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Designing to Promote Intentional Play
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a short story or short series of words spoken or communicated with the intent of being laughed at or found humorous by the listener or reader. a short story or short series of words spoken or communicated with the intent of being laughed at or found humorous by the listener or reader.
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Creator Designer Mediator Machine Creator Player
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Creator Machine Fatter Viewer
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Intentionality Player Intention is the ability of the player to devise his own meaningful goals through his understanding of the game dynamics and to formulate meaningful plans to achieve them using the information and resources provided by the game.
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a short story or short series of words spoken or communicated with the intent of being laughed at or found humorous by the listener or reader. Most jokes contain two components: joke setup (for example, "A man walks into a bar...") and a punchline, which, when juxtaposed with the setup, provides the necessary irony to elicit laughter from the audience.
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Player Intent To cause John to bash down a door, which has been trapped with a wall-mine, in order to blast John down an open elevator shaft while on fire, after making a cocky remark about how he’s not an amateur.
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Sticky Camera Pan and Zoom Thermal Vision Night Vision Distraction
Persistent
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Wall Mine Adhesive Sticks to Doors Directional Back-blast effect
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NPC Input Behavior State > Default Distraction Sound > Aware
Search > Alert
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NPC 2nd Input Behavior Behavior Result
State 2nd Input Behavior Behavior > Default Whistle > Aware -Stressed Door Bash Search > Alert Result Search Fails
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NPC Input Bark Class > Rookie > Soldier Distraction Sound
> Elite “I heard something.”
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combined with state change to Aware-Stressed
NPC combined with state change to Aware-Stressed Class 2nd Input > Rookie Bark Bark > Soldier Whistle > Elite “I heard something.” “A trap? Who does this guy think he's dealing with? Amateurs?” Result Explosive Hilarity Search Fails
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NPC 2nd Input Bark Bark Result
combined with state change to Aware-Stressed 2nd Input Bark Bark > Rookie Whistle > Soldier “I heard something.” “Holy crap! … Guess I'm a little jumpy…” > Elite Result ffftt… pop Search Fails
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36 9 Object Related NPC Related Barks Sticky Camera Behavior
Wall Mines State Doors Class Camera Sound Whistle Inputs
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GDC 2004 Smith, H Smith, R
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Emergent Gameplay
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Emergent Gameplay
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Emergent Gameplay
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Smith and Smith Emergence in GTA 3
Player takes a jump Car flips and lands upside down Car explodes Nearby pedestrians are injured by explosion Pedestrians begin to attack player Player takes a jump Car flips and lands upside down Car explodes Nearby pedestrians are injured by explosion Pedestrians begin to attack player
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easy to verify harder to solve
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Smith and Smith Emergence in DX:IW
Player reaches locked door Player dominates Spiderbot Spiderbot EMP’d when domination ends Player shoots EMP’d bot Spiderbot explodes Explosion destroys door
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Object Related Spider Bot Doors 12 5 EMP Bot Domination Damage Inputs
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Player’s Primary Intent: Get Through Locked Door
Player deploys Spiderbot Because he knows that he can Dominate it Player Dominates Spiderbot Because he knows when Domination times out, the bot will be EMP’d Player allows Spiderbot to time out beside locked door Because he knows that EMP’d bots explode when damaged Player damages Spiderbot because he knows explosion will destroy locked door Player fulfills intent by crossing through doorway
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Emergence Intentionality
Emergence and Intentionality [disambiguation] Emergence Intentionality Arises from interconnections between systems Arises from player comprehension of the interconnection between systems
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Spider Bot Doors 12 5 EMP Bot Domination Damage
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36 9 Barks Sticky Camera Behavior Wall Mines State Doors Class Camera
Sound Whistle
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Britney: hey! 24f Cali here, 5’10”, 135, blonde, blue… u?
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Smith and Smith Emergence in GTA 3
Player takes a jump Car flips and lands upside down Car explodes Nearby pedestrians are injured by explosion Pedestrians begin to attack player Player takes a jump Car flips and lands upside down Car explodes Nearby pedestrians are injured by explosion Pedestrians begin to attack player
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Affordance An object (or system) has affordance if it displays obvious indicators of its properties.
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Cart Properties: Metal Bulletproof Dimensions (shield) Magnets Wheeled
Can’t burn Mass Low center of mass Etc
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Explosive Barrel Properties:
Metal Contains explosive fuel Can ignite, burn, explode Magnets Mass and shape Flat and round Can be rolled higher center of mass Etc
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easy to verify harder to solve
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Conclusions Highly Intentional play enables the player to become a creative participant in the play experience. I believe this is important. Highly intentional play – the kind of play I’m suggesting we attempt to promote – takes place in robustly interconnected systems. Helping the player comprehend these sorts of systems can be done in three ways: by requiring comprehension to progress, by offering a safe environment in which the player can experiment, and/or by directly rewarding the player by for experimenting with the systems. There is a risk that in deciphering systems, the player can ‘See the Matrix’ and thereby lose appreciation or immersion in the fictional frame of the game world. I believe this is undesirable. Finally – especially when dealing with messy systems – affordance is critical to enabling the player to gain a high degree of comprehension rapidly and responsively.
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In Closing Do players really want to be an active creative participant??
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Designing to Promote Intentional Play
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