the art of asian games
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"The games of a people reveal a great deal about them.“ Marshall McLuhan. The art of Asian games. Games of chance race games Games of Matching, Memory, and Identification card games Games of Power and Dexterity sports and games of physical prowess - PowerPoint PPT PresentationTRANSCRIPT
AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007
The art of Asian games
"The games of a people reveal a great deal about them.“ Marshall McLuhan
AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007
Games of chancerace games
Games of Matching, Memory, and Identificationcard games
Games of Power and Dexteritysports and games of physical prowess
Games of skill and ability / war and territorygames of position and displacement
AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007
Games of chance Dice
The majority of the world’s board games have been race games.
the prerequisite for all flat-surface competitionstotal obscurity of their originsthe oldest die -- a cubic die from late-5-millennium-B.C.E. Syria
mltiple shapes and sizessix-sided or cubic diceoblong or stick dice variously numbered with dot-and-ring numerals or linear devicesChinese complex multifaceted dicecubic dice of ivory or bone, which are characterized by the 1’s and 4’s being in red two-sided diceTibetan dice engraved with characters used for fortune telling.dice cups with lids and porcelain bowls used as a method of obviating cheating
AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007
Games of chance Dice
AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007
Games of chance snakes and ladders
originated in India as a form of moral instruction to expound the idea to children that good is rewarded and evil punished
a simple linear race game of numbered squares with philosophical implications each individual square carries an inscription that exemplifies a moralizing precept.
The lower squares are concernedwith mortal vices or hellish statesand the upper with heavenly realmsand spiritual states, so that theladders draw the player up(toward heaven), and the snakesdraw him down (toward hell).
AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007
Games of chance Pachisi
Race game
national game of India
Is one of the longest-lived and most successful games
made of four lengths of clothattached to the sides of a centralrectangle.
The underlying game is a classicrace game, in which each of thefour players competes to send hismen down the center of his “arm”from the middle, counterclockwisearound the perimeter, and backTo the starting point.
AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007
Games of chance Chinese promotion games
race games whose aim is material success
Players take turns rolling a pair of dice to determine where they begin on the bureaucratic ladder and then either get promoted or demoted on subsequent throws.
In Chinese promotion games there is nocounting of squares. Instead, at eachofficial position are listed possiblemovements to other positions,according to the outcome of specific dice rolls.
incorporated the idea of meritoriousreward and punishment
similar to Monopoly but also includeda moral and didactic component
AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007
Games of chance Backgammon
Race game
is played today in one incarnation or another virtually across the globebalance between chance and skill as being idealperhaps the only important one in which such a balance exists
AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007
Games of chance sugoroku
Japan’s Backgammon
the oldest known board game in Japan
great popularity from the 12 to the 16 century
Sugoroku, in Japanese, literally means“two sixes.” “Two (or double) sixes” signifies twelve boxes,or spaces, referring to the two rows of twelvespaces each on the board.
Difference is in the design of the boardits proportions and the playing surface
AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007
Games of chance Liubo (“six rods”)
was a veritable craze in China from about 350 B.C.E. to 200 C.E
was played by the elite took the equipment for the game to their graves.
the mechanism of play is six rods,which usually are shown laid outneatly in parallel lines on a playing mat
tallies were used to keep recordof the number of pointswon by each player
AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007
games of skill and ability / war and territory
The advent of chess marked a major step forward in the evolution of the board game in society.
skill and ability
worldwide distribution
the undiminished enthusiasm and the continued improvement of even its highest exponents
intellectual status that distinguishes them from all other games played with pieces on a board.
AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007
games of skill and ability chess
originated in northern India sometime before 600,spread to Iran and then to Mesopotamia,and reached Europe about the year 1000
war game: seizing a throne, regaining a throne, building an empire.
AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007
games of skill and ability xiangqi
xiangqi (elephant or figural game)
game of war and displacement
has been played in China since the end of the Northern Song period (960–1127)
uses thirty-two disc-shaped pieces in two opposing “armies,” which move on the intersecting points of a grid on a board that is nine by eight squares on a side. The objective is to capture or eliminate the opponent’s pieces, culminating in the capture of the opposing general
AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007
games of skill and ability shogi
Shogi: Japan’s Game of Generals
Similar to chess
played by two contenders, moving their pieces alternately with the goal of capturing the opponent’s king
AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007
games of skill and ability weigi
Chinese game of weiqi
game of position
Korean and Japanese derivatives, baduk and go
consummate board game of skill
possible permutations are almost infinite
favorite game of mathematicians
The game is played by two players on a boardmarked with a grid 19*19 lines, each player usinga set of identical disk-shaped pieces. The playerstake turns placing their pieces on the intersticesof the grid in an attempt to surround each other’spieces, and the winner of the game is the playerwho ends up with the most pieces that are notsurrounded.
AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007
games of skill and ability go
Go: Japan’s Seige Game
game of position
the game of the superior mind
go is the Japanese version of the Chinese weiqi
AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007
Games of Matching, Memory, and Identification
In the 12-14 centuries, a new type of game appeared in Asia and Europe
it was defined by different forms of matching, both sets and sequences
cards
convenience and versatility
Their origins remain a matter of dispute, China remains the most probable place of origin, not only because the earliest indisputable reference to playing cards survives from China, but also because of its widespread use of paper and printing.
Tile games such as mahjong and dominoes are closely related to cards
Japanese shell-matching game (kai-ooi)
AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007
Games of Matching, Memory, and Identification
China’s Passion for Playing Cards, Dominoes, and Mahjong
term pai (literally, plaque), which can refer both to cards and to tiles
Chinese pai games are games of the money-suit system (including mahjong), games of the domino system, and a large and richly varied category including everything from drinking to poetry cards.
AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007
Games of Matching, Memory, and Identification
Persian playing cards
broader topic of gambling, games of chance, and divination in the Islamic world even though gambling, along with wine and divination, was expressly forbidden in the Koran and in later Commentaries.
AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007
Games of Matching, Memory, and Identification
Ganjifa: Indian Playing Cards
related to the Persian word ganj, or “treasury.”
trick-taking game,like whist or bridge,but with strict rulesgoverning what cardsmay be led. There areusually three players andall of the cards are dealtin counter-clockwise fashion.
AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007
Games of Matching, Memory, and Identification
Japanese games
kai-ooi (covering shells) a shell-matching game
an incense game (jishu-ko) (ten types of incense)
decoration of their respective paraphernalia
important symbolic meaning
AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007
Games of Power and Dexterity
sports and games of physical prowess
long tradition of physical competition in Asian culture
hand-eye coordination skills, and to varying degrees by strength and stamina
Sedentary games and physical contests both require skills acquired by practice, tactical thinking, and adherence to rules and conventions; in all are found the temptation to cheat, the role of chance, and, of course, the aim of winning itself.
AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007
Games of Power and Dexterity Pitch-Pot
Pitch-Pot: The Scholar’s Arrow-Throwing Game
the aim is to hit a particular target stem directly from the need to hone survival skills, be they skills of hunting or warfare
probably began as a pastime inventedby archers who whiled away the hourspitching arrows into an empty wine pot.
AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007
Games of Power and Dexterity Polo
Polo: The Emperor of Games
The word polo is thought to derive from the Tibetan pulu, the wood from which the ball was made
AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007
Games of Power and Dexterity Polo
No other ball game matches its combination of speed, skill, stamina, and bravery. Although now long overtaken in popularity by other games in the West, polo in its heyday was an international spectator sport, played and watched not only in England and the United States but also in South America.
In the areas of Asia where horse breeding was central to livelihood, polo was played passionately by all classes of people.
Tibet, China, Iran, India, and Central Asia have all been proposed as homelands for the game and a recent study has argued convincingly that polo developed in northeastern Iran.
In Iran, polo became the sport of kings and a metaphor for manly virtues.
AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007
Games of Power and Dexterity kickball
there is ample historical evidence for its practice in China from the Warring States period (480–221 B.C.E.) onward.
A similar game was played in Japan as early as the 11th century, but its historical relationship to the Chinese version remains unclear.
AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007
Top 10 video game industry facts
1. U.S. computer and video game software sales grew 4 % in 2005 to $7 billion -- a more than doubling of industry software sales since 1996.
2. 69% of American heads of households play computer and video games. 3. The average game player is 33 years old and has been playing games for 12 years. 4. The average age of the most frequent game buyer is 40 years old. In 2006, 93 % of computer game buyers and 83 % of console game buyers were over the age of 18.
5. 85 % of all games sold in 2005 were rated "E" for Everyone, "T" for Teen, or "E10+" for Everyone 10+.
6. 87 % of game players under the age of 18 report that they get their parents’ permission when renting or buying games, and 89 % say their parents are present when they buy games.
AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007
Top 10 video game industry facts
7. 35 % of American parents say they play computer and video games. Further, 80 % of gamer parents say they play video games with their kids. 66 % feel that playing games has brought their families closer together.
8. 38 % of all game players are women. In fact, women over the age of 18 represent a significantly greater portion of the game-playing population (30%) than boys age 17 or younger (23%). 9. In 2005, 25 % of Americans over the age of 50 played video games, an increase from 9 % in 1999.
