Computer Game Design Class Dr. Héctor Muñoz-Avila Sources: • www.wikipedia.org • www.gamespot.com • My own Disclaimer: I use these notes as a guide rather than a comprehensive coverage of the topic. They are neither a substitute for attending the lectures nor for reading the assigned material
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Computer Game Design Class Dr. Héctor Muñoz-Avila Sources: My own Disclaimer: I use these notes as a guide rather than.
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Computer Game Design Class
Dr. Héctor Muñoz-Avila
Sources:• www.wikipedia.org• www.gamespot.com• My own
Disclaimer: I use these notes as a guide rather than a comprehensive coverage of the topic. They are neither a substitute for attending the lectures nor for reading the assigned material
• Exploratory paper on hierarchical explanation in games• Exploratory paper on using hierarchical planning for
controlling a team of Unreal Tournament bots• First class Game Programming at Lehigh
– Graduate-level course• Exploratory grant from DARPA on game (military
simulation-related) research
Expansion - 2005
• Paper on using hierarchical planning for controlling a team of Unreal Tournament bots in the First International Conference on Artificial Intelligence and Interactive Digital Entertainment
• Work on translation of gaming language to AI languages
• Paper on Reinforcement Learning in Real Time Strategy Games (at Innovative Applications of AI conference)
• Grant from DARPA on game (military simulation-related) research
• Chapter appeared AI Game Programming Wisdom 3 on hierarchical planning for controlling a team of Unreal Tournament bots
• First time Game Design Class is taught • Grants from different sources involving game research• Cognitive study on how “fun” is affected by game
difficulty
Today
• Over 30 articles, book chapters and conference papers on the topic of Game AI
• Continuous work on this area: 6 MS thesis over the last years. Some topics:– Learning to play in a turn-based RPG game– Learning to play in a team-based first-person shooter– Mimicking player’s actions
• Game design and AI Game Programing taught 4+ times • PC of main conference in the field (AIIDEE since its
inception) and Associate Editor in main journal (IEEE Transactions of Computational Intelligence and AI in Games)
Myths About Computer Game Design
Myth # 1: Computers have to play as good as possible
Myth # 2: Only programmers can design computer games
Myth # 4: Computer graphics “make” a game
Myth # 3: Succesful games need deep storylines
Myth # 1: Computers have to play as good as possible
You know what is an attack “Kung Fu” style?
•Only 2 enemies are attacking at any point of time
•The other “appear” busy
•Same idea is implemented in many games
http://www.youtube.com/watch?v=-aTbfxwdYQo
Caveat
• But sloppy Game AI programming can lead to player frustration
• http://www.youtube.com/watch?v=DWQuDDYq-2w
Myth # 2: Only programmers can design computer games
• In the “old times” it was like that• Modern tools allow the design of “AI” behavior without
need of a computer programmer
Spawn
Wander
~E
D
Attack
~E
E
E
D
~S
Chase
E
S
S
D
Myth # 3: Successful games need deep Storylines
Myth # 3: Successful games need deep Storylines (II)
Duke Nukem 3d
• Released in 1996• Crude humor
“That's gotta hurt”
• Simplistic and predictable storyline http://www.youtube.com/watch?v=H6JcZv3wPuU
Storyline: "Murderous aliens have landed in futuristic Los Angeles, and humans suddenly find themselves atop the endangered species list. The odds are a million-to-one, just the way Duke likes it!"
• We don’t know– No easy answer– So no “recipe” for creating good games
• We know that many (most?) games developed fail because of inadequate design
• Strong evidence that “gameplay mechanics” have a crucial role in the success of a game:– Civilization– Diablo– World of Warcraft– Heroes of Might and Magic
• We are going to study a model inspired by cognitive science and other fields.– We may not agree completely with this model. But provides a good base for
discussion into a complex topic
Computer Game Design Class
Game mechanics – rules of play
Concept art
graphics
Narrative - storyline
sound
class
Computer Game Design Class
• “Designing/programming games is not a game”• URL of the course:
• Text book:– Rules of Play: Game Design Fundamentals
• Author: Katie Salen and Eric Zimmerman
• Optional text book:– Game Design: Theory & Practice
• Author: Richard Rouse III • Available electronically in campus computers
• Additional reading:– The Art of Game Design: A book of lenses
• Author: Jesse Schell
Student’s Work (I)• Written examinations:
– 2 tests (20% each)– A final exam (35%; cumulative)
• Material for evaluations:– Classes– Chapters covered from text books
• In class we will typically cover only part of a chapter• You are responsible for the whole chapter• Strongly suggest that you read as we cover the topics
• Other work:– Design project (15%)– Homework assignments (10%)
• Attendance to class is required– This is after all an elective course
Student Work (II)• Design Project:
1. Select a game of your choice2. Write a document (10-15 pages) analyzing its design
according o the methodology studied in the course3. Class presentation of the design4. Groups of 2 or 3 people
• Optional: (extra-credit)– Class presentation about a topic of your choice– Creation of a new game (groups of 2 or 3 people)
• This may exempt you from the Final Exam. Most students end up taking this option