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Systems and Interactivity Systems and Interactivity

Systems and Interactivity - PowerPoint Presentation

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Systems and Interactivity - PPT Presentation

Dr H é ctor Mu ñ ozAvila Assigned readings Chapters 4 amp 5 Rules of Play Book Systems Various Definitions A group of interrelated elements forming a complex whole biological systems ID: 619524

choice system interactivity game system choice game interactivity interaction play action rules player systems context choices affects elements micro

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Slide1

Systems and Interactivity

Dr. Héctor Muñoz-Avila

Assigned readings:

Chapters 4 & 5 (Rules of Play Book)Slide2

Systems: Various Definitions

A group of interrelated elements forming a complex whole (biological systems)A functionally related group of elements or components (computer)An organized set of ideas or principles (government)

Commonality of these definitions:

Parts

 Whole

Is a game a system?Slide3

Elements of a System

Parts affect one another within an environment Forming a pattern that is different from its partsFour parts of a systemObjects Attributes (properties)

Internal relationships

Environment

3 dimensions

Formal system

Experiential system

Cultural systemSlide4

Elements of a System

Example: Chess

Formal system

Experiential system

Cultural system

Objects

Attributes (properties)

Internal relationships

Environment

Another example

Pieces,

board

Rules: moving pieces, win, draw, capture

Actual positions:

defend, threat

Actual game play

The players

Pieces player controls

Strategic interaction

, psychological

Context of play: I am smarter than u!

The

game as a whole

Simulated warfare

Peon vs kingQueen vs king

Big Blue, Larry King, Gary KasparovSlide5

Framing Systems

Hierarchical and interrelated dimensionsFormal rules are embedded in a system of playSystem of play is embedded in the culture

This is important

GTA

controversy:

culture or stereotype?

Fiction or reality?

Influence behavior?

So designing a game is more than just defining rules because these rules are

experienced

with in a

cultural contextSlide6

Open and Close Systems

Closed system: no interchange with the environmentChess as a formal systemOpen system: affects and is affected by environmentChess as a cultural system

We should not forget that once game is distributed it becomes an open systemSlide7

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: “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 playSlide8

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

People participate as agents

Its relational

It allows direct intervention within a context

It is iterative

Borderline case:

When we watch a movie is this interactive? What if I press the forward/backward button?Slide9

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 or not in a room

Beyond-the-object interactivity (culture)

Online community (MUDs)Slide10

Designed Interaction

Interaction is part of a system Rules are providedContext for interaction is also providedReciprocal interaction Slide11

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: tactics versus strategies in an

FPS game

Player: action

 system: outcome

discernable and integrated in larger context

Player: choice

 (action  system: outcome)

discernable and integrated in larger context Slide12

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?Slide13

Anatomy of Choice: Five Crucial Stages

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 he viewsMove/fires/ jump/ walk/ run avatarChoice affects overall system (capture dom point?)Graphical user interface (including score), soundSlide14

Homework

For each of the questions in the previous case, indicate an example of a game where the question is not properly answered and as a result there is a breakdown in meaningful play.Note: read discussion in book to better understand this.Slide15

No Meaningful Play? Breakdown: action

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

Affects Stage 4: “result of choice?”

Example?

Not knowing what to do next

Affects Stage 2: “How choice is conveyed?”

Example?Slide16

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 developers