10. 44 % of game players say they play games online one or more hours per week. In addition, 32 % of heads of households play games on a wireless device, such as a cell phone or PDA, up from 20 % in 2002.
AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007
The elements of game design
Game ideaWhat this game going to be about? Fun?
Genreshooter, trivia, puzzle, etc.
Story / narrativeliner or non linear script
Game design documentA basis for programmers to build the game engine.Collborative between artists, programmers and producers.Script outlineEnvironmentCast of characters-behaviors, design, Storyboard – animations and scripted charactersTech. solutions, sketches, formulas
AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007
The elements of game design
Engineprogrammed general prototype of the game with levels and interactivity loads levels,display enemies,collision detection system,animated scriptsvery primitive graphics
Graphics, design and intergartionReplacement of the sketches used in the engine with finished
art backgronds, characters, etc.
The politics of programmer- artist interactionBack-and-forth communication process
ScopeDeadlinePriority
AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007
The elements of game design
Game playElements are coded and added to the engine
Computer AIArtificial intelligence (AI) of the enemiesProgrammed behaviours, reactionsTech and game limitations
Sound and musicPostproduction process
voicesEffectsMusic
AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007
The elements of game design
User interfaceRudimentary GUI built in the beginning substituted with the
final versionPlay buttonload / saveQuitOptions (on/off, etc)
Testing and debuggingFocus groupsTesters
10% of the time to do 90% of the work (development),and then 90% of the time to do remaining 10% of the work(testing and debugging).
AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007
Game genres
Actionhas movingobjects and focuses on timing,
reflexes, hand-eye cordination and quick thinking to achieve good scoreAdventure
Control the character in the environment while the story is discoveredCasino
Gambling (such as poker or roulette)Eductional
Educates the playerFirst-peson shooter
Sees the world thought the eyes of the character
Run around and shoot things
AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007
Game genres
PuzzleLogic games that challenges mind rather then reflexes (auch as tetris)
SportsAction game based on the specific sport
Role-plaing games RPGControls the character in the environment and change its attributes(power, agility)
StrategyResourcefulness and problem solving skills
such as sim city
AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007
Game genres
Driving Space Simulations Simulations
Real-time Strategy Horror Arcade Remakes Stealth
AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007
Making fun game
AudienceDemographicsAge groupGenderPlayback specsComputer speedScreen size
Common resolution 2003800*600 44%1024*768 + 49%
AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007
Concept and flow
Initial conceptThemeStoryline and charactersFlow
AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007
Flow
Loading screenlogo screen, Developer publisher info
Welcome screenOpening animation theme intro to provide context
How to play / helpGame configuration screen
Select control layoutBuilt-in tutorialGame type – single or multiplayerLevel or Game prep screen and/or cutsceneSelect attributes of the character
The gameThe end-of-level cutsceneSave game hereRepeat from 4.
Game overEnd of game cutscene.
End credits
AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007
Flash pros and cons
Web deploymentDevice deploymentSmall file sizePlug-in penetrationServer side integrationFile sharing between programmers and artistsEase of use
Performance Lack of 3D supportLack of OS integration
AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007
Action script topics
Basic Actions: frame, button, movie clipsKeyboard detectionMouse detectionObjects and classesMethods and propertiesVariablesFunctionsControlling multiple timelinesPreloadersControlling movie clipsCollision detectionColor interactionsAnimation controlProcedural animationControlling images and making design effectsControlling soundDynamic textRandom numbersPhysics for gamesOptimization and web output
AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007
examples
Hope garden:Hope Garden was developed by BSD medical specializing in the cancer treatment. Hyperthermia therapy is a treatment used in battling cancer by heating tumors. The heating is about as warm as a hot tub. Research has shown that heat can damage or kill cancer cells in some tumors while also making radiation therapy more effective in treating some tumors that are recurrent or progressive, despite conventional therapy.http://www.flowersforhope.com/garden/?flowerId=11717
AD 305 Electronic Visualization I : School of Art and Design : University of Illinois at Chicago : Spring 2007
examples
http://www.questfortherest.com/http://www.ferryhalim.com/orisinal/http://fuelarcade.com/laserenvy/http://www.sporkle.com/games/monstermind/http://www.deathinsakkara.com/http://www.shockwave.com/gamelanding/guardians.jsphttp://www.shockwave.com/gamelanding/guardians.jsphttp://www.playdojam.com/http://www.dofus.com/ (download)http://www.newgrounds.com/portal/view/358966http://www.contifanworld.com/index_fmx.php?contentID=backFourhttp://www.bbc.co.uk/cbbc/bluepeter/content/rich_media/microlife_media.shtmlhttp://www.abc.net.au/gameon/chasm/more.htmhttp://www.sporkle.com/games/http://www.simcoaster.com/main.html