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Interactivity Interactivity

Interactivity - PowerPoint Presentation

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Interactivity - PPT Presentation

Dr H é ctor Mu ñ ozAvila Assigned readings Chapter 6 Rules of Play Book Interactivity Person is making choices within a game system Which action to take Including not taking an action this is an action people in AI call this noaction and treat it the same as other ID: 381889

game interaction designed choice interaction game choice designed interactivity action choices player system conveyed play designer micro affects context

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Slide1

Interactivity

Dr. Héctor Muñoz-Avila

Assigned readings:

Chapter

6

(Rules of Play Book)Slide2

Interactivity

Person is making choices within a game systemWhich action to take?Including not taking an action, this is an action (people in AI call this “no-action” and treat it the same as other

actions – such as

“move”). Example?

Action gets a response from gaming system. This is an interaction

These interactions determine how the game advances

Actions define the experience

We want to achieve meaningful playSlide3

Interactivity: Definitions

From the dictionary:Mutual or reciprocal action or influenceAct on each other; reciprocally

Common: relation between two things

In this course

:

Interaction takes place in a system

Players participate as agentsIts relationalIt allows direct intervention within a contextIt is iterativeBorderline case: When we watch a movie is this interactive?

What if I press the

forward/backward

button?Slide4

A Multivalent Model of Interactivity

Four modes of interactivityCognitive interactivity (interpretive)Text adventure games (D&D)Functional interactivity (utilitarian; material components)

Fonts ok to read?

Explicit interactivity (participation by making choices)

Choose to enter

in

a room or continue down the roadBeyond-the-object interactivity (culture)Online community (MUDs)Slide5

Designed Interaction

Interaction is part of a system Rules are providedContext for interaction is also providedReciprocal interaction

Example?

Example of non-designed interaction?Slide6

Interaction and Choice

Meaningful play:In terms of interaction:Two level of choices:

Micro: “moment-to-moment” choices

Macro: chain of micro-choices to form an experience

Example?

Player: action

 system: outcome discernable and integrated in larger context

Player: choice

 (action  system: outcome)

discernable and integrated in larger context

Slide7

Micro versus Macro: Example

Domination locations

Unreal tournament

Domination game – points are scored by controlling one or more of the map’s domination locations

First team to score pre-determined number of points wins

Example of

Micro choice?

Macro choice?Slide8

Anatomy of Choice: Five Crucial

Stages(first for UT then for your choices)

What happened before the player was given a choice

?

How is the possibility of a choice conveyed to the player?

How did a player make a choice?

What is the result of choice? How affects future choices?

How are the results of choice

conveyed

positions of the team mates, owner of

dom

points

Other players, what player sees, what other players “yell” at you

Controls for moving/firing/ jumping/ walking/ running avatar/stay put

Points change, lost health, opponent’s killed

Sounds, red health bar,…Slide9

No Meaningful Play? Breakdown: action

 outcome chainThese are just some examples of breakdowns.Feeling decisions are arbitrary.

Affects Stage 4: “result of choice?”

Example

? “

rubber band effect

” and here in racing gamesNot knowing what to do nextAffects Stage 2: “How choice is conveyed?”Example?Loosing a game without knowing whyAffects Stage 5: “how are the results of choices conveyed?” ExampleSlide10

Space of Possibilities

Game interactivity cannot be evaluated as an spectator (“watching over the shoulder”)Needs to be actually experiencing to analyze the 5 stagesIt is still not common practice among many game developersSlide11

Add-On: Answer to Question in the Homework

Q1: give an example of non designed interaction in a computer game.Designed interaction means that the person who created the game purposely added rules or context so the players’ actions

will get a

reaction that is planned by the designer.

For example, if my avatar throws a punch to an NPC (action) the NPC might get hit, or

the NPC

blocks the punch (either way this is a planned reaction). Outside of games non-designed interaction happens, for example, when an object slips from my hand and falls to the floor. The reaction (falling to the floor) is caused by gravity and, hence, it is not considered designed interaction. On the other hand, taking into account gravity while throwing a paper aimed at the trash can is designed interaction. If the game designer had simulated gravity in a computer game and

an object slips from my avatar’s hand and

falls to the

floor,

this is considered designed interaction because the game designer purposely add gravity into

the game.

C

orrect answers to the question include: (1) character

gets stuck because of some glitch in the game

engine and (2) virus/hacking

causes the avatar/NPCs do/say unintended

things. The latter is an example of designed interaction from the point of view of the hacker but it is not

designed interaction

from

the

point of view of the game

designer.