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CGMB345 Game Design Games in General Games in General

CGMB345 Game Design Games in General. CGMB345 Game Design 2 What is a Game? n Active interest or pursuit n Involving competitive engagement or adherence

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Page 1: CGMB345 Game Design Games in General. CGMB345 Game Design 2 What is a Game? n Active interest or pursuit n Involving competitive engagement or adherence

CGMB345 Game Design

Games in GeneralGames in General

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What is a Game?What is a Game?

Active interest or pursuit Active interest or pursuit Involving competitive engagement Involving competitive engagement

or adherence to rules.or adherence to rules. Activity providing entertainment or Activity providing entertainment or

amusement; a pastime.amusement; a pastime. Examples:Examples:

Board games, card games, athletic Board games, card games, athletic games, children’s games, and video games, children’s games, and video games.games.

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Four common elements of a Four common elements of a game:game: RepresentationRepresentation InteractionInteraction ConflictConflict SafetySafety

Fundamental Fundamental Characteristics of Characteristics of GamesGames

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RepresentationRepresentation

A game is a closed formal system A game is a closed formal system that represents a subset of reality.that represents a subset of reality. complete and self-sufficientcomplete and self-sufficient has rules (either explicit or implicit)has rules (either explicit or implicit) has a collection of parts that interact has a collection of parts that interact

with each other, often in complex ways.with each other, often in complex ways. attempts to recreate or simulate some attempts to recreate or simulate some

elements of reality, and allows fantasy elements of reality, and allows fantasy to fill in the rest. to fill in the rest.

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InteractionInteraction

Media for representing reality are either Media for representing reality are either static or dynamic (change over time).static or dynamic (change over time). Static - E.g. photos, paintings, sculptures, Static - E.g. photos, paintings, sculptures,

etc.etc. Dynamic - E.g. movies, music, etc.Dynamic - E.g. movies, music, etc.

Games go even further and represent Games go even further and represent reality in an interactive fashion.reality in an interactive fashion. Players are allowed to directly affect other Players are allowed to directly affect other

players and reality itself through their players and reality itself through their actions.actions.

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ConflictConflict

Conflict arises naturally; conflict need not Conflict arises naturally; conflict need not be violent.be violent.

The player pursue goal while obstacles The player pursue goal while obstacles prevent goals from being easily achieved. prevent goals from being easily achieved. Sources of conflict include:Sources of conflict include: Other players (including any computer agents)Other players (including any computer agents) Elements of game reality (the game Elements of game reality (the game

environment)environment) Time (in the case of races, etc.)Time (in the case of races, etc.) The player’s own self (in the case of puzzles, The player’s own self (in the case of puzzles,

etc.)etc.)

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SafetySafety

Conflict implies danger; danger means Conflict implies danger; danger means risk of harm; harm is undesirable.risk of harm; harm is undesirable.

Game - safe way to experience reality.Game - safe way to experience reality. The results of a game should always be The results of a game should always be

less harsh than the situations the game less harsh than the situations the game models.models.

Safety - players are willing to sacrifice Safety - players are willing to sacrifice to enhance the overall experience.to enhance the overall experience.

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Why do People Play Why do People Play Games?Games? There are a lot of generally accepted There are a lot of generally accepted

reasons why people play games:reasons why people play games: Social interactionSocial interaction Physical seclusionPhysical seclusion CompetitionCompetition KnowledgeKnowledge Mastery Mastery EscapismEscapism AddictionAddiction And others …And others …

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Why do People Play Why do People Play Games?Games? Social interactionSocial interaction

Multiplayer games allow socializing Multiplayer games allow socializing and interactions among people and interactions among people

Within the same room, and remotely Within the same room, and remotely through a network.through a network.

Can also occur with only two people, Can also occur with only two people, or thousands –Eg: Massively or thousands –Eg: Massively Multiplayer Online (MMO) games.Multiplayer Online (MMO) games.

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Why do People Play Why do People Play Games?Games? Physical seclusionPhysical seclusion

May not be the opposite of social May not be the opposite of social interaction.interaction.

Eg: MMO game, you can have many Eg: MMO game, you can have many players in the same virtual place, with players in the same virtual place, with each in their own private physical space.each in their own private physical space.

