilization III • Warcraft II • Chess • Basic elements • Perception • range / configuration of enemy • available resources • Analysis • available moves • strengths / weaknesses • resource exploitation • long-term consequences • Decision • force deployment • force development • resource acquisition • Execution / Evaluation • direct units • consequences may not be immediate

  38. Collection • Characteristics • accumulation of something • Examples • PacMan • Katamari Damacy • Basic elements • Perception • location of items • obstacles • Analysis • path to items • avoidance of obstacles • Decision • trajectory to follow • Execution / Evaluation • move, grab

  39. Exploration • Characteristics • Exploration of a large unknown environment • Examples • Legend of Zelda (all) • Myst • Basic elements • Perception • opportunities for traversing the world • obstacles • Analysis • navigational options • overcoming obstacles • Decision • where to go • Execution / Evaluation • move

  40. Race • Characteristics • Rapid traversal of defined path • Examples • Mario Kart • F-Zero GX • Basic elements • Perception • path of motion • Analysis • desired trajectory • vehicle capabilities • Decision • optimal trajectory • Execution / Evaluation • adjust speed, steering

  41. Puzzle • Characteristics • Solving logical puzzles • Examples • Mastermind • Tetris • Lemmings • Basic elements • Perception • puzzle elements • Analysis • reasoning • Decision • likely solution path • Execution / Evaluation • attempt solution or partial solution

  42. Combinations • Race + Aimed Attack • Mario Kart Double Dash!! • Exploration + Aimed Attack + Puzzle • Zelda, Metroid, Halo, Tomb Raider, etc. • Exploration + Strategic Battle + Puzzle • KOTOR, Pokemon, many RPGs • Exploration + Puzzle • Myst, classic adventure games

  43. Core mechanic • Specific instantiation of the thematic ideas • what kinds of moves? • what must be perceived? • complexity of decisions

  44. Example I: Asteroids • Perception • trajectories of avatar, asteroids and enemies • Analysis • collision probabilities • shooting opportunities • Decision • orientation, thrust, fire • Execution / Evaluation • button presses • success in maneuvering / destroying • Real time • the loop is quick

  45. Example II: NBA Street

  46. NBA Street Core Mechanic • Perception • location of players, ball and basket • score, power-ups • Analysis • game situation • offensive / defensive opportunities • Decision • motion • action • pass, shoot, tricks • Execution • button combos • Evaluation • successful of action • scoring • trick points

  47. NBA Street • Mechanic is very like a fighting game • Aimed attack but with • Combos • Accumulation of points for stronger trick moves • Can think of this as a sports game • with a fighting mechanic

  48. Kingdom Heart: Chain of Memories

  49. Wednesday • Core mechanic exercise

More Related