lecture 1?: introduction co42032 computer games software engineering
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Lecture 1?: Introduction CO42032 Computer Games Software Engineering. Malcolm Rutter [email protected]. The Video Game. Characteristics of a video game. Majority of games tend to be Intensely competitive Demanding of one’s skills - physical or mental Regulated by specific rules - PowerPoint PPT PresentationTRANSCRIPT
Lecture 1?: IntroductionCO42032 Computer Games Software Engineering
Malcolm [email protected]
The Video Game
Characteristics of a video game
Majority of games tend to be • Intensely competitive• Demanding of one’s skills - physical or mental• Regulated by specific rules• Clearly structured, with an established beginning and
ending• Played to achieve a clear cut goal - to succeed at winning
or to avoid losing Carolyn Handler Miller (2004)
Are there others ?
““You’re going to find that You’re going to find that many of the truths we cling many of the truths we cling to depend greatly on our to depend greatly on our point of view.”point of view.”
Genre
“Genres are important. They satisfy our basic instinct to classify and define, but they also allow us to better explain the
type of story an audience is paying for.”
Voytilla (1999)
Genre & Sub-Genre
• Applied to all forms of media • Classification, Taxonomy• Concept originated in 1940s
• A genre is what it is collectively believed to be at any point in time
Finding the Box
• Theme & Content• Expectations & Hypothesis
Conventions Narrative image Opening sequence Iconology & iconography
• Public Opinion• Marketing• Reflection
Older games and movies
Video Games (Genre & Sub-Genre)
• Puzzle• Gambling
Casino• Role Play• Adventure• Action
First Person Shooter• Sports
Racing Fighting games (beat ‘em ups)
• Simulation• Artificial Life• Real Time Strategy• Management• Uncategorised
• Lets have a look at some in detail …….
Role Playing Game (RPG)
• Character creation• Character evolution• Character, class attributes and skills• Inventory management• Melee• Quests• Interactive story• Adventure
• Example: Zelda: Ocarina of Time
Adventure games
• Puzzle- solving challenges• A great deal of thought process• An interactive story that is revealed as challenges are
overcome• Multi-threaded plot• A journey• Central protagonist
• Example: Tomb Raider
Action games
• Action• Quick reflex• Minimal thought process• Simple rules
Pick up and play Minimal learning curve
• Examples: Doom Quake
Real-Time Strategy (RTS)
• Harvesting resources• Building a community• Spawning units• Strategic attacks• Destroying the opponent
• Example: Command and Conquer
Sports games
• Competition• Performance challenges• Quick reflexes
• Examples FIFA 2005 SSX3 GT4 Tony Hawks
Simulation
• Real physics• Real vehicles• Steep learning curve
• Examples: Flight simulator
• Why is Genre important ?
Point of View
• First person• Third person
• 2D platform aerial fixed boundary scrolling parallax
• Isometric• 3D
• Split Screen• Dual Screen
First person
• First Person
Third person • Third Person
2D
3Dforced perspectivemultiple angles
• Platform• (show Donkey Kong video)
aerial
fixed bound
scrolling
QuickTime™ and aSorenson Video 3 decompressorare needed to see this picture.
QuickTime™ and aSorenson Video 3 decompressorare needed to see this picture.
Moving perspective• Nearby objects flash by quickly• Distance objects slowly
parallax
• Isometric
QuickTime™ and aTIFF (Uncompressed) decompressor
are needed to see this picture.
split screen
dual screen
Case Study
• Lara Croft Tomb Raider - The Angel of Darkness
Game Conception• Idea
Spark of inspiration• Story
Plot, back story, challenge, reward• Engine
Brain of the game• Game play
Avatar control, parameters etc• Opponent’s & AI
Increase challenge• Specific Game Elements
Variation, objectives• Plot Elements & interstitials
FMV - intro, cut-scenes etc Adverts
• Graphical User Interface User feedback
• Sound & Music Atmosphere, cues, feedback
Developing the idea (1/2)
• We need an idea for a new game• How about something scary but fun ?• What about Ghostbusters ?• Nice idea - but already been done• Game about a Haunted House ?• Ok - lets incorporate one of our established characters• Donkey Kong ?• No - too big• Mario ?• Already gotta new Mario game in the pipeline• What about Luigi ?• Ok - Lets call it “Luigi’s Mansion”
…. developing the idea
• Lets have one of these ghostbuster backpacks to suck ghosts - no lets make it a vacuum cleaner more fun (1)
• Excellent - the vacuum cleaner could also be used suck up other items to reveal hidden items and switches (2)
• We could also put it into reverse and make it blow - use to move objects such as a beachball or blow out fire (3)
• Fire - Hey, we could also make it a flamethrower - to light candles or melt ice (4)
• Melt ice - water - lets make the vacuum cleaner squirt water - put out fires or even water plants to make the grow (5)
• Totally excellent - Lets make it .………………..……… the rest is history
• (Show luigi.mov & Luigiman1.mov)
Getting started
• Gameplay Theme What’s the game about ?
• Core Objective What is the overall goal ?
• Core Idea Defines overall gameplay Develop secondary ideas to enrich experience
• Game Objects Primary function Secondary Functions
• Generated by gameplay features• Initiates additional gameplay features
Narrative Structure
• Diegesis the world created by the narrative
• Diachronic Story what happened before (the back story)
• Synchronic Story happens in the “present” (ongoing narrative)
• Consider Grand Theft Auto - San Andreas SSX3 Tomb Raider: Angel of Darkness
Feedback
• Visual• Audio• Action
rumble• Non Playing Character (NPC)• Accumulative
heath, armour, weapons etc• Emotional• Fulfillment
• Cause & Effect
The Physical Interface
• Keyboard• Mouse• Joystick
• Game Pad• Eye Toy• Dance Mat• Driving Wheel• Skateboard
• Stylus• Dual Screen
On-line Games
• Internet• Bluetooth• Wi-Fi• Broadband• 3G
• MMORPG• Urban Games
GPS Augmented reality
Useful Sites
• http://www.gamasutra.com/
• http://www.ign.com/
Recommended Reading
• Baillie-de Byl P. (2004), Programming believable characters for computer games. Charles River Media
• Caillois, R. & Barash, (2003) M. Man, Play and Games University of Illinois Press
• Gee, J.P. (2003) What Video Games Have to Teach Us About Learning and Literacy. Palgrave Macmillan
• King, B. and Borland, J. (2003) Dungeons and dreamers : the rise of computer game culture : from geek to chic. McGraw-Hill/Osborne
• Miller, C.H. (2004) Digital Storytelling Focal Press• Poole,S. (2004) Trigger Happy: The Inner Life of
Videogames Fourth Estate
Directed Study
• Look at a range of video games and trace the influences back through earlier generations How do the current mobile games compare with retro platforms
such as the SNES or Commodore 64 ?
• Consider the various user interfaces available and how they affect gameplay
• Consider soundtracks and SFX and how they affect immersion and enjoyment