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Simulation Robin Burke GAM 224
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Simulation Robin Burke GAM 224. Outline Admin Rules paper Play paper Simulation.

Dec 14, 2015

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Page 1: Simulation Robin Burke GAM 224. Outline Admin Rules paper Play paper Simulation.

Simulation

Robin Burke

GAM 224

Page 2: Simulation Robin Burke GAM 224. Outline Admin Rules paper Play paper Simulation.

Outline

AdminRules paperPlay paper

Simulation

Page 3: Simulation Robin Burke GAM 224. Outline Admin Rules paper Play paper Simulation.

Rules paper

GradesA: -B: BBB++--C: CCC--D: DD

Page 4: Simulation Robin Burke GAM 224. Outline Admin Rules paper Play paper Simulation.

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+

Page 5: Simulation Robin Burke GAM 224. Outline Admin Rules paper Play paper Simulation.

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?

Page 6: Simulation Robin Burke GAM 224. Outline Admin Rules paper Play paper Simulation.

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

Page 7: Simulation Robin Burke GAM 224. Outline Admin Rules paper Play paper Simulation.

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

Page 8: Simulation Robin Burke GAM 224. Outline Admin Rules paper Play paper Simulation.

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

Page 9: Simulation Robin Burke GAM 224. Outline Admin Rules paper Play paper Simulation.

Proofreading

The spellchecker is no substitute for human judgmenttheir (belonging to them)there (location reference)

Page 10: Simulation Robin Burke GAM 224. Outline Admin Rules paper Play paper Simulation.

#1 Tip

Read your paper out loud You will learn

if your overall argument holds togetherif your syntax is garbledif you are rambling on and onif your transitions are abrupt

Page 11: Simulation Robin Burke GAM 224. Outline Admin Rules paper Play paper Simulation.

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?

Page 12: Simulation Robin Burke GAM 224. Outline Admin Rules paper Play paper Simulation.

Play paper

Due in two weeks 2/19

No rewrites Schemas

Experience Pleasure Meaning Narrative Simulation Social Play

Page 13: Simulation Robin Burke GAM 224. Outline Admin Rules paper Play paper Simulation.

Simulation

Games simulate real-world activitiessports gamesracing gameshistorical games

Central ideamapping between the game and the

real-world activity

Page 14: Simulation Robin Burke GAM 224. Outline Admin Rules paper Play paper Simulation.

Simulation II

Games also simulate fantasy and fictional activitiesany RPGmost FPS

Central ideamapping between the game and...

Page 15: Simulation Robin Burke GAM 224. Outline Admin Rules paper Play paper Simulation.

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

Page 16: Simulation Robin Burke GAM 224. Outline Admin Rules paper Play paper Simulation.

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

Page 17: Simulation Robin Burke GAM 224. Outline Admin Rules paper Play paper Simulation.

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

Page 18: Simulation Robin Burke GAM 224. Outline Admin Rules paper Play paper Simulation.

Basic fact

All physics is simplificationcomplex multi-body physical

simulations are too slowreality is chaoticlimits to what can be rendered

graphically

Page 19: Simulation Robin Burke GAM 224. Outline Admin Rules paper Play paper Simulation.

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?

Page 20: Simulation Robin Burke GAM 224. Outline Admin Rules paper Play paper Simulation.

Game physics

Physics = the evolution of the game statewe want the player to feel as though

there is a real world in the gamethe game state must be complexits evolution must seem naturalthe player's control over it should

seem natural

Page 21: Simulation Robin Burke GAM 224. Outline Admin Rules paper Play paper Simulation.

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

Page 22: Simulation Robin Burke GAM 224. Outline Admin Rules paper Play paper Simulation.

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

Page 23: Simulation Robin Burke GAM 224. Outline Admin Rules paper Play paper Simulation.

Simulation focus cont'd

It is easy to criticize a game for not being realistic in some way

The question iswhere are the areas where the design

sought realism?where is it omitted?what are the consequences for

meaningful play?

Page 24: Simulation Robin Burke GAM 224. Outline Admin Rules paper Play paper Simulation.

