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Designing to Promote Intentional Play

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Presentation on theme: "Designing to Promote Intentional Play"— Presentation transcript:

1 Designing to Promote Intentional Play

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12 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.

13 DesignerMachinePlayer CreatorMediatorCreator

14 MachineViewer Fatter

15 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. Intentionality

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17 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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20 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 hes not an amateur.

21 Pan and Zoom Thermal Vision Night Vision Distraction Persistent Sticky Camera

22 Wall Mine Adhesive Sticks to Doors Directional Back-blast effect

23 NPC State > Default > Aware > Alert Distraction Sound Input Behavior Search

24 NPC State > Default > Aware > Alert Whistle 2 nd Input Behavior Search Result Search Fails -Stressed Behavior Door Bash

25 NPC Class > Rookie > Elite > Soldier Distraction Sound Input Bark I heard something.

26 NPC > Rookie > Soldier > Elite Whistle 2 nd Input Bark I heard something. Result Search Fails Bark A trap? Who does this guy think he's dealing with? Amateurs? combined with state change to Aware-Stressed Class Explosive Hilarity

27 NPC > Rookie > Soldier > Elite Whistle 2 nd Input Bark I heard something. Result Search Fails Bark Holy crap! … Guess I'm a little jumpy… combined with state change to Aware-Stressed ffftt… pop

28 State Class Behavior Barks Sticky Camera Wall Mines Doors Whistle Camera Sound NPC Related Object Related Inputs 936

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32 GDC 2004 Smith, HSmith, R

33 Emergent Gameplay

34 Emergent Gameplay

35 Emergent Gameplay

36 Player takes a jump Car flips and lands upside down Car explodes Nearby pedestrians are injured by explosion Pedestrians begin to attack player 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

37 easy to verifyharder to solve

38 Smith and Smith Emergence in DX:IW Player reaches locked door Player dominates Spiderbot Spiderbot EMPd when domination ends Player shoots EMPd bot Spiderbot explodes Explosion destroys door

39 Spider Bot Doors Damage Bot Domination Object Related Inputs 5 EMP 12

40 Players Primary Intent: Get Through Locked Door Player deploys Spiderbot Player Dominates Spiderbot Player allows Spiderbot to time out beside locked door Player damages Spiderbot because he knows explosion will destroy locked door Because he knows that he can Dominate it Because he knows when Domination times out, the bot will be EMPd Because he knows that EMPd bots explode when damaged Player fulfills intent by crossing through doorway

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42 Emergence and Intentionality [disambiguation] Arises from interconnections between systems Emergence Arises from player comprehension of the interconnection between systems Intentionality

43 Spider Bot Doors Damage Bot Domination 5 EMP 12

44 State Class Behavior Barks Sticky Camera Wall Mines Doors Whistle Camera Sound 936

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53 Britney: hey! 24f Cali here, 510, 135, blonde, blue… u?

54 Player takes a jump Car flips and lands upside down Car explodes Nearby pedestrians are injured by explosion Pedestrians begin to attack player 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

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59 An object (or system) has affordance if it displays obvious indicators of its properties. Affordance

60 Cart Properties: Metal Bulletproof Dimensions (shield) Magnets Wheeled Cant burn Mass Low center of mass Etc

61 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

62 easy to verifyharder to solve

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66 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 Im 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. Conclusions

67 Do players really want to be an active creative participant?? In Closing

68 Designing to Promote Intentional Play


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