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Lecture 1?: Introduction CO42032 Computer Games Software Engineering Malcolm Rutter

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Presentation on theme: "Lecture 1?: Introduction CO42032 Computer Games Software Engineering Malcolm Rutter"— Presentation transcript:

1 Lecture 1?: Introduction CO42032 Computer Games Software Engineering Malcolm Rutter m.rutter@napier.ac.uk

2 The Video Game

3 Characteristics of a video game Majority of games tend to be Intensely competitive Demanding of one’s skills - physical or mental Regulated by specific rules Clearly structured, with an established beginning and ending Played to achieve a clear cut goal - to succeed at winning or to avoid losing Carolyn Handler Miller (2004) Are there others ?

4 “You’re going to find that many of the truths we cling to depend greatly on our point of view.”

5 Genre “Genres are important. They satisfy our basic instinct to classify and define, but they also allow us to better explain the type of story an audience is paying for.” Voytilla (1999)

6 Genre & Sub-Genre Applied to all forms of media Classification, Taxonomy Concept originated in 1940s A genre is what it is collectively believed to be at any point in time

7 Finding the Box Theme & Content Expectations & Hypothesis  Conventions  Narrative image  Opening sequence  Iconology & iconography Public Opinion Marketing Reflection  Older games and movies

8 Video Games (Genre & Sub-Genre) Puzzle Gambling  Casino Role Play Adventure Action  First Person Shooter Sports  Racing  Fighting games (beat ‘em ups) Simulation Artificial Life Real Time Strategy Management Uncategorised

9 Lets have a look at some in detail …….

10 Role Playing Game (RPG) Character creation Character evolution Character, class attributes and skills Inventory management Melee Quests Interactive story Adventure Example:  Zelda: Ocarina of Time

11 Adventure games Puzzle- solving challenges A great deal of thought process An interactive story that is revealed as challenges are overcome Multi-threaded plot A journey Central protagonist Example:  Tomb Raider

12 Action games Action Quick reflex Minimal thought process Simple rules  Pick up and play  Minimal learning curve Examples:  Doom  Quake

13 Real-Time Strategy (RTS) Harvesting resources Building a community Spawning units Strategic attacks Destroying the opponent Example:  Command and Conquer

14 Sports games Competition Performance challenges Quick reflexes Examples  FIFA 2005  SSX3  GT4  Tony Hawks

15 Simulation Real physics Real vehicles Steep learning curve Examples:  Flight simulator

16 Why is Genre important ?

17

18 Point of View First person Third person 2D  platform  aerial  fixed boundary  scrolling  parallax Isometric 3D Split Screen Dual Screen

19 First person First Person

20 Third person Third Person

21 2D

22 3D forced perspective multiple angles

23 Platform (show Donkey Kong video)

24 aerial

25 fixed bound

26 scrolling

27 Moving perspective Nearby objects flash by quickly Distance objects slowly parallax

28 Isometric

29 split screen

30 dual screen

31

32 Case Study Lara Croft  Tomb Raider - The Angel of Darkness

33 Game Conception Idea  Spark of inspiration Story  Plot, back story, challenge, reward Engine  Brain of the game Game play  Avatar control, parameters etc Opponent’s & AI  Increase challenge Specific Game Elements  Variation, objectives Plot Elements & interstitials  FMV - intro, cut-scenes etc  Adverts Graphical User Interface  User feedback Sound & Music  Atmosphere, cues, feedback

34 Developing the idea (1/2) We need an idea for a new game How about something scary but fun ? What about Ghostbusters ? Nice idea - but already been done Game about a Haunted House ? Ok - lets incorporate one of our established characters Donkey Kong ? No - too big Mario ? Already gotta new Mario game in the pipeline What about Luigi ? Ok - Lets call it “Luigi’s Mansion”

35 …. developing the idea Lets have one of these ghostbuster backpacks to suck ghosts - no lets make it a vacuum cleaner more fun (1) Excellent - the vacuum cleaner could also be used suck up other items to reveal hidden items and switches (2) We could also put it into reverse and make it blow - use to move objects such as a beachball or blow out fire (3) Fire - Hey, we could also make it a flamethrower - to light candles or melt ice (4) Melt ice - water - lets make the vacuum cleaner squirt water - put out fires or even water plants to make the grow (5) Totally excellent - Lets make it. ………………..……… the rest is history

36 (Show luigi.mov & Luigiman1.mov)

37 Getting started Gameplay Theme  What’s the game about ? Core Objective  What is the overall goal ? Core Idea  Defines overall gameplay  Develop secondary ideas to enrich experience Game Objects  Primary function  Secondary Functions Generated by gameplay features Initiates additional gameplay features

38 Narrative Structure Diegesis  the world created by the narrative Diachronic Story  what happened before (the back story) Synchronic Story  happens in the “present” (ongoing narrative) Consider  Grand Theft Auto - San Andreas  SSX3  Tomb Raider: Angel of Darkness

39 Feedback Visual Audio Action  rumble Non Playing Character (NPC) Accumulative  heath, armour, weapons etc Emotional Fulfillment Cause & Effect

40 The Physical Interface Keyboard Mouse Joystick Game Pad Eye Toy Dance Mat Driving Wheel Skateboard Stylus Dual Screen

41 On-line Games Internet Bluetooth Wi-Fi Broadband 3G MMORPG Urban Games  GPS  Augmented reality

42 Useful Sites http://www.gamasutra.com/ http://www.ign.com/

43 Recommended Reading Baillie-de Byl P. (2004), Programming believable characters for computer games. Charles River Media Caillois, R. & Barash, (2003) M. Man, Play and Games University of Illinois Press Gee, J.P. (2003) What Video Games Have to Teach Us About Learning and Literacy. Palgrave Macmillan King, B. and Borland, J. (2003) Dungeons and dreamers : the rise of computer game culture : from geek to chic. McGraw- Hill/Osborne Miller, C.H. (2004) Digital Storytelling Focal Press Poole,S. (2004) Trigger Happy: The Inner Life of Videogames Fourth Estate

44 Directed Study Look at a range of video games and trace the influences back through earlier generations  How do the current mobile games compare with retro platforms such as the SNES or Commodore 64 ? Consider the various user interfaces available and how they affect gameplay Consider soundtracks and SFX and how they affect immersion and enjoyment


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