Conflict Robin Burke GAM 224 Fall 2005.

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Presentation transcript:

Conflict Robin Burke GAM 224 Fall 2005

Outline Admin Quiz Conflict Types of goals Systems of conflict

Admin Due Today Reaction paper Alternate game (non-Assassin people) Rule paper Hard copy in class turnitin.com Reaction paper not due until Wed. Alternate game (non-Assassin people) Warcraft II or III

Quiz

Reminder: Assessment Quizzes – 10% In-class activities – 10% Reaction papers – 20% Analysis project – 30% Design project – 20% Participation – 10%

Conflict Somewhat obvious "artificial conflict" is part of the definition

Struggle to achieve a goal Single player vs. single player Chess, Boxing, Warcraft II Group vs. group Basketball, Soccer, Battlefield 1942 One against many Tag, Most action-adventure and FPS games Every man for himself Marathon, Risk, Mario Kart

Struggle to achieve a goal Single player vs. computer Tetris Group of single players vs. game Blackjack Group against the game Lord of the Rings board game Cooperative mode in Star Wars Battlefront, etc.

Game goal May not be fixed May not be obvious from the game's premise Single game may support multiple goals from the player's point of view

Example: Centipede Single player mode Two player mode Do well against the game Beat your personal best Get on the high score list Two player mode Beat your opponent Get on high score list Compete against friend to get on the high score list

Example: Joust Single player mode Two player mode Players compare scores Two player mode One player against the other Battle mode Cooperation mode players vs. computer

Example: Gauntlet Single player mode Two player mode Cannot attack each other Real time display of scores Players compete for “food” Allow most needy to eat or be greedy Compete for spending money

Competitive vs. cooperative All games are competitive Can they be cooperative at the same time? Adherence to the Magic Circle Players on a Basketball team Conflict within a cooperative framework

Systems of conflict Games exhibit conflict at multiple levels Local goals contribute to larger goals Conflicts at different levels work together to create a system the interrelatedness of the conflicts determines if any given conflict seems meaningful

Example: Legend of Zelda: The Wind Waker Largest conflict evil sorcerer, Ganon Intermediate conflict defeat level Local conflict solve puzzle defeat particular enemy master particular skill

Wind Waker, cont'd Conflict system Game logic links conflicts each level is crafted to introduce new skills which are essential to succeeding in this and later levels each level features enemies with certain common characteristics essential to defeating the boss Game logic links conflicts hero must collect pearls to defeat Gannon pearls are obtained by defeating a boss enemy boss enemies are found at the innermost room of each dungeon exploration of the dungeon requires defeating enemies and solving puzzles exploration also requires weapons, tools and power-ups items found by exploring the dungeon

Conflict system may fail Game lacks meaningful play if players do not perceive the links between conflicts Example Kingdom Hearts goal is to protect various "worlds" travel between worlds is done through a 3-D space shooting game no coherence between this local conflict and the global one it feels tacked on and rather pointless

Cooperative games? "New Games" Movement UN Food Force game Dragon conflict between head and tail mediated by players with uncertain stakes Stand-up conflict with gravity / stability UN Food Force game mission = help refugees conflict with terrain, elements, limited budgets, logistics

Wednesday New Unit: Play Play and Experience Ch. 22 & 23

Legend of Zelda Designer: Shigeru Miyamoto Games Adventure of Link (1988) Link to the Past (1992) Link's Awakening (1993) Ocarina of Time (1998) Majora's Mask (2000) Oracle of Seasons / Oracle of Ages (2001) Wind Waker (2003) Minish Cap (2005)