Top Banner
AN INTRODUCTION TO GAME DESIGN, PLAYTESTING AND GAMES WITH A PURPOSE LUCA GALLI POLITECNICO DI MILANO
47

CUbRIK and gaming experience@Qualinet

Jan 28, 2015

Download

Technology

CUbRIK Project

presentation made by Luca Galli at 6th Qualinet general meeting , 25 Sept 2013
Welcome message from author
This document is posted to help you gain knowledge. Please leave a comment to let me know what you think about it! Share it to your friends and learn new things together.
Transcript
Page 1: CUbRIK and gaming experience@Qualinet

AN INTRODUCTION TO

GAME DESIGN,PLAYTESTING AND

GAMES WITH A PURPOSE

LUCA GALLI

POLITECNICO DI MILANO

Page 2: CUbRIK and gaming experience@Qualinet

2

ABOUT MYSELF

LUCA GALLI

Ph.D. Student - Politecnico di Milano

http://www.lucagalli.me

[email protected]

• RESEARCH BACKGROUND AND INTERESTS

• Robotics & AI• Game Design• Crowdsourcing and Human Computation

6th Qualinet General Meeting

Page 3: CUbRIK and gaming experience@Qualinet

3

AGENDA

6th Qualinet General Meeting

Page 4: CUbRIK and gaming experience@Qualinet

4

AGENDA

• Play vs Games• Pointers to Game Design• Introduction to Games with a

Purpose • Gameplay validation through

playtesting• A Classic Example: Big Rigs

6th Qualinet General Meeting

Page 5: CUbRIK and gaming experience@Qualinet

5

6th Qualinet General Meeting

Something really bad is going to happen…

Page 6: CUbRIK and gaming experience@Qualinet

6

6th Qualinet General Meeting

Or not?

Page 7: CUbRIK and gaming experience@Qualinet

7

WHAT IS PLAY?

6th Qualinet General Meeting

Autonomy: play is a voluntary activity.

Safety: during play there are radically reduced serious consequences in what we do

Exploration: the possibility to experiment and try out new things

Mastery: the will to improve one’s own skills

Page 8: CUbRIK and gaming experience@Qualinet

8

GAMES VS PLAY

6th Qualinet General Meeting

Games are distinguished from play

– Play is free-form

– Games are rule-basedA game is a closed, formal system that· Engages players in structured conflict and· Resolves its uncertainty in an unequal outcome.

Fullerton, T.; Swain, C. & Hoffman, S.Game Design Workshop: A playcentric approach to creating innovative games, 2008

Page 9: CUbRIK and gaming experience@Qualinet

9

6th Qualinet General Meeting

Page 10: CUbRIK and gaming experience@Qualinet

10

FLASH INTRODUCTION TO GAME DESIGN

6th Qualinet General Meeting

Page 11: CUbRIK and gaming experience@Qualinet

11

6th Qualinet General Meeting

Mancala,  7th century AD

Page 12: CUbRIK and gaming experience@Qualinet

12

Unreal Tournament 3, Epic Games, 2007

6th Qualinet General Meeting

Page 13: CUbRIK and gaming experience@Qualinet

13

6th Qualinet General Meeting

Turn based boardgame vs Real time action shooter

Handmade physical board vs Personal Computer

Public domain rules vs Copyrighted

Page 14: CUbRIK and gaming experience@Qualinet

14

1 - PLAYERS

6th Qualinet General Meeting

Page 15: CUbRIK and gaming experience@Qualinet

15

2 - OBJECTIVES

6th Qualinet General Meeting

Page 16: CUbRIK and gaming experience@Qualinet

16

OBJECTIVES: EXAMPLES

6th Qualinet General Meeting

Solution: solve a problem or puzzle before (or more accurately) than the competition or following certain constraints

Connect Four, Milton Bradley, 1974

Professor Layton and the Miracle Mask, Level-5, 2011

Page 17: CUbRIK and gaming experience@Qualinet

17

3 - PROCEDURES

6th Qualinet General Meeting

Page 18: CUbRIK and gaming experience@Qualinet

18

3 – PROCEDURES: EXAMPLE

6th Qualinet General Meeting

Starting action: Choose a player to go first. Each player chooses a color: red or yellow.

