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presentation made by Luca Galli at 6th Qualinet general meeting , 25 Sept 2013
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AN INTRODUCTION TO
GAME DESIGN,PLAYTESTING AND
GAMES WITH A PURPOSE
LUCA GALLI
POLITECNICO DI MILANO
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ABOUT MYSELF
LUCA GALLI
Ph.D. Student - Politecnico di Milano
http://www.lucagalli.me
lgalli@elet.polimi.it
• RESEARCH BACKGROUND AND INTERESTS
• Robotics & AI• Game Design• Crowdsourcing and Human Computation
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AGENDA
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AGENDA
• Play vs Games• Pointers to Game Design• Introduction to Games with a
Purpose • Gameplay validation through
playtesting• A Classic Example: Big Rigs
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Something really bad is going to happen…
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Or not?
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WHAT IS PLAY?
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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
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GAMES VS PLAY
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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
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FLASH INTRODUCTION TO GAME DESIGN
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Mancala, 7th century AD
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Unreal Tournament 3, Epic Games, 2007
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Turn based boardgame vs Real time action shooter
Handmade physical board vs Personal Computer
Public domain rules vs Copyrighted
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1 - PLAYERS
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2 - OBJECTIVES
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OBJECTIVES: EXAMPLES
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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
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3 - PROCEDURES
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3 – PROCEDURES: EXAMPLE
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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
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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.
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5 – RESOURCES: EXAMPLE
Card Hunter, Blue Manchu Pty Ltd, TBR
Time
Points
Actions
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6 - OUTCOME
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GAMES WITH A PURPOSE
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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.
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EXAMPLE:INGRESS
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EXAMPLE: INGRESS
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EXAMPLE: AUSTRALIA COVERED
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CASE STUDY: FASHION TREND MINING
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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
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THE FASHION TREND MINING PIPELINE
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Male, 24 Female, 22Female?, ??
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REQUIREMENTS SPECIFICATION
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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
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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
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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
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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
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RESULTS:
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RESULTS:
Sketchness Aggregator
Kota Yamaguchi, M Hadi Kiapour, Luis E Ortiz, Tamara L Berg, "Parsing Clothing in
Fashion Photographs", CVPR 2012
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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...
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HOW TO EVALUATE A GAME?
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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
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REQUIREMENTS SPECIFICATION
uTaskTask Description
Input Objects
Output Objects
Execution Interface
Operations Output Validation
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HOW TO IMPROVE GAME DESIGN
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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
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TRADITIONAL METHODSDIRECT OBSERVATION
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TRADITIONAL METHODSVERBAL REPORTS
I don’t know what I am
supposed to do...
I am bad at drawing...
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TRADITIONAL METHODSQ&A/SURVEYS
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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
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TECHNICAL APPROACHESSTAT COLLECTION
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TECHNICAL APPROACHESSTAT COLLECTION
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TECHNICAL APPROACHESPHYSIOLOGICAL MEASUREMENTS
Heartrate
Skin Conductance Level
Eye Tracking
Face Recording
EEG
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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
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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
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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/
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