1 / 43

Simulation

Simulation. Robin Burke GAM 224. Outline. Admin Rules paper Play paper Simulation. Rules paper. Grades A: - B: BBB++-- C: CCC-- D: DD. Rewrites. Must RW grade or C- or below May anybody but grade is not guaranteed to go up Cannot if no original paper Rewrite due date 3/7

kuniko
Télécharger la présentation

Simulation

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. Simulation Robin Burke GAM 224

  2. Outline • Admin • Rules paper • Play paper • Simulation

  3. Rules paper • Grades • A: - • B: BBB++-- • C: CCC-- • D: DD

  4. Rewrites • Must • RW grade or • C- or below • May • anybody • but grade is not guaranteed to go up • Cannot • if no original paper • Rewrite due date • 3/7 • Must submit original graded assignment • and new hard copy • As well as to turnitin.com • Grading • (2 * rewrite_grade + original_grade) / 3 • example: Rewrite = A, Original = C- • (2*4 + 1.67) / 3 = 3.22 = B / B+

  5. Problems • Citation • Correct • Grand Theft Auto III Rockstar Games, 2001, Playstation 2. • Katie Salen and Eric Zimmerman, Rules of Play: Game Design Fundamentals (Cambridge, MA: MIT Press, 2004), 390. • Blizzard Entertainment, "Honor System F.A.Q" http://www.worldofwarcraft.com/pvp/honor-system-faq.html. (Accessed 5 February 2007.) • Incorrect • anything else • 2nd citation • none necessary for the game • Salen and Zimmerman, 232. • "Honor System F.A.Q" • Unsupported assertions • "World of Warcraft is the most popular MMORPG ever." • Might be true • needs to be supported with a citation – according to whom?

  6. Thesis • More specific is better • Blah • "Halo 2 shows a lot of emergence." • Better • "The weapons systems in Halo 2 are tightly coupled with many aspects of the game generating emergent gameplay at both the strategic and tactical levels." • In many cases • the conclusion of the paper contained a good thesis statement • grab this and put it in front

  7. Focus • Do not "brain dump" • the description of the game's premise • should be just enough to get the reader started • should focus on those areas that matter for your argument • Example • Unfocused • "Madden has rules about .... [2 pages of description]" • Focused • "The main conflicts in Madden are set up by the standard rules of NFL football and the operational rules for controlling the game.... [2 or 3 paragraphs about these rules]" • Warning sign • Your paragraphs are too long • 10 lines maximum • otherwise you probably don't know what your point is • Many papers had this problem

  8. Focus cont'd • A 5-page paper is very short • You cannot argue persuasively for more than one or two points • Many papers tried to do too much • every conflict in a game • every game theoretic decision • Pick the most significant points that support your case • argue them in depth with concrete examples from the game • Don't slavishly follow my outlines • if it doesn't apply, don't mention it

  9. Proofreading • The spellchecker is no substitute for human judgment • their (belonging to them) • there (location reference)

  10. #1 Tip • Read your paper out loud • You will learn • if your overall argument holds together • if your syntax is garbled • if you are rambling on and on • if your transitions are abrupt

  11. Schemas • Emergence • ≠ finding two object coupled together • ≠ complex gameplay • you are looking for a system in which one object / behavior / variable is highly coupled to many other things • you are looking for the whole being greater than the sum of the parts • if the parts are themselves complex, it is a tougher argument • Game theory • ≠ finding decisions that balance risk / reward • what is the larger system of such decisions? • how does the player learn about the risks and rewards? • Conflict • ≠ identifying one or two types of conflict that are present • what is the system of conflict? • how do different types of conflict interact? • Information • ≠ what forms of information there are • what is the underlying system of hiding and revealing? • what are the costs/payoffs of learning something?

  12. Play paper • Due in two weeks • 2/19 • No rewrites • Schemas • Experience • Pleasure • Meaning • Narrative • Simulation • Social Play

  13. Simulation • Games simulate real-world activities • sports games • racing games • historical games • Central idea • mapping between the game and the real-world activity

  14. Simulation II • Games also simulate fantasy and fictional activities • any RPG • most FPS • Central idea • mapping between the game and...

  15. Imaginary realism • Games (like other fictional creations) • require "willing suspension of disbelief" • we agree to be lied to • (why is that?) • We expect of a realistic game • that it be internally consistent • we expect "physical" laws to be the same everywhere • that its deviations from our consensus reality to be explained • we can learn what "physics" is in this world

  16. Mapping • Simulation is a mapping between • a representation in the game • an aspect of reality or some imagined reality • The mapping will be incomplete • the game may leave out inconvenient or boring parts • the game may include improbable situations for gameplay reasons • Example • realistic healing from wounds is slow • an announcement is heard on the radio just when you come in the room • you can't take over enemy buildings, you have to destroy them

  17. Mapping cont'd • The mapping will be inexact • the game may exaggerate the physics for effect or gameplay • the game may (will) abstract from physical reality for practical reasons • Example • basketball players jump incredibly high • crates can be destroyed but not doors or walls

  18. Basic fact • All physics is simplification • complex multi-body physical simulations are too slow • reality is chaotic • limits to what can be rendered graphically

  19. Example: Halo • What happens when a grenade explodes? • do we simulate the ignition and rapid oxidation of explosives, pressure waves, metal shear and shrapnel trajectories? • do we simulate concussion injuries, soft tissue damage, and bone trauma?

