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Administrative • Schedule presentations • Test # 1: Feb. 20 – Covers: up to what we cover in Thursday September 15th Defining Digital Games Assigned readings: Chapter 8 (Rules of Play Book) Dr. Héctor Muñoz-Avila Definition of Game Reminder: Definition of a game (and elements). • A game is a system • In which players • engaged in an artificial conflict • defined by rules •That results in a quantifiable outcome Stores + manipulates data All are formally modeled as Turing machines Notes: •most of the definitions of games studied where made before computers existed •PC •PDA •The term “digital game”. Covers: •Consoles •Even cell phones Digital Games as Systems Reminder: Definition of System: • Parts affect one another within an environment – elements: Objects, Attributes (properties), Internal relationships, and the Environment – dimensions: formal, experiential, cultural • Digital games tend to be confused with the medium they are taking place •Our definitions of game and system provide the means to make these distinctions Analysis of Tetris Environment general SCOPE Cultural Experiential Formal narrow A game designer creates experience not technology Says who? John Carmack • Creator of Doom game series • ID Software • Famous for creation of graphics engines that “pushed the envelope from a computer graphics perspective” PC Gamer Interview 2006: If you are left alone in an Island, which game you wish they left with you? •Points that simplicity doesn’t mean lack of design •Previous games created by himself •Points that even in his company now he steps back and listen to designers What Can We do? (with digital media) • Goal: use technology to create meaningful play • What capabilities does digital media have? –Trait 1 : immediate but narrow interactivity –Trait 2: Information manipulation –Trait 3: Automated complex systems –Trait 4: Networked communication Trait 1 : immediate but narrow interactivity • The game responds to player input – Examples other than digital games? • Why is it narrow? – Examples? • Can technology overcome this? –Player tactics in an RTS game –Alternatives to keyboard Trait 2: Information manipulation • Digital (Turing) machines: store/manipulate information • text • images • audio • logic • Key characteristic: computers can learn while playing – User preferences/capabilities • Plus: Hiding information – Example? • Some games have too much information to be played in a board game – Example? Trait 3: Automated complex systems • Complicated procedures: – Chess, Civ • But some say that is a problem: War games – People want to see the internal workings of the system • Examples of complex, non-digital games? Trait 4: Networked communication • Facilitate communication between players • Evolution – 2-4 players using the same console/computer – 2-4 Players over a local network – 2-4 Players over the internet – 12 players over the internet – 1000+ Players over the same instance of game world • Direct communication is not restricted to text Final Word • • • • These traits are not the only ones Even non digital games may exhibit some of these traits But they help our understanding of video game potential Analysis of Unreal Tournament: – – – – Trait 1 : immediate but narrow interactivity Trait 2: Information manipulation Trait 3: Automated complex systems Trait 4: Networked communication