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
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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