Dana Vrajitoru
B583 Game Programming and Design
Game Design
Game Definitions
- "A game is an activity among two or more independent
decision-makers seeking to achieve their objectives in some limiting
context." Clark C. Abt, 1970
- "A formal game has a twofold structure based on ends and means."
David Parlett, 1999
- "Playing a game is the voluntary effort to overcome unnecessary
obstacles." Bernard Suits, 1990
- "A game is a form of art in which participants, termed players,
make decisions in order to manage resources through game tokens in the
pursuit of a goal." Greg Costikyan, 1994
Johann Huizinga, 1938 - Homo Lundes
- "Play is a free activity standing quite consciously outside
'ordinary’ˇĆ life as being 'not serious', but at the same time
absorbing the player intensely and utterly. "
- "It is an activity connected with no material interest and no
profit can be gained by it."
- "It proceeds within its own boundaries of time and space according
to fixed rules and in an orderly manner."
- "It promotes the formation of social groupings, which tend to
surround themselves with secrecy and to stress their differences from
the common world by disguise or other means."
Roger Caillois, 1960 - Les Jeux et les Hommes
- Free - playing is not an obligation
- Separate - circumscribed within limits of space and time, defined
and fixed in advance
- Uncertain - the course cannot be determined beforehand
- Unproductive - creating neither goods, nor wealth, nor new
elements of any kind.
- Governed by rules - under conventions that suspend ordinary laws
and establish new legislation which alone counts
- Make-believe - accompanied by a special awareness of a second
reality.
Chris Crawford - The Art of Computer Game Design
- Representation - A game is a closed formal system that
subjectively represents a subset of reality.
- Interaction - Games provide an interactive element, and it is a
crucial factor to their appeal.
- Conflict - The player is actively pursuing some goal. Obstacles
prevent him from easily achieving this goal.
- Safety - A game is a safe way to experience reality. The results
of a game are always less harsh than the situations the game models.
Rules of play - Salen and Zimmerman, 2003
- "A game is a system in which players engage in an artificial
conflict, defined by rules, that results in a quantifiable outcome."
- System - a game is a system
- Players - one or more participants
- Artificial - games maintain a boundary from the "real life"
- Conflict - a contest of powers
- Rules - structure out of which play emerges
- Quantifiable outcome - goal, numerical score.
Special Cases
- Puzzle: a game with one correct answer.
- Role playing games (RPG): the player controls and evolves a
character over time in a narrative setting. What is the quantifiable
outcome?
- Sim City: no explicit goals, more of a toy than a game
- Eliza (chatterbot): also a toy
Digital Games
- Immediate but narrow interactivity - mouse/ keyboard input, screen
/ speakers output, real-time response
- Information manipulation - data storage and use, embed the rules,
display of information for the user, choice in what to reveal
- Automated complex systems - automating complicated procedures and
facilitate some games, sometimes they hide the internal functioning of
the game, why things happen a certain way
- Networked communication - changes the interaction in the game,
adding specific action in the game related to communication, and not
play.
Toy Versus Game
- Informal, casual interaction: no rules.
- Boundary between playing with and not playing with not as clear. A
game is either played or not.
- Lack of defined goal.
Signs and Symbols
- Semiotics - the science of signs and symbols.
- A sign represents something other than itself.
- A symbol is an arbitrary sign (written or printed) that has
acquired a conventional significance.
- A sign must be interpreted, which is based on a social convention.
- The interpretation depends on the context.
- Context: a structure, set of regulation explaining how the signs
can be combined.
- For language - that is the grammar.
- For games - the game rules.
Symbols in a Game
- Game tokens - symbols (or signs) that stand for real objects.
- Game actions - symbolic actions that have a meaning that can be
related to real actions on objects represented by the game tokens but
that only happen in the context of the game.
- Game rules - defining the possibility of action.
Games as Systems
- System - a group of interacting, interrelated or interdependent
elements forming a complex whole.
- A system is composed of:
- objects - pieces, players
- attributes - initial position and direction of move
- relationships - the way the objects affect each other.
- environment - the game being played, the social context of the
game.
- A system can be open/closed, static/dynamic.
State Systems
- Best description for a game would be as a dynamic system.
- Many games are closed systems - totally described by the game
objects and rules, and by the player's actions. (counterexample -
Poker)
- A game can also be seen as a system with states, in many cases a
finite number.
- An action from the player moves the game from a state to another
state.
Playing a Game
- Making choices and taking actions - moves.
- Any move has consequences in the game.
- The game is meaningful when the actions taken by the player have
outcomes that are
- discernable in the game: the result of the action must be
communicated to the player (feedback),
- integrated in the larger context of the game: the action may
affect the play experience at a later point in the game.
- To enter the game play, the user must agree to a "suspension of
disbelief".
- The players accepts the limitations of the rules because of the
pleasure the game can afford.
Choice in a Game
- What happened before the player was given the choice?
- How is the possibility of choice conveyed to the player?
- How did the player make the choice?
- What is the result of the choice?
- How is the result of the choice conveyed to the player?
Events in a Game
- Internal events - related to the systemic processing of the
choice, or of any change of state in the game.
- External events - related to the representation of the choice to
the player (representing the change of state to the player)
Action-Outcome Failings
- Feeling that decisions are arbitrary (stage 4)
- Not knowing what to do next (stage 2)
- Losing a game without knowing why (stage 5)
- Not knowing if an action had an outcome (stage 3 or 4)
Interactivity
- Playing a game - making choices within a game system designed to
support actions and outcomes in a meaningful way.
- Interaction:
- formal - with the game objects
- social - of the players within the game
- The explicit player interaction makes the game advance. It defines
the game experience.
Interaction
- A mutual or reciprocal action or influence.
- Allowing a 2-way flow of information between 2 objects that can
result in some change.
- A game is an interactive system in which the player becomes an
agent (generates action) within its representational space.
- When do we call something interactive? (interactive book)
Types of Interactivity
- Cognitive, interpretive - psychological, emotional, intellectual
perception of the game.
- Functional, utilitarian - with the components of the system.
- Explicit - the actual participation, player choices and procedures
(playing)
- Cultural - participation in the culture around the game itself.
Game Interaction Loop
- Playing the game means
- Loop
- assessing the game status (or state)
- making a plan/ an action decision
- taking the action and observing the consequences
Game Goal
- A particular state in the game or a particular property of the
game state that we want to achieve.
- Simple - Tic-Tac-Toe, Maze.
- Hierarchical - sub-goals or intermediate steps.
- The goal can eventually be just playing the game (the longest) and
getting high scores.
- Strategy - devising a plan, a sequence or system of sub-goals to
aim for that increase the chances of winning the game.
Game Levels
- Self contained sub-environments with a defined goal.
- The purpose of the game is to move up in the level hierarchy.
- They represent an ascending sequence in game difficulty.
- They demonstrate the player's proficiency with the game.
Game Design
- Design: the process by which a designer creates a context to be
encountered by a participant, from which emerges meaning. (Rules of
Play)
- Designing the structure and context in which the game takes place.
- Creating a game means creating a structure that will play out in
complex and unpredictable ways, a space of possible action that
players explore as they take part in the game.
- Must craft a system in which the actions have meaning in support
of the play of the game and do not distract or interrupt its play.
Space of Possibility
- Space of future action, all possible actions and possible meaning
emerging from it.
- designed
- generates meaning
- it is a system
- it is interactive
Games Framework
- Rules - formal schema, mathematical
- Play - experiential schema, interaction of the player with the
game and others
- Culture - contextual schema.