Progression of action: On each turn, a player drops one colored checker down any of the slots in the top of the grid.

Resolving actions: The play alternates until one of the players gets four checkers of one color in a row. The row can be horizontal, vertical, or diagonal.

Connect Four

Page 19: CUbRIK and gaming experience@Qualinet

19

4 - RULES• Define Objects• Restrict Actions• Determine Effects (ECA rules)

Chess: A player cannot move her king into check.

Poker: A straight is five consecutively rankedcards; a straight flush is five consecutively ranked cards of the same suit.

WarCraft II: To create knight units, a player must have upgraded to a keep and built a stable.

6th Qualinet General Meeting

Page 20: CUbRIK and gaming experience@Qualinet

20

5 – RESOURCES: EXAMPLE

Card Hunter, Blue Manchu Pty Ltd, TBR

Time

Points

Actions

6th Qualinet General Meeting

Page 21: CUbRIK and gaming experience@Qualinet

21

6 - OUTCOME

6th Qualinet General Meeting

Page 22: CUbRIK and gaming experience@Qualinet

22

GAMES WITH A PURPOSE

6th Qualinet General Meeting

Games with a Purpose (GWAPs) are digital games that generate useful data as a by-product of play. [vA06,LvA09]

The design of a GWAP requires to create a game so that its structure encourages computation, correctness of the output and players retention.

Page 23: CUbRIK and gaming experience@Qualinet

23

EXAMPLE:INGRESS

6th Qualinet General Meeting

Page 24: CUbRIK and gaming experience@Qualinet

24

EXAMPLE: INGRESS

6th Qualinet General Meeting

Page 25: CUbRIK and gaming experience@Qualinet

25

EXAMPLE: AUSTRALIA COVERED

6th Qualinet General Meeting

Page 26: CUbRIK and gaming experience@Qualinet

26

CASE STUDY: FASHION TREND MINING

6th Qualinet General Meeting

Problem statement: segment fashion images for mining trends based on visual features of garments (e.g. color and texture)

Use case: identifying trends in collections of images of people and garments

Applications: retrieving similar garments, inspect clothing trends in image collections, analyzing trends change in the years

Color descriptors

Texture descriptors

coarse(sub-)image similarity

Page 27: CUbRIK and gaming experience@Qualinet

27

THE FASHION TREND MINING PIPELINE

6th Qualinet General Meeting

Male, 24 Female, 22Female?, ??

Page 28: CUbRIK and gaming experience@Qualinet

28

REQUIREMENTS SPECIFICATION

6th Qualinet General Meeting

Task Description: Recognize if a particular garment is present within a picture or define a new one and outline its contours.

Input Objects: A fashion image, an optional tag defining the garment to identify.

Aggregation Strategy: assign a value of 0 to each pixel outside the contour and 1 to each pixel contained within the contour, sum all the contribution and apply a threshold based on the number of players.

Output Data: For each submitted task the game has to provide the contour of the garment within the image (Polyline) and a tag defining the garment that has been segmented

Page 29: CUbRIK and gaming experience@Qualinet

29

Solution Mechanics: Pattern Recognition

Established genre: Draw and Guess

Inversion Problem Mechanic

PLAYERS:Number >=2

Multilateral Competition

Two different roles:Sketcher: has to draw the contours

of the stated garmentGuesser: has to guess the garment

drawn by the sketcher

SKETCHNESS

6th Qualinet General Meeting

Page 30: CUbRIK and gaming experience@Qualinet

30

PLAYER ROLE: SKETCHER

● The only player to see the low confidence image

● “May” be asked to provide atag for the image

● Is asked to draw the contourof the object for which the tag is provided within theallotted time

● Goal of the Sketcher is to let the other players guessthe tag within a time slotwithout providingany other hints than thecontour

Low Confidence

Image

Tag of the target object

Contour provided

by the user

6th Qualinet General Meeting

Page 31: CUbRIK and gaming experience@Qualinet

31

PLAYER ROLE: GUESSER

● Any other player in the game

● His/Her goal is to guess the object for which the Sketcherhas provided the contour

● Not allowed to draw on the whiteboard, just to typein the chat box the probableanswer as fast as possible

● Scoring:

