GAME ART & DESIGN I SPRING 2011 3.03 - Categorize game theory and genres.

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GAME ART & DESIGN I SPRING Categorize game theory and genres

Introduction The purpose of this unit is to introduce students to the basic elements of game theory. Games are created and played according to the basic elements of game theory. Game theory focuses on the basic conflicts that arise in the game, and how each player will respond to these conflicts. With a good understanding of game theory, developers can ensure that game players are properly challenged. The challenges are closely related to the plot of the game.

Categories of games by decision Games of Skill Games of Choice Games of Strategy

Games of skill Usually single player games where the outcome of the game is solely a result of player choices. The player is aware of the result of every decision before it is made.

Games of choice Also single player games where the outcome is a mostly a product of probability. There are basically two types;  The player is aware of the probability to win. For example, rolling a six on a die is a one in six probability or 17%. These choices are known as decisions under certainty.  The risks or the probability of the outcomes are unknown. These are known as decisions under uncertainty.

Games of strategy involve more than one player where competition is the main factor. Games of strategy are usually one of three types.  Zero Sum and Non Zero Sum  Pure Coordination  Mixed-motive games

Zero sum games Use competitive behavior between players resulting in only one winner. Each player has a different interest in the game and both cannot win. This is a classic win/lose scenario. Examples include: the childhood game, rock, paper, scissors; chess; checkers; and most board games. Decision trees are ways to map out the possible choices involved in a simple game. Below is the decision tree for the rock, paper, and scissors game.

Zero Sum Game Example

Non Zero Sum Games Players cooperate with each other against a common enemy. Some scenarios have teams of players competing against other teams of players. This is a combination of cooperation and competition called coopetition. An example occurs in Mortal Combat when players team up with one another against other teams of players to kill the most enemy.

Pure coordination games Where the outcome is the same for all of the players involved.

Mixed-motive games where outcomes and payoffs between the players do not correspond to each other.

What makes a good game? Sid Meier, the legendary game designer, states: “A great game is a series of interesting and meaningful choices made by the player in pursuit of a clear and compelling goal.” A good game can be broken down into these parts. Choices Story & Character

Choices A game must consist of many choices that are not linear in nature.  A series of events with out choices would be a movie. A simple flip of a coin is too simple for a game. Also a series of choices without a goal would be a toy and not a game.  For example lets consider a simple game.

No Choices The player enters a room with two doors, A and B. The player choices door A. Behind door A is a monster. He kills the monster. Behind door B is another monster, which must also be killed. There is no advantage to picking door A or B. The choice is really no choice. Select A or B Kill monster Select Door A or B Kill monster Win Game

Multiple Choices Now Lets say behind a door there are three weapons to use against the monsters. The player must choose a weapon to kill a monster. Each weapon will work. All choices will have the same result thus the choices are meaningless. Each selection will now lead back to the same scenario.

Multiple Choices Select a weapon Weapon 1 Weapon 2 Weapon 3 Select a weapon Kill Monster 1 Weapon 1 Weapon 2 Weapon 3

Meaningless Choices The developer must also be careful of infinite choices that lead to an ultimate goal. Most games are not capable of creating infinite numbers of choices. The best method would be to have the player make intelligent choices that will lead to a desired effect. The ideal structure would have the player start with a few choices that will progressively increase as the game progresses. The choices start to decrease as the game nears the conclusion. This structure is labeled a convexity because of its shape.

Meaningless Choices Each square is a choice A single simple convexity

Difficulty and Game Play The best design would work the choices into the natural scene and layout of the game. Video games can use this design as the games level up or go to different levels. Games can also string convexities together to increase the complexitivity of the game. Thus games can become easy to learn for almost all player but very difficult to win or master. Mihaly Csikszentmihalyi in his book Flow, The Psychology of Optimal Experience, uses a chart to describe the delicate balance between difficulty and success in game choices.

Story & Character The story of a game must be both interesting and compelling. This is a very difficult task, especially for the beginner. The basic story needs to be more from a doer or experience point of view rather than a storyteller. Characters need to discover or experience the plat as they go through the game. Unsuccessful games tend to have long non-interactive scenes. The shorter the scene and the more use of more player choice to tell the story would be more successful.

Story & Character cont’d Character development is another essential element in successful game development. The player character (PC) is controlled by the person playing the game while the nonpayer character (NPC) is controlled by the computer. It’s the interaction between these characters that make a successful game. The NPCs are usually monsters, antagonists, or allies within the game. The PC becomes the player’s alter ego as they experience in a virtual work what is impossible in real life.