Some people do play Some people do play single player single player gamesgames for this reason, but others play for this reason, but others play multiplayer games to have an interactive multiplayer games to have an interactive experience, just in a secluded experience, just in a secluded environment.environment.

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Why do People Play Why do People Play Games?Games? CompetitionCompetition

Players enjoy the thrill of competing Players enjoy the thrill of competing against other players.against other players.

Other players in this case are typically Other players in this case are typically human but could be driven by AI human but could be driven by AI instead.instead.

Natural extension of the same kind of Natural extension of the same kind of competitive spirit found in sports, only competitive spirit found in sports, only now in a virtual space instead.now in a virtual space instead.

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Why do People Play Why do People Play Games?Games? KnowledgeKnowledge

Earliest learning experiences as Earliest learning experiences as children come in the form of games.children come in the form of games.

What is learned depends on the What is learned depends on the particular game in question. particular game in question.

Learning could be either conscious or Learning could be either conscious or subconscious, explicit or implicit.subconscious, explicit or implicit.

Researchers theorize that all games Researchers theorize that all games involve learning, in one way or another.involve learning, in one way or another.

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Why do People Play Why do People Play Games?Games? MasteryMastery

Players motivated to master the game Players motivated to master the game itself, dominate the game and become itself, dominate the game and become an advanced or expert player.an advanced or expert player.

Prove one’s self by overcoming Prove one’s self by overcoming challenges presented - challenges presented - accomplishment, satisfaction, or accomplishment, satisfaction, or acknowledgement.acknowledgement.

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Why do People Play Why do People Play Games?Games? EscapismEscapism

Play games to escape or withdraw from Play games to escape or withdraw from the challenges or stresses of the real the challenges or stresses of the real world.world.

In essence, games can be a In essence, games can be a participatory means of escape.participatory means of escape.

Provide fantasy fulfillment and Provide fantasy fulfillment and exploration - player go to places and do exploration - player go to places and do things they couldn’t do otherwise.things they couldn’t do otherwise.

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Why do People Play Why do People Play Games?Games? AddictionAddiction

Motivated by an addiction; a tendency Motivated by an addiction; a tendency to focus on one activity at the expense to focus on one activity at the expense of others.of others.

Most game developers argue they want Most game developers argue they want their games to be addictive - players their games to be addictive - players are given compelling experience that are given compelling experience that they do not want to stop playing.they do not want to stop playing.

However, one must also consider the However, one must also consider the social and ethical ramifications when social and ethical ramifications when this gets carried too far. (More on this this gets carried too far. (More on this later.)later.)

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Why do People Play Why do People Play Games?Games? Other reasonsOther reasons

A form of therapy. Games can provide A form of therapy. Games can provide a safe means to relax or relieve stress.a safe means to relax or relieve stress.

A form of exercise. Games can provide A form of exercise. Games can provide both mental and physical exercise.both mental and physical exercise.

A safe way to “thumb one’s nose” at A safe way to “thumb one’s nose” at society and overcome social society and overcome social restrictions. Examples:restrictions. Examples: Do things in a game that you cannot or Do things in a game that you cannot or

should not do in reality. should not do in reality. Assume a role unacceptable by society or Assume a role unacceptable by society or

engage in unacceptable activity.engage in unacceptable activity.

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Why do People Play Why do People Play Games?Games?

Why not? They are fun after all …Why not? They are fun after all …

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Who Plays Games?Who Plays Games?

Consider the different types of Consider the different types of players that play games.players that play games. Not all players are the same.Not all players are the same. Not all players experience the sameNot all players experience the same

game in the same way.game in the same way. Not all players play for the same Not all players play for the same

reasons.reasons. Examine - geographics, Examine - geographics,

psychographics, and demographics.psychographics, and demographics.

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Who Plays Games?Who Plays Games?GeographicsGeographics Geographics relate to players’ Geographics relate to players’

locations.locations. A player’s country can affect their A player’s country can affect their

attitude towards games. attitude towards games. Even the particular region within a Even the particular region within a

country can have similar effects.country can have similar effects. Geographic effects must be taken Geographic effects must be taken

into account when developing and into account when developing and marketing games.marketing games.