● Sketcher: 10 pts + 1 for each guesser

● Guesser: 10 pts to the first, thendecreasing down to five

Contour of the garment provided by the Sketcher

6th Qualinet General Meeting

Page 32: CUbRIK and gaming experience@Qualinet

32

RESULTS:

6th Qualinet General Meeting

Page 33: CUbRIK and gaming experience@Qualinet

33

RESULTS:

Sketchness Aggregator

Kota Yamaguchi, M Hadi Kiapour, Luis E Ortiz, Tamara L Berg, "Parsing Clothing in

Fashion Photographs", CVPR 2012

6th Qualinet General Meeting

Page 34: CUbRIK and gaming experience@Qualinet

34

TASK TO GAME MECHANICS MATCHING

Does a game with game mechanics similar to the task exist?

If so, integrate the task within the existing game

If not, a custom game with custom game mechanics has to be implemented...

6th Qualinet General Meeting

Page 35: CUbRIK and gaming experience@Qualinet

35

HOW TO EVALUATE A GAME?

6th Qualinet General Meeting

The Goal is a fun game…

… but also to solve a task!

Game designs are hypotheses

Playtests are experiments

Evaluate designs off playtest results

Repeat

Page 36: CUbRIK and gaming experience@Qualinet

36

REQUIREMENTS SPECIFICATION

uTaskTask Description

Input Objects

Output Objects

Execution Interface

Operations Output Validation

6th Qualinet General Meeting

Page 37: CUbRIK and gaming experience@Qualinet

37

HOW TO IMPROVE GAME DESIGN

6th Qualinet General Meeting

We want to make informed decisions:

• Get data early, get data often

• Iterate constantly

• We don’t know what’s best (players do)

• Create a feedback loop between design and

playtest

Page 38: CUbRIK and gaming experience@Qualinet

38

6th Qualinet General Meeting

TRADITIONAL METHODSDIRECT OBSERVATION

Page 39: CUbRIK and gaming experience@Qualinet

39

6th Qualinet General Meeting

TRADITIONAL METHODSVERBAL REPORTS

I don’t know what I am

supposed to do...

I am bad at drawing...

Page 40: CUbRIK and gaming experience@Qualinet

40

6th Qualinet General Meeting

TRADITIONAL METHODSQ&A/SURVEYS

Page 41: CUbRIK and gaming experience@Qualinet

41

6th Qualinet General Meeting

TRADITIONAL METHODSISSUES

Artificial gameplay sessions

– Many potential biases

– Distorted data (interpreted behavior)

– Lack of empiricism

– Missing elements of objectivity

– Sometimes difficult to establish emotions,

baselines, and independence

Page 42: CUbRIK and gaming experience@Qualinet

42

6th Qualinet General Meeting

TECHNICAL APPROACHESSTAT COLLECTION

Page 43: CUbRIK and gaming experience@Qualinet

43

6th Qualinet General Meeting

TECHNICAL APPROACHESSTAT COLLECTION

Page 44: CUbRIK and gaming experience@Qualinet

44

6th Qualinet General Meeting

TECHNICAL APPROACHESPHYSIOLOGICAL MEASUREMENTS

Heartrate

Skin Conductance Level

Eye Tracking

Face Recording

EEG

Page 45: CUbRIK and gaming experience@Qualinet

45

6th Qualinet General Meeting

A CLASSIC EXAMPLE:

Just how bad is Big Rigs: Over the Road Racing? It's as bad as yourmind will allow you to comprehend.

http://www.youtube.com/watch?v=7f3HDsgLV68

Page 46: CUbRIK and gaming experience@Qualinet

46

6th Qualinet General Meeting

CONCLUSIONS

•Play is a universal need

•Games and videogames are entertaining and controlled means to satisfy it

•We can exploit players to accomplish astonishing results...

•...if we design a good and tailored gaming experience

•Technological improvements cannot fix a gameplay mined by bad design choices

Page 47: CUbRIK and gaming experience@Qualinet

47

THE CUBRIK PROJECT

● CUbRIK is a research project financed by the European Union

● Goals:

● Advance the architecture of multimedia search

● Exploit the human contribution in multimedia search

● Use open-source components provided by the community

● Start up a search business ecosystem

● http://www.cubrikproject.eu/

6th Qualinet General Meeting