Example

Grand Theft Auto III

Page 25: Simulation Robin Burke GAM 224. Outline Admin Rules paper Play paper Simulation.

Scripting

When there is a fixed stereotyped response to an action in the gamewe say it is "scripted"

As opposed to "simulated"

Page 26: Simulation Robin Burke GAM 224. Outline Admin Rules paper Play paper Simulation.

Example

Designer decides what should happen when a grenade explodesx amount of damage to all units within

certain radiusx/2 damage within a larger radiusleaves a certain "stencil" on the floor

or wall Simplifying the actual physics

Page 27: Simulation Robin Burke GAM 224. Outline Admin Rules paper Play paper Simulation.

Example

Locked door in ZeldaIf player ties to go through locked door

with key in inventory, the door opens and key is used up

SimplificationsDoors are logical, not physical barriers

• Cannot be battered down, blown up, removed from hinges

• Locks cannot be picked

Page 28: Simulation Robin Burke GAM 224. Outline Admin Rules paper Play paper Simulation.

Advantages of scripting

Much, much fasterto apply a simple rule than to run a

physical simulation Easy to write, understand and modify

Page 29: Simulation Robin Burke GAM 224. Outline Admin Rules paper Play paper Simulation.

Disadvantages of scripting

Limits player creativityPlayers 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

Page 30: Simulation Robin Burke GAM 224. Outline Admin Rules paper Play paper Simulation.

Simulation

Will still be a simplification Represent the quantities of interest

represent the forces that act on themcreate physical laws for the game

worldevolve the game state according to

these laws

Page 31: Simulation Robin Burke GAM 224. Outline Admin Rules paper Play paper Simulation.

Example

Half-Life 2models weight of objectsmodels physical forcescan create puzzles involving moving

objects of different weightsthe "gravity gun" allows any movable

object to become a weapon

Page 32: Simulation Robin Burke GAM 224. Outline Admin Rules paper Play paper Simulation.

Benefits of simulation

More player optionsDesigner doesn't have to anticipate

every way to do something Physical laws reusable

Do not have script every objectCan build (or buy) generic physics

engine• Half-Life 2: Havok 2

Page 33: Simulation Robin Burke GAM 224. Outline Admin Rules paper Play paper Simulation.

Disadvantages of simulation

Speedextensive simulation may make the

game too slow Memory

game state may become much larger Testing

difficult to test all possibilities

Page 34: Simulation Robin Burke GAM 224. Outline Admin Rules paper Play paper Simulation.

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

Page 35: Simulation Robin Burke GAM 224. Outline Admin Rules paper Play paper Simulation.

Example

Action adventure scenario How do guards respond to player? Script

when player enters room, guards converge and attack

Page 36: Simulation Robin Burke GAM 224. Outline Admin Rules paper Play paper Simulation.

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

Page 37: Simulation Robin Burke GAM 224. Outline Admin Rules paper Play paper Simulation.

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

Page 38: Simulation Robin Burke GAM 224. Outline Admin Rules paper Play paper Simulation.

Simulation #3

Unified level concept Model sound propagation through

larger spacesame as #2, but in 3 dimensions,

through floors, etc.

Page 39: Simulation Robin Burke GAM 224. Outline Admin Rules paper Play paper Simulation.

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

Page 40: Simulation Robin Burke GAM 224. Outline Admin Rules paper Play paper Simulation.

Level of detail

As we add more simulated detailwe add texture to the player's

decisionsbut we add complexity to the programwe may impact the play experience in

unexpected ways We have to decide as designers

what is important for the game's impact

Page 41: Simulation Robin Burke GAM 224. Outline Admin Rules paper Play paper Simulation.

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

Page 42: Simulation Robin Burke GAM 224. Outline Admin Rules paper Play paper Simulation.

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?

Page 43: Simulation Robin Burke GAM 224. Outline Admin Rules paper Play paper Simulation.

Wednesday

Social play, Ch. 28 Card game design draft due Next Monday (2/12)

Quiz #2: Play Wednesday week (2/14)

Card game presentations