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WK 5 I. Elements of Game-play II. Controls and Interface or So what is this “interactivity” thingy all about anyway?

Wk 5 Elements of Gameplay / Controls and Interface / Interactivity

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Page 1: Wk 5 Elements of Gameplay / Controls and Interface / Interactivity

WK 5 I. Elements of Game-play

II. Controls and Interface

or

So what is this “interactivity” thingy all about anyway?

Page 2: Wk 5 Elements of Gameplay / Controls and Interface / Interactivity

What is a GAME? DEFINED RULES

DEFINED SPACE

GIVEN SET OF COMPONENTS

SET OF VICTORY CONDITIONS

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How to critically analyze & brainstorm a VIDEO game:

Starting point: “The 10 Commandments of Game Design”

(Then break it down by…)

Mechanics Flow Atmosphere Innovation

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I. Elements of Game Play 1) What Does “Play” Mean? 2) Story and Plot 3) “Unique” Solutions 4) Non-Linearity 5) Modeling Reality 6) Teaching the Player 7) The “Gut” Factor

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1) What Does “Play” Mean? Gameplay includes all player experiences during

the interaction with game systems. Proper use is coupled with reference to "what the

player does". Includes: story quality, ease of play, and overall

desirability of a game.--------------------------------------------------------------------- Not to be confused with “Game Mechanics: the

construct of rules intended to produce an enjoyable game or gameplay.”

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Creativity

(Art / Writing) Programming

Marketing

Remember this?

GAMEPLAY

GAME

MECHANICS

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2) Story and Plot “Story” and “Plot” are linear concepts The elements of plot are: Conflict, Rising Action,

Climax, Falling Action, Resolution. If someone is telling a story and changes the facts it is often very confusing and unbelievable.

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Story and Plot But if one is the CREATOR of the story… …has control of the plot… …then perhaps there is no need for to be linear… …yet all too often we think we must… …because the story receiver expects it… …or at least we think they do!

(This is a problem.)

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3) “Unique” Solutions

Anticipatory Systems vs. Complex Systems

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Emergence (Emergent Properties)

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4) Non-Linearity

[See Rouse Ch. 11 for more on story]

Storytelling Multiple Solutions Order Selection

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5) Modeling Reality

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6) Teaching the Player Tutorials? Simple Actions Increasing Complexity Reward the Player Learning Experience

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7) The “Gut” Factor What makes a good game? As a designer you will

be expected to intuitively ‘know’ the right answer! It’s an Art form – an internalized understanding! It’s about experience, integrity, and ability!

[Rouse p. 115]

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**10 MIN BREAK**

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II. Controls and Interface 1) Input/Output 2) Controls 3) Game World Feedback 4) “Good artists borrow…” 5) The “Future”

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1) Input/Output“Game Mechanics: the construct of rules intended

to produce an enjoyable game or gameplay.”

Rule #1: There is an Input/Output relationship created through the Mechanics which will determine the success of the Gameplay implementation regardless of other factors.

Rule #2: You pretty much get to make the rest up as you go along.

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2) Controls

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3) Game World Feedback

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4) “Good artists borrow…”

…great ones steal!”

Don’t reinvent the wheel! If it isn't broke don’t fix it! Build on what has gone before! Learn from the mistakes of others!

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What we are really talking about here is…

INTERACTIVITY!

[If it doesn’t require interactivity, make a movie out of it instead.]

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The Future?

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The “Future”?

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HW: Read Rouse Ch. 11 for next time. Reminder: deliverable 1 is due next week!

(Drops one letter grade every week it’s late, starting at class-time next week, so don’t do that!)