Trait 3: Automated complex systems

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Transcript Trait 3: Automated complex systems

Administrative
• Schedule presentations
• Test # 1: Feb. 20
– Covers: up to what we cover in Thursday September
15th
Defining Digital Games
Assigned readings:
Chapter 8 (Rules of Play Book)
Dr. Héctor Muñoz-Avila
Definition of Game
Reminder: Definition of a game (and
elements).
• A game is a system
• In which players
• engaged in an artificial conflict
• defined by rules
•That results in a quantifiable outcome
Stores +
manipulates
data
All are
formally
modeled as
Turing
machines
Notes:
•most of the definitions of games studied
where made before computers existed •PC
•PDA
•The term “digital game”. Covers:
•Consoles
•Even cell phones
Digital Games as Systems
Reminder: Definition of System:
• Parts affect one another within an environment
– elements: Objects, Attributes (properties), Internal
relationships, and the Environment
– dimensions: formal, experiential, cultural
• Digital games tend to be confused with the medium
they are taking place
•Our definitions of game and system provide the means
to make these distinctions
Analysis of Tetris
Environment
general
SCOPE
Cultural
Experiential
Formal
narrow
A game designer creates
experience not technology
Says
who?
John Carmack
• Creator of Doom game series
• ID Software
• Famous for creation of graphics engines that “pushed
the envelope from a computer graphics perspective”
PC Gamer Interview 2006:
If you are left alone in an Island,
which game you wish they left with
you?
•Points that simplicity doesn’t
mean lack of design
•Previous games created by
himself
•Points that even in his
company now he steps back
and listen to designers
What Can We do? (with digital media)
• Goal: use technology to create meaningful play
• What capabilities does digital media have?
–Trait 1 : immediate but narrow interactivity
–Trait 2: Information manipulation
–Trait 3: Automated complex systems
–Trait 4: Networked communication
Trait 1 : immediate but narrow
interactivity
• The game responds to player input
– Examples other than digital games?
• Why is it narrow?
– Examples?
• Can technology overcome this?
–Player tactics in an RTS game
–Alternatives to keyboard
Trait 2: Information manipulation
• Digital (Turing) machines: store/manipulate information
• text
• images
• audio
• logic
• Key characteristic: computers can learn while playing
– User preferences/capabilities
• Plus: Hiding information
– Example?
• Some games have too much information to be played in
a board game
– Example?
Trait 3: Automated complex systems
•
Complicated procedures:
– Chess, Civ
•
But some say that is a problem: War games
– People want to see the internal workings of the
system
•
Examples of complex, non-digital games?
Trait 4: Networked communication
• Facilitate communication between players
• Evolution
– 2-4 players using the same console/computer
– 2-4 Players over a local network
– 2-4 Players over the internet
– 12 players over the internet
– 1000+ Players over the same instance of game world
• Direct communication is not restricted to text
Final Word
•
•
•
•
These traits are not the only ones
Even non digital games may exhibit some of these traits
But they help our understanding of video game potential
Analysis of Unreal Tournament:
–
–
–
–
Trait 1 : immediate but narrow interactivity
Trait 2: Information manipulation
Trait 3: Automated complex systems
Trait 4: Networked communication