2016年11月12日星期六

【2016-10-10*】Feedback of Meaningful Design


Feedback of meaningful design

What are the important things for games from the structural level. There are three points, including mechanics, dynamics, aesthetics Robin HunickeMarc LeBlanc and Robert Zubek, 2012). In MDA theory, they explain how these three interact.

Aesthetics is the foundation of the other two. The first selling point of a game design is to give a good fun experience to players. Through visual, auditory, and tactile feel, others, players can interact within the game; the purpose is to get totally immersed in the enjoyment of the game. For example, when you play Monopoly, you are a real estate / landlord it's the same when you are playing World of Warcraft, you are an explorer. Whether it is induced or catered, the purpose is not changed.

“monopoly”的图片搜索结果“warcraft”的图片搜索结果

Aesthetics include 8 aspects: SensationFantasyNarrativeChallengeFellowshipDiscoveryExpression and Submission. Some mechanic and dynamics ways are also present in these.

Robin, Marc and Robert, 2000State:- From dividing and comparing these elements, there appears its own experience for each game everyone have their own definition of aesthetics.

 So it is a big challenge to make a good game for its players. I think, we must decide the core aesthetics first. Design with a core is far better than free to add and deleting later.

Mechanics are the rules of game. It is the limit the designer sets for his players. It's the easiest part of the game designers work, it also is the farthest part of the player experience, but it sets the base for aesthetic.

There is a large database that we know about to allow designers and players to communicate in the mechanical part of the game such as the HP, magic, or even moving by W A S D. There are also a number of more stringent rules of reality that are directly related to aesthetics. If a game designer is too focused on their own personal thoughts, their game will be likely to be considered a monster.

In the interaction of aesthetics and mechanics, it produces dynamic range and it shoulders an important mission of game's playability. In other words, "dynamics "is what the player does do in the game. Such as the game's backward compensation and leading penalty mechanism. This will not make too much different between leaders and backward in a game which can make players lose interest.

【2016-10-12*】Seminar 2

1. What does the author think that games are for, or how they can function?


The author believes that the story is a part of the game, but the game is not just simply telling a story but need to express all the details to create a world, and allow the players to experience the story immersive. Author referred his understanding at first. 'Game designers don't simply tell stories; they design worlds and sculpt spaces.' he said. Then he repeatedly stressed some good points in telling stories and games to support this view:
'Game designers don't simply tell stories; they design worlds and sculpt spaces. It is no accident, for example, that game design documents have historically been more interested in issues of level design than plotting or character motivation. A prehistory of video and computer games might take us through the evolution of paper mazes or board games, both preoccupied with the design of spaces, even where they also provided some narrative context. ......When we refer to such influential early works as Shigeru Miyamoto's Super Mario Bros. as "scroll games," we situate them alongside a much older tradition of spatial storytelling: many Japanese scroll paintings map, for example, the passing of the seasons onto an unfolding space. When you adopt a film into a game, the process typically involves translating events in the film into environments within the game. When gamer magazines want to describe the experience of gameplay, they are more likely to reproduce maps of the game world than to recount their narratives.'
 

2. Why do you think they claim this?
 
 
With the development of image technology, the performance form is getting better and better, which also allows the ability to express game story has been greatly improved. For example, in 'the last of us'(TLOU), we can clearly feel how deep the pond they have just walked through from the height of water on their clothes. This is the creation of various details to express the story world, allowing players to experience the story immersive, rather than simply tell a story.

     TLOU is an emotional experience-based (core) game, supplemented by gameplay (shell), and successfully in integration of the two. Everything is services for the emotional experience. Naughty Dog use film elements for the game experience in uncharted series, but there is no dazzling images and exciting fighting in TLOU. Although art and sound is the current level of the game industry, but in the performance approach is restraint, all technical are support of emotional experience, the core rather than overwhelming. No matter what kind of that, they give players a good experience, and have a good response from players. This may also show the future development of game will be different.
 
There is a classic action game Megaman, like many old games, they will gradually increase difficulty with some subtle tutorials, such as player need to escape when monsters are falling down, or the trap is starting so player need to stop it. But for the game story, there is not too much dialogue to process, sometime even you do not  need to know story for a fun gameplay. Just as Egorapotor said in the video ‘Sequelitis - Mega Man Classic vs. Mega Man X’.
[Sequelitis - Mega Man Classic vs. Mega Man X: https://www.youtube.com/watch?v=8FpigqfcvlM]
 

Opinion of author:

‘Jenkins' research into video games was influenced by his prior interest in the debates around emerging popular culture media forms as well as his parallel interest in children's culture. Referring to Gilbert Seldes’ Seven Lively Arts (1924) which championed the aesthetic merits of popular arts often frowned on by critics who embraced high art to the exclusion of popular art, Jenkins dubbed video games "The New Lively Art" and argued that it was a crucial medium for the growing rise of digital interactive culture.’
‘Transmedia storytelling, Jenkins writes, is "the art of world-making", "the process of designing a fictional universe that will sustain franchise development, one that is sufficiently detailed to enable many different stories to emerge but coherent enough so that each story feels like it fits with the others";[29] and crucially, these different stories or story fragments can be spread across many different media platforms encouraging users engaged in the story experience to explore a broader media ecosystem in order to piece together a fuller and deeper understanding of the narrative.’
3. Who might think differently and why?
 

For the traditional game industry, the story does not need to be a part of the game. Pac-man the classical game,does not need a lively story in order to allow players to understand that they need to eat beans and avoid monsters.
          Dan Cornners (The creator of Telltale) also said this in E3: The shooter folks, sometimes they seem like, “Get that stuff out of here. I just want to go play.”
 