Story & Character cont’d Therefore game designers need to make their PCs and NPCs memorable and colorful. Successful games become a blend of art and science blended with a bit of mystery and accepted conventions. They also incorporate fun and memorable storylines.

Four Keys of a Successful Game Nicole Lazzaro (XEODesign) presents the four keys when discussing what players like the best about games. A successful game should contain parts from two or more of the keys.  The Player  Hard Fun  Easy Fun  Other Players

Four Keys cont’d The Player.  Called the internal experience key.  Players experience a ride range of emotions as they play. Hard Fun.  Called the challenge and strategy key.  Games provide aesthetically pleasing environments that provide a challenge and problem-solving characteristic. Easy Fun.  Called the Immersion key.  Players enjoy the mystery and adventure by exploration through the game.  Emotions such as wonder, awe, and curiosity are experienced. Other players.  Called the Social Experience Key.  Here players experience competition; teamwork, bonding, and recognition form other players.

What makes a game fun? Games are intended to be fun. Fun games are not out to elicit emotion. They are just fun. Not competitive. Fun games are called “serious games” when used to teach or instruct by. Fun can be accomplished in the following ways: (See next 3 slides)

Making Games Fun…. Clearing – allows the player to clear up a situation or set of obstacles such as clearing up blackened areas to reveal what is underneath. Collection – allows the player to collect something or complete a set. Earning points is an example of a collection. Creation – allows the player to build something as in building a house in Sim City. Discovery – allows the player to experience new worlds, environment, levels, or rules of play. Even finding a secret passageway, access code, or reveal a hidden treasure are forms of discovery.

Making Games Fun… Expectation – Waiting for a reward. In slot machines you wait to see if your will win money. A scratch-off lottery ticket gives the player a moment of expectation to see if they have won. Experience – allows the player to do or experience something they could not or would not do in real life (i.e. drive a race car, fly into space) Expression – allows the player self-discovery and to accept a new identity. Fantasy – allows the player to use their imagination. Fellowship – allows the player to be part of a team or league

Making Games Fun… Goal-completion – allows the player to earn a goal and/or points; Narrative – allows the player is experience a drama that unfolds over time. Obstacle – allows the player to encounter a challenge and overcome it. Sensation – allows the player to experience new sensations such as flying an airplane or climbing a mountain. Victory – allows the player to compete alone, or as part of a team and overcome an opponent.

Categories of Fun in Games Physical Fun Social Fun Mental Fun Multipurpose Fun

Physical Fun The human urge to be a survivor lead to many games that involve hunting and gathering along with basic survival techniques. Gathering is a strong urge tapped in the game Pac-Man. Another physical need of society is to explore the known and unknown. It’s an advantage to know where to look for good stuff or extra point while searching a new scenario in a game. The urge is a strong reason for the success of many adventure type games. Dancing and movement is another element of physical fun. The success of the dance category in arcade games shows the basic need to have physical fun. Many games also make good use of hand-eye coordination. Players control joysticks and coordinate keystrokes to achieve a desired result. Another physical release resulting in fun.

Social Fun Games that use storytelling tap into the human desire for social interaction. Players also can experience social interaction that accomplices two- player and multi-player games. Many online games also use a team concept where teams can work together to solve a common problem. The game The Sims allows players to interact socially with games characters that make choices familiar to us in the real world.

Mental & Multipurpose Fun Mental Fun  Mental fun in games improves our mental skills and intelligence.  These games are based on the ability to perceive and use patterns.  The fun comes from the mental challenge.  Music fits into this category since music is a pattern of notes.  These games can teach us skills necessary for survival. Multipurpose Fun  Most games are a combination of physical, social, and mental fun.

Game Genres The gaming industry and the entertainment arts are divided into categories by media and genres. A media category includes such examples as film, literature, and games, ECT. Genres involve categories describing generalities of conventions, style, and content. Genres are very loose categories that have may overlap. Some common examples of game genres include:

Game Genres (cont’d) Action  usually are characterized by a fast paced plot using quick responses and high player motor coordination. Adventure  are puzzle related and involve story driven exploration. Arcade  are action games that have very little mechanic variation in the game. Casual  are games that appeal to a very large audience with very short play sessions. The games usually have a gradual learning curve to play the game.

Game Genres (cont’d) Educational  use games to teach real world skills to the player. Fighting  Are very fast passed short games. The player is usually pitted on at one-one one action with elaborate controls. First person shooter (FPS)  involve games that require quick reactions and precision targeting. Platform  have players performing their activities in a particular environment. The game has players usually jumping and swinging motions.

Game Genres (cont’d) Puzzle  games that solve some type of logical or geometric puzzle. Racing  have players using controls to drive around or along a track AVATAR  Players make a image of themselves to place in a virtual game world.