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Creative Commons Attribution 2.5 creativecommons.org/licenses/by/2.5/ Temporal Aspects of Games Foundations of Interactive Game Design Prof. Jim Whitehead January 18, 2008
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Creative Commons Attribution 2.5 creativecommons.org/licenses/by/2.5/ Temporal Aspects of Games Foundations of Interactive Game Design Prof. Jim Whitehead.

Jan 15, 2016

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Page 1: Creative Commons Attribution 2.5 creativecommons.org/licenses/by/2.5/ Temporal Aspects of Games Foundations of Interactive Game Design Prof. Jim Whitehead.

Creative CommonsAttribution 2.5

creativecommons.org/licenses/by/2.5/

Temporal Aspects of Games

Foundations of Interactive Game DesignProf. Jim Whitehead

January 18, 2008

Page 2: Creative Commons Attribution 2.5 creativecommons.org/licenses/by/2.5/ Temporal Aspects of Games Foundations of Interactive Game Design Prof. Jim Whitehead.

Upcoming Assignments

• Today: Team Selection for quarter project‣ Name of team

‣ Full names of students on team

‣ Two pieces of contact info for each team members

‣ Two times during week when entire team can meet for at least one hour

‣ A default location that is used for meetings

‣ Come to front at end of class if you don’t have a partner

• Course web site:‣ http://www.soe.ucsc.edu/classes/cmps080k/Winter08/

• Next Friday (Jan. 25): second Gamelog assignment‣ Game from classics list

• Sign up for in-class game demonstrations‣ List up front at end of class

Page 3: Creative Commons Attribution 2.5 creativecommons.org/licenses/by/2.5/ Temporal Aspects of Games Foundations of Interactive Game Design Prof. Jim Whitehead.

Announcements• Porter Video Games Tournament

‣ Fifth Annual Video Game Tourney

‣ Saturday, Jan. 26, 2008, 6pm-6am, Porter Dining Hall

‣ Register/details: [email protected]

‣ Facebook group: “PorterVGT 5.0”

• Game club announcement• Intro to RPG Maker in

class next Wednesday‣ Nate Emond will lead this

• No class Monday‣ Martin Luther King, Jr. holiday

Page 4: Creative Commons Attribution 2.5 creativecommons.org/licenses/by/2.5/ Temporal Aspects of Games Foundations of Interactive Game Design Prof. Jim Whitehead.

Gameplay and Gameworld Rules

• Discussion from last class‣ Gameplay rules

❖ Rules imposed on a gameworld that make interactions with it a game

❖ Just randomly moving about and interacting with a gameworld doesn’t create a game—it’s just infrastructure upon which you can create a game

‣ Gameworld rules❖ Rules that describe the behavior of the world containing the player’s avatar

❖ Gravity (or lack thereof)

❖ Allowable actions (can I swim in the lake, or is it just an obstacle?)

❖ What items can break, or be moved

Page 5: Creative Commons Attribution 2.5 creativecommons.org/licenses/by/2.5/ Temporal Aspects of Games Foundations of Interactive Game Design Prof. Jim Whitehead.

Cardinality of Gameplay

• Degrees of freedom the player has in their movement• Different than cardinality of the gameworld

‣ In Monopoly, the game board (gameworld) is 2D, but the play progresses along a single path, hence cardinality of gameplay is 1D

• Examples‣ Space Invaders

❖ 1D cardinality of gameplay, since base moves only left and right

‣ Recca (most 2d space shooters)❖ 2D cardinality of gameplay, since ship has

free movement in 2D plane of play

‣ Super Mario 64❖ Free movement in 2D around a 3D world,

as well as the ability to jump

• Discussion‣ Guitar Hero? Mario Party? Gameplay Rules > Cardinality of

Gameplay

Page 6: Creative Commons Attribution 2.5 creativecommons.org/licenses/by/2.5/ Temporal Aspects of Games Foundations of Interactive Game Design Prof. Jim Whitehead.

Lives

• A quantifiable number of opportunities a player has to succeed in a game‣ Loss of life implies a break in gameplay

❖ An animation of the loss of life

❖ Break might be minimal, as in a space shooter where ships regenerate quickly, and in the same location in the game

❖ Different from loss of some expendable item, such as a shield that eventually goes away

❖ Loss of the shield does not imply a break in gameplay

‣ Often accompanied by an indication of player health❖ How much more damage can player sustain?

Page 7: Creative Commons Attribution 2.5 creativecommons.org/licenses/by/2.5/ Temporal Aspects of Games Foundations of Interactive Game Design Prof. Jim Whitehead.

Temporal Aspects of Computer Games

Page 8: Creative Commons Attribution 2.5 creativecommons.org/licenses/by/2.5/ Temporal Aspects of Games Foundations of Interactive Game Design Prof. Jim Whitehead.

Game Ends

• The way in which a game may end• Many possibilities

‣ Completing the game’s goals

‣ Running out of lives

‣ Exhausting available time

• Separate from evaluation of the ending‣ Want to separately describe possible endings, and the value

judgements applied to each one❖ Similar to Juul’s game definition, where he discusses valorization of outcome

• Evaluation:‣ Usually win/loss, but can also have

ranked endings❖ Team rankings over a season

❖ Placement in a race

Page 9: Creative Commons Attribution 2.5 creativecommons.org/licenses/by/2.5/ Temporal Aspects of Games Foundations of Interactive Game Design Prof. Jim Whitehead.