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Who Plays Games?Who Plays Games?GeographicsGeographics Examples of geographics issues:Examples of geographics issues:

Dominant hardware infrastructure.Dominant hardware infrastructure. Consoles vs. computers?Consoles vs. computers? Wired vs. wireless connectivity?Wired vs. wireless connectivity?

Dominant platform.Dominant platform. Tolerance to certain types of content.Tolerance to certain types of content.

Violence, sex, and so on.Violence, sex, and so on. Use of licenses and licensed properties.Use of licenses and licensed properties. Genre and gameplay adoptionGenre and gameplay adoption And many, many others.And many, many others.

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Who Plays Games?Who Plays Games?PsychographicsPsychographics Psychographics consists of people’s Psychographics consists of people’s

values, attitudes, perceptions, values, attitudes, perceptions, lifestyles, and ways of thinking.lifestyles, and ways of thinking.

This can affect attitudes towards This can affect attitudes towards games.games.

Consequently, psychographics must Consequently, psychographics must also be considered in developing a also be considered in developing a game.game.

There are several ways to look at this There are several ways to look at this ……

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nWho Plays Games? Who Plays Games? Casual versus Hard-Casual versus Hard-CoreCore A common way of classifying players : A common way of classifying players :

casual or hard-core.casual or hard-core. This was studied in more detail by This was studied in more detail by

Ernest Adams, followed by Scott Kim, Ernest Adams, followed by Scott Kim, and then again by Adams and Barry Ip.and then again by Adams and Barry Ip.

15 factors for classifying players as 15 factors for classifying players as casual or hard-core, and methods for casual or hard-core, and methods for computing a player’s “gamer computing a player’s “gamer dedication” to produce a scale of dedication” to produce a scale of classification instead of simply two classification instead of simply two categories.categories.

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nWho Plays Games? Who Plays Games? Casual versus Hard-Casual versus Hard-CoreCore Hard-core gamers are: (taken from Hard-core gamers are: (taken from

Kim) Kim) 1.1. Technologically savvy. Technologically savvy. 2.2. Have the latest high-end Have the latest high-end

computers/consoles. computers/consoles. 3.3. Willingness to pay (also by Adams).Willingness to pay (also by Adams).4.4. Prefer violent/action games. Prefer violent/action games. 5.5. Prefer games that have depth and Prefer games that have depth and

complexity. complexity. 6.6. Play games over many long sessions Play games over many long sessions

(also by Adams). (also by Adams).

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nWho Plays Games? Who Plays Games? Casual versus Hard-Casual versus Hard-CoreCore Hard-core gamers: (taken from Adams) Hard-core gamers: (taken from Adams)

7.7. Hunger for gaming-related information. Hunger for gaming-related information.

8.8. Discuss games with friends/bulletin Discuss games with friends/bulletin boards. boards.

9.9. Play for the exhilaration of defeating (or Play for the exhilaration of defeating (or completing) the game. completing) the game.

10.10. Are much more tolerant of frustration. Are much more tolerant of frustration.

11.11. Tend to be engaged in competition with Tend to be engaged in competition with him or herself, the game, and other him or herself, the game, and other players.players.

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nWho Plays Games? Who Plays Games? Casual versus Hard-Casual versus Hard-CoreCore Other factors by Ip and Adams: Other factors by Ip and Adams:

12.12. Age at which first started playing Age at which first started playing games. games.

13.13. Comparative knowledge of the Comparative knowledge of the industry. industry.

14.14. Indications of early adoption Indications of early adoption behaviour. behaviour.

15.15. Desire to modify or extend games in Desire to modify or extend games in a creative way. a creative way.

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Psychologist Mihaly Csikszentmihalyi Psychologist Mihaly Csikszentmihalyi conducted interesting research into conducted interesting research into what he called “what he called “flowflow” or “” or “optimal optimal experienceexperience”.”. Main idea - certain mental states we feel Main idea - certain mental states we feel

a complete an energized focus on an a complete an energized focus on an activity, accompanied by a high level of activity, accompanied by a high level of enjoyment and fulfillment in what we do.enjoyment and fulfillment in what we do.

Flow - the experience of devoting total Flow - the experience of devoting total concentration effortlessly upon a task.concentration effortlessly upon a task.

Who Plays Games? Who Plays Games? Flow and Optimal Flow and Optimal ExperienceExperience

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Csikszentmihalyi identified seven Csikszentmihalyi identified seven characteristics of the flow characteristics of the flow experience.experience.

