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Game Design: Interactivity(4190.420 Computer Game)
Jehee Lee
Seoul National University
Interactivity
• Interactivity is the most important factor of games– “Fun factor” might be equally important, but difficult to
formalize
• Computers gave gaming a big boost– The real power of computers lies in its interactivity
What is interactivity
• The essence of interactivity can be observed in conversation– Listen– Think– Speak back
• A cyclic process in which two active agents alternately (and metaphorically) listen, think, and speak.
How Do We Measure Interactivity ?
• Good experience with conversation requires– Listen well
• A conversation with people who do not listen to what you are saying
– Think well• A conversation with people who listen well, but
cannot understand the context– Speak well
• A conversation with people who listen and think well, but cannot express themselves
Interactivity in Games
• How much of what the player might desire to say/do does the game permit the player to actually say/do ?
• How well does the game think/process about the player’s inputs ?
• How well does the game express its reactions ?
Styles of Conversation
• Rugby style– There is no turns. Everybody speaks simultaneously
• Basketball style– There is a token; One person speaks at a time– The token is passed or intercepted frequently
• Baseball style– There is a token; One person speaks at a time– The token is turning around and rarely intercepted.
Degrees of Interactivity
• Speed– Is fast turnaround better than slow turnaround ?– Eg) Shooting games versus Board games– Eg) VisiCalc versus Mainframe spreadsheet– Eg) BASIC versus compliers
• Depth– The overall quality of an interaction depends on its de
pth as well as its speed– “Deeper” means “Penetrating closer to what makes yo
u human”– Hand-eye coordinate, puzzle-solving, spatial reasonin
g, social reasoning
Degrees of Interactivity
• Choice– Interactivity depends on the choices available to the
user
• The “richness” of choices– Functional significance of each choice
• Some games offer the player the opportunity to wander all over a huge region—but nothing interesting happens in the huge region
– Perceived completeness• The number of choices in relation to the number of
possibilities the user can imagine
Low-Interactivity Games
• Little Computer People– A small family moving around their dollhouse in the co
urse of their daily activities– The player watch them– The sims is similar, but offers more interactivity
• VCR games– Myst, The 7th guest– It is like watching movie occasionally pushing buttons
to make decisions– Good visual and sound, but weak game play
Low-Interactivity Games
• Games for young children are usually less interactive
• Low-interactivity games usually requires less decision-makings and workload than high-interactivity games
• The player’s workload is not proportional to the quantity of decision-making– The workload of learning the rules is substantial– Eg) minimal-interactivity murder mystery game
Creativity
• The industry have reached a peak of creativity in game design during 80s and 90s
• Nowadays, game design is a coldly mechanical process requiring little in the way of creativity
Tightly defined genres
• First-person shooter– The player blast bad guts as he navigates a complex
3D environment– He collects weapons and ammunition, sometimes
solve puzzles
• Platform games– Space Panic in 1981, Apple Panic, Donkey Kong– A series of “Mario” games are still selling and
successful
Tightly defined genres
• Role-playing games– Dungeons & Dragons in the mid-1970’s– Moria, Wizardry, Ultima I, II, III, IV, V, VI, VII, so on
• Only small changes have been made for the decades
Where Does Creativity Come From?
• How can “ordinary” people be creative ?– We don’t want to talk about a few geniuses
• One idea is just as good as another (?)
• Creativity is serious business– You don’t attain high levels of creativity by random
daydreaming
Association and Analogy
• Our minds are associative– Many concepts in our minds are associated like a web– New ideas are generated by combining old ideas in
novel ways– This combining process is not a simple additive one
• New ideas are often attained by observing analogical patterns in the web of associations
How to “Get Creative”
• Reading– Stuff your head full of concepts and all their associations– More concepts and associations yield better possibilities
• Wondering– An exercise in tightening up the web of associations
Brainstorm
• What is a brainstorm ?– Drive the problem deep into your subconscious– Spend days and nights– The solution will leap out at you
• Great geniuses described their brainstorm experiences– A phase of intense emotional involvement– A quiescent period– The entire solution leaps upon them with suddenness