No Game End

• Games that are open ended, and that have no final win/loss condition‣ Game could, in theory, be played forever

‣ No overarching goal, or goals are being added constantly

• Examples‣ World of Warcraft (strong example)

❖ No single goal (though achieving high levels is popular)

❖ New content is added periodically

‣ Grand Theft Auto III (weak example)❖ Player can complete all missions, but can

still continue to play the game

‣ Civilization II/III (weak example)❖ Player can satisfy a win condition, and can still continue playing

❖ Is very possible to lose the game, which is final

Page 10: Creative Commons Attribution 2.5 creativecommons.org/licenses/by/2.5/ Temporal Aspects of Games Foundations of Interactive Game Design Prof. Jim Whitehead.

Types of Game Exhaustion

• Gameworld exhaustion‣ Player has seen and done everything there is to do

‣ Pac-Man: only 255 levels, with a maximum possible (“perfect”) score❖ Well, there is a 256th level, but the right hand side is garbled, and appears

impossible for an unassisted human to play

• Narrative exhaustion‣ Once the game’s story has been

completely told

‣ Narrative and gameworld exhaustion are often synonymous

• Resource exhaustion‣ Player runs out of some resource

needed to play the game❖ No more lives

❖ Insufficient resources leave player in position where it is not possible to win the game

Page 11: Creative Commons Attribution 2.5 creativecommons.org/licenses/by/2.5/ Temporal Aspects of Games Foundations of Interactive Game Design Prof. Jim Whitehead.

Segmentation of Gameplay

• The process of managing and regulating the development of gameplay experience through the design of a game‣ The way in which the play of a game is divided into smaller chunks

(elements) of gameplay

• Examples‣ Football game is divided into halves,

quarters, and individual plays

‣ Turn-taking games segment gameplay by causing players to alternate turns

‣ In Final Fantasy❖ Player wanders around countryside

❖ Occasionally has battles with monsters

❖ Also can have interactions with shopkeepers, or other NPCs

Page 12: Creative Commons Attribution 2.5 creativecommons.org/licenses/by/2.5/ Temporal Aspects of Games Foundations of Interactive Game Design Prof. Jim Whitehead.

Challenge Segmentation• Challenge Segmentation

‣ Dividing gameplay into discrete, self-contained situations, which are perceived by the player as a test or trial❖ Examples: puzzles, bosses, waves of enemies

❖ At time not clear-cut, since games tend to increase challenge over time

Page 13: Creative Commons Attribution 2.5 creativecommons.org/licenses/by/2.5/ Temporal Aspects of Games Foundations of Interactive Game Design Prof. Jim Whitehead.

Types of Challenge Segmentation

• Boss challenge‣ A particularly difficult challenge that must

be overcome to continue or finish the game

• Bonus stage‣ Section of gameplay, normally a level, where

the player can earn rewards without any riskof losing the game

• Puzzle‣ A challenge where there is no active agent

against which the player is competing❖ Features problem-solving skills, not quick eye-hand coordination

• Wave‣ A group of, usually similar, enemies that must be avoided or

completely destroyed as they approach the player

Page 14: Creative Commons Attribution 2.5 creativecommons.org/licenses/by/2.5/ Temporal Aspects of Games Foundations of Interactive Game Design Prof. Jim Whitehead.

Spatial Segmentation

• Division of the gameworld into different spaces, when this division also partitions gameplay‣ Gameworld is not presented as a continuous whole

❖ Instead, is distinct subspaces that are navigated separately

❖ Each space may have its own rules

‣ Example: Kingdom Hearts❖ Many worlds, each with distinct characteristics, often based on Disney movie

• Types of spatial segmentation‣ Level

❖ Recognizable subspace of the gameworld, containing tasks that must be completed before players can advance

‣ Spatial checkpoint❖ Boundary between juxtaposed sublocations of the gameplay space

❖ Example: Final Fantasy XII “dotted lines”

Page 15: Creative Commons Attribution 2.5 creativecommons.org/licenses/by/2.5/ Temporal Aspects of Games Foundations of Interactive Game Design Prof. Jim Whitehead.

Temporal Segmentation

• Limiting, synchronizing, and/or coordinating player activity over time

• Examples‣ Fixed game periods in sports games

❖ Quarters, halves, plays

❖ Who plays when

‣ Games where you play against the clock❖ Driving games where you must complete a

number of laps by a fixed time to continue

❖ Marble Madness

❖ Time as a fixed resource

Page 16: Creative Commons Attribution 2.5 creativecommons.org/licenses/by/2.5/ Temporal Aspects of Games Foundations of Interactive Game Design Prof. Jim Whitehead.

Narrative Segmentation

• Dividing gameplay to put it at the service of a storyline of a game‣ Difficult to separate from other forms of segmentation

❖ Changes in story often accompany changes in level, start of a boss fight, etc.

‣ Some games do have changes in story within the same setting❖ Facade has distinct beginning, middle, end

where characters behave differently

❖ Colonel’s Bequest is a text and graphics mystery game

• Game divided into 8 acts, each corresponding to an hour of game time

• Other examples?

Page 17: Creative Commons Attribution 2.5 creativecommons.org/licenses/by/2.5/ Temporal Aspects of Games Foundations of Interactive Game Design Prof. Jim Whitehead.

Discussion of Segmentation

• What forms of segmentation are visible in the following games?‣ Portal

‣ Super Mario Galaxy

‣ Recca (shmups in general)

• Types of segmentation‣ Challenge segmentation

‣ Spatial segmentation

‣ Temporal segmentation

‣ Narrative segmentation