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Game Art and Design Unit 3 Lesson 1 Social Game Interaction and Player Patterns International Technology Education Association.

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Presentation on theme: "Game Art and Design Unit 3 Lesson 1 Social Game Interaction and Player Patterns International Technology Education Association."— Presentation transcript:

1 Game Art and Design Unit 3 Lesson 1 Social Game Interaction and Player Patterns
International Technology Education Association

2 Big Idea Knowledge of the basic skills and components of any field makes one uniquely prepared to perform at a high level in that area

3 Social Game Interaction

4 Engagement Activity Introduction to formal elements: War!

5 Social Game Formats Many games are played with more than one player.
These games have a social aspect that allows players to interact with other players.

6 Social Game Formats: Types
Online multiplayer Players connect home PCs to the Internet. Played by thousands of players - 24/7. Subscription-based system - players play a monthly fee. Encourage players to form groups to solve problems. The relationships formed are strong incentives for continuing the game.

7 Social Game Formats: Types
2. MMOGs, MMORPGs , MMORTSs and MMOFPs. MMOG - massively multiplayer online games. MMORPG - massively multiplayer online role-playing games. MMOFPS - massively multiplayer online first-person shooter games. MMORTS - massively multiplayer online real-time strategy games.

8 Social Game Formats: Types
2. MMOGs, MMORPGs , MMORTSs and MMOFPs biggest issue is how to balance social interaction with immersion. benefits - meet new people from everywhere. problem - player misbehavior. The Internet allows player anonymity, which could result in rude, cheating, or fraudulent behavior.

9 The Game Community Develops any time players get together to play.
Continually changes - small as two players playing a dance game or as large as a MMOG. Developers control the boundaries with the game rules and roles.

10 The Game Community Evolves depending on the players’ personalities, interactions between the players, and the larger social context of the game. Similar to a convention where players drop in and out instead of a sports team where the players are constant.

11 The Game Community Closed and Open systems
Closed - no outside exchange with the environment. Open - when the community of players continually changes.

12 The Game Community Metagames
Games beyond the basic game, interplay that arises outside the rules. Tactics that use features outside the intended game use or that exploit errors in programming.

13 The Game Community Metagames Example:
A player discovers that when a weapon is fired at the ground, jumping power is increased. The increased power allows him/her to overcome obstacles normally not reachable. This was not the intended purpose of the game.

14 The Game Community Audiences
Game designers must consider the target audience when designing. To understand the makeup of the audience, researchers study demographics of a population.

15 The Game Community Audiences
Demographics include relevant economic and social statistics. Age, gender, and income, are used to separate the audience into target groups called markets.

16 The Game Community Industry has divided players into two groups:
Hard Core Players Have many long game sessions with frequent discussions. Are knowledgeable about the industry and usually possess all of the latest games. Desire to extend existing games creatively. Have a higher frustration level. Engage in competitions.

17 The Game Community Industry has divided players into two groups:
2. Casual players These are the rest of the game players who are not hard-core. Interest in playing games is limited. Tend to play games that are easier to learn and master.

18 The Game Community Disabilities
There are many games for players with disabilities. Games can add accessibility options. Research has discovered that playing sports or fighting games helps distract children suffering from chronic pain (The Edmonton Journal, Feb 13th, 2006).

19 The Game Community Disabilities
Games are used for cancer treatment, weight control, and improved motor coordination. Dance Dance Revolution has helped many children lose weight and gain motor development. Adding these accessibility features can increase sales as well as improved PR.

20 Virtual Reality VR is the simulation of reality through technology.
VR can lessen dangers associated with the real, e.g., flight simulation for combat helicopter pilots. Can provide training environments where mistakes are less costly, e.g., management of nuclear power stations or chemical plants.

21 Player patterns

22 Player Patterns Games designed for players
When designing a game consider How many players does the game require? How many total players does the game support? Do various players have different roles? Do players compete, cooperate, or both?

23 Player Patterns A game designed for one player is different than a game designed for two, four, or 10,000. A game designed for a specific number of players has different considerations than a game designed for a variable number.

24 Players Patterns :Roles
Most games have uniform roles for all players while some have more than one role for players. In Mastermind, one player chooses to be the code-breaker, while the other chooses to be the code-maker. Role Playing Games (RPGs) have a variety of roles for players to choose.

25 SEVEN Major player PATTERNS

26 1. Single Player vs. Game Most common pattern for digital gaming (use cards to demonstrate). Includes puzzles and other game structures to create conflict (solitaire).

27 2. Multiple Individual Players vs. Game
Multiple players compete against the game in the company of each other. Action is not directed at each other. No interaction between players. Essentially, this pattern is a single-player game played in the company of others (Race).

28 2. Multiple Individual Players vs. Game

29 3. Player vs. Player A game where two players directly compete.
Classic structure for strategy games and good for competitive players. One-on-one makes competition a personal contest. The intense competition marks this pattern for focused, head-to-head play (war).

30 3. Player vs. Player

31 4. Unilateral Competition
Two or more players compete against one player. Examples include tag and dodge ball. Interesting model for combining cooperative and competitive gameplay.

32 4. Unilateral Competition

33 5. Multilateral Competition
Game structure in which three or more players directly compete. This pattern is what people think of when they think of multiplayer games. Board games are multilateral for between three – six players usually (Hearts-Spades).

34 5. Multilateral Competition

35 6. Cooperative Play Two or more players cooperate against the game system (Farmville). Often found in children’s board games.

36 7. Team Competition Game structure in which two or more groups compete. Includes soccer, basketball and charades. This game structure can provide fun for fans of the teams as well as the players (Spades).

37 7. Team Competition

38 Big Idea Knowledge of the basic skills and components of any field makes one uniquely prepared to perform at a high level in that area.

39 Game Art and Design Unit 3 Lesson Social Game Interaction and Player Patterns images Clipart, student work, Photos by Phyllis Jones International Technology Education Association


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