1.1. The subject undertakes an activity The subject undertakes an activity they believe they can complete.they believe they can complete.

2.2. The subject can focus their The subject can focus their concentration completely on the concentration completely on the activity.activity.

3.3. The activity has clear goals.The activity has clear goals.

4.4. The activity has direct feedback.The activity has direct feedback.

Who Plays Games? Who Plays Games? Flow and Optimal Flow and Optimal ExperienceExperience

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Characteristics (continued):Characteristics (continued):5.5. The subject experiences a sense of The subject experiences a sense of

effortless involvement such that worries effortless involvement such that worries and concerns seem to vanish.and concerns seem to vanish.

6.6. The subject feels that they are in control The subject feels that they are in control of the activity.of the activity.

7.7. Subjective experience of time is altered.Subjective experience of time is altered. Not all characteristics need to be Not all characteristics need to be

present for flow to be experienced, but present for flow to be experienced, but they are common traits of a flow they are common traits of a flow experience.experience.

Who Plays Games? Who Plays Games? Flow and Optimal Flow and Optimal ExperienceExperience

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People that study games recognize People that study games recognize these traits as common to playing these traits as common to playing games.games. State of flow - highly enjoyable and State of flow - highly enjoyable and

immersive gameplay experience.immersive gameplay experience. Game should strive to place the Game should strive to place the

player in an optimal experience or player in an optimal experience or provide a framework that makes it provide a framework that makes it more likely to occur.more likely to occur.

Who Plays Games? Who Plays Games? Flow and Optimal Flow and Optimal ExperienceExperience

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A central idea to the psychology of A central idea to the psychology of optimal experience is the flow optimal experience is the flow channel.channel. When a subject faces challenges for When a subject faces challenges for

which they have insufficient skills - they which they have insufficient skills - they experience anxiety.experience anxiety.

When a subject faces challenges for When a subject faces challenges for which their skills are excessive - they which their skills are excessive - they experience boredom.experience boredom.

The key to reaching the flow channel The key to reaching the flow channel where an optimal experience is achieved where an optimal experience is achieved is to is to balance challenge and skillbalance challenge and skill..

Who Plays Games? Who Plays Games? Flow and Optimal Flow and Optimal ExperienceExperience

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nWho Plays Games? Who Plays Games? Flow and Optimal Flow and Optimal ExperienceExperience

Degree of Skill

Degreeof

Challenge

Anxiety

Boredom

FlowChannel

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The concept of flow has very important The concept of flow has very important implications on good game design.implications on good game design.

Games must strive to balance the Games must strive to balance the challenge they provide to the player challenge they provide to the player playing the game.playing the game. How can this be done when every player How can this be done when every player

brings different skills, experiences, and brings different skills, experiences, and tolerances to the game?tolerances to the game?

How does the game cope and adjust How does the game cope and adjust difficulty as expected player skill increases, difficulty as expected player skill increases, especially when the rate of increase varies?especially when the rate of increase varies?

Who Plays Games? Who Plays Games? Flow and Optimal Flow and Optimal ExperienceExperience

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Who Plays Games?Who Plays Games?DemographicsDemographics The demographics of players include The demographics of players include

statistic information including:statistic information including: GenderGender AgeAge Income levelIncome level Education levelEducation level Marital statusMarital status EthnicityEthnicity And so on.And so on.

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Who Plays Games?Who Plays Games?DemographicsDemographics Understanding demographics can Understanding demographics can

provide valuable information on the provide valuable information on the target audience and market for your target audience and market for your game.game.

Also, if you intended to target a Also, if you intended to target a game to a particular audience, game to a particular audience, demographic information on that demographic information on that audience can help you tune audience can help you tune gameplay to meet the needs and gameplay to meet the needs and wants of that audience.wants of that audience.

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Who Plays Games?Who Plays Games?DemographicsDemographics Demographics can influence games Demographics can influence games

in many ways:in many ways: Interface design.Interface design. Story elements such as plot and Story elements such as plot and

characters.characters. Pace of action.Pace of action. Target level of difficulty.Target level of difficulty. Multiplayer and online support.Multiplayer and online support. Appropriateness of content.Appropriateness of content. And so on.And so on.