  20. Game physics • Physics = the evolution of the game state • we want the player to feel as though there is a real world in the game • the game state must be complex • its evolution must seem natural • the player's control over it should seem natural

  21. Natural? • Games are profoundly unnatural • Aliens? Psychic powers? Controlling a civilization over centuries? • Imaginary realism • whatever is natural in the game world context • Game physics • may have nothing to do with Newton's physics • or they may be very selective in applying such physics

  22. Simulation focus • Games differ on where they focus their simulation effort • Some areas of the game will be simulated more closely than others • Example • execution aspect of fighting games not much like real fighting • exception: "Fight Night" • Battlefield 1942 weapons modeled realistically • but ability and role of a given soldier not realistic

  23. Simulation focus cont'd • It is easy to criticize a game for not being realistic in some way • The question is • where are the areas where the design sought realism? • where is it omitted? • what are the consequences for meaningful play?

  24. Example • Grand Theft Auto III

  25. Scripting • When there is a fixed stereotyped response to an action in the game • we say it is "scripted" • As opposed to "simulated"

  26. Example • Designer decides what should happen when a grenade explodes • x amount of damage to all units within certain radius • x/2 damage within a larger radius • leaves a certain "stencil" on the floor or wall • Simplifying the actual physics

  27. Example • Locked door in Zelda • If player ties to go through locked door with key in inventory, the door opens and key is used up • Simplifications • Doors are logical, not physical barriers • Cannot be battered down, blown up, removed from hinges • Locks cannot be picked

  28. Advantages of scripting • Much, much faster • to apply a simple rule than to run a physical simulation • Easy to write, understand and modify

  29. Disadvantages of scripting • Limits player creativity • Players will try things that "should" work • based on extensive physical intuition • Will be disappointed if they don't • Game will need many scripts • predicting their interactions can be difficult • complex debugging problem

  30. Simulation • Will still be a simplification • Represent the quantities of interest • represent the forces that act on them • create physical laws for the game world • evolve the game state according to these laws

  31. Example • Half-Life 2 • models weight of objects • models physical forces • can create puzzles involving moving objects of different weights • the "gravity gun" allows any movable object to become a weapon

  32. Benefits of simulation • More player options • Designer doesn't have to anticipate every way to do something • Physical laws reusable • Do not have script every object • Can build (or buy) generic physics engine • Half-Life 2: Havok 2

  33. Disadvantages of simulation • Speed • extensive simulation may make the game too slow • Memory • game state may become much larger • Testing • difficult to test all possibilities

  34. Design decision • How much to simulate? • Where player creativity is important • Where realism is important • Where a simple enough model can be built • What level of detail is required? • depends on the constraints of the game • always a computational cost

  35. Example • Action adventure scenario • How do guards respond to player? • Script • when player enters room, guards converge and attack

  36. Simulation #1 • Proximity concept • Model radius to guard • when player takes a step, sound is heard over certain radius • if guard is within radius and in room, guard will converge and attack

  37. Simulation #2 • Stealth concept • Model sound propagation to guard • when player takes a step, volume of sound is calculated based on level of stealth, floor material, etc. • sound is propagated through room and attenuated based on room contents • guards receive sound signal and if loud enough to reach attention, they will move in the apparent direction of sound

  38. Simulation #3 • Unified level concept • Model sound propagation through larger space • same as #2, but in 3 dimensions, through floors, etc.

  39. Simulation #4 • Psychology of alertness • Model guards' attention • same as #3, but guards have multiple alert states. • A single low-intensity noise will increase their alert state. • Over time, the alert state decays but not completely

  40. Level of detail • As we add more simulated detail • we add texture to the player's decisions • but we add complexity to the program • we may impact the play experience in unexpected ways • We have to decide as designers • what is important for the game's impact

  41. The role of simulation • "Immersive fallacy" • the best game is one in which the player feels that they are totally immersed in a simulated world • emphasizes only a certain aspect of the game experience • Realism is only one aspect of a game's experience • it has to be weighed against other design criteria

  42. Realism over all? • Would "Wind Waker" be better if it had realistic (non-cell shaded) textures? • Would NBA Street be better if its player physics were accurate? • Would Katamari Damacy be better if the objects and people were more detailed? • Would Half-Life 2 be better if you couldn't carry an unrealistically large arsenal? • Would GTA be better if there were child pedestrians and moms with strollers?

  43. Wednesday • Social play, Ch. 28 • Card game design draft due • Next Monday (2/12) • Quiz #2: Play • Wednesday week (2/14) • Card game presentations

More Related