4. How persuasive do you find the author’s argument?
 
        In seminar 1 we discussed, quality is not the most important thing of game. Similarly, the story also is not the biggest. The core of the game always is allowing players to enjoy and fun. Such as sports games or racing games, the plot is usually not the focus. These games allow players to experience through the game process. Excessive plot explanation sometimes will be the limit of game process. For example, players will question "why I must go this way, why this role will die." The result is that game experience is not smooth.
seminar 1  James Newman, ‘The Myth of the Ergodic Videogame: Some thoughts on player-character relationships in videogames,’ Game Studies 2:1 (2002) [Full Article: http://www.gamestudies.org/0102/newman/ ]
 
 
For game designers, it is to provide a rich gameplay, so that players can enjoy into the game world, while ensure the wide range of game interaction, allowing players to explore and discover. But this form of expression is very trivial for a story to tell, and we need to break it down into smaller chapters. For example, 'The hero's journey', it is just a generalization, not a consensus; there is enough space for designer to express story contents.
Jenkins, Henry, ‘Game Design as Narrative Architecture,’ Blog Post, 2004 [http://interactive.usc.edu/blog-old/wp-content/uploads/2011/01/Jenkins_Narrative_Architecture.pdf]

 
In accordance with this law to create, players and the designer are more likely to resonate even encouraging players to have interest in exploring. When Overwatch was just on sale, I and my friends usually talked about the story of each character and the relationship between them. For this, Blizzard made a beautiful CG animation for players, and not forced to add them in game.
 

We say that, but there is still a game which is focused on storytelling that being  ‘Minecraft-Story Mode’, Many players say it doesn't really feel like a Minecraft game because it  gives up the open world mode.
‘It's not just not-Minecraft, it's not (yet) a very good Telltale game, either’.
——<Time> Matt Peckham @mattpeckham Oct. 15, 2015
 [Minecraft: Story Mode Is Not the Minecraft You’re Looking For: http://time.com/4073550/minecraft-story-mode-2/ ]

【2016-10-05*】Idea of maze game


Idea of maze game

 


 
In this paragraph I describe the creation of a new maze game, Time-Travel and Decryption. Its main contents is an interesting story I feel about persons who wants to change something both in the future and in the pastbecause they have many regrets in life. The protagonist (player) knows that history cannot be changed, but they still try to alter the events to a different outcome.
 
I would like to use for this game the VR platform, because it best suits the portrayal of these people with their disappointed lives. For example, some Otaku (Japanese people with obsessive interests) wants to escape from reality they feel pressured and have lost control of daily life. VR experience could make every player feel they are actually in a live reality. The goal is to improve their life's attitude, the ‘enemy' in the game are their mistakes.
The background of this story is the future with an advanced technology. The protagonist sees a machine which can help people change their regrets into their dream scenario. This effect would last for some time making people happier. The purpose of this machine (The concept of this game) is convincing people that a psychological comfort can be given if they want to change their regrets and that the ‘right thing’ is not always the best decision in their life in certain circumstances. After they receive this psychological treatment, it will make the haze and confusion fade away for them.
Level design could start off gradually then become more intense and even completely change the reality in life by the finale. For example in the beginning, a person stays at home never wanting to go out, even to go to a friend’s party, he then misses the opportunity of meeting with the girl who he care about deeply . (The specific story refers to a common cases of mental illness,(Agrophobia) just for example.) But his cowardly behaviour made him angry and wanting to change his life.
The game environment is a chaotic scene of his thoughts; Unreasonable structures are buildings the scenes together, such as his inner turmoil in his mind. E.g. the bathroom which is normally next to his bedroom, is now on the house roof, and it connects with the door into the garden. But when he opens the toilet's door, he is already outside of his bedroom. He needs to clear his mind and defeat his fear to challenge himself and overcome his terror to cross the street and explore the suburbs to be in wide open spaces like on a mountain. (multicursal), Finally he will change the 'reality' and start to enjoy for himself (unicursal). This machine can satisfy people’s desire . So we can change play in many levels in the game. (For the different levels we can use tools, object, traps, treasure maps etc. to make it more interesting.)


 
 
Summary: At first, we need a protagonist who has disappointed in their life, there is chaos and contradictions in his /her dream, their mind are like a maze. Then we need to make sure he/she cannot depart from their dream-state the subconscious mind begins to push them to change. (Life can’t be satisfied.) In the end, the player will understand whether their life is changed or not, is he/she stills the same person who's as chosen this life. That is the aim of this game. (People are walking in society maze, whatever they chose, how much is real, we can still help them to light the way if that is their greatest desire.)



【2016-10-12*】Cards Game

1. Can you think of a video game you could emulate in cards, how would you go about it?


    I would like to choose Overwatch as this is a popular game and will element well into a card game.

    As a popular FPS Multi game, first I tried to restore its fierce fighting elements, so I moved these familiar maps to table. The above will be hexagonal to represent the movement area, the occupation area size should be four, so the map would not be too big and make most of game too time consuming but also have space for tactical elements.
This is a 3v3 confrontation game; of course, a player can also operate three roles. The number of players are from 2-6. Each character has its own value, attack power, HP, movement and skills; I will do my best to restore the characteristics of them, such as Pharah leap of obstacles once every three rounds.
The rules of this game

1. The game has two sides red and blue .

2. Each map has a unique victory rules, such as this Lijiang Tower 2 is a single side occupation to reach 10 rounds.

3. Each character can move once or attack once in each round, but any special character with skill of can attack after move or move after attack .

4. There is only one card for each character. To determine the order of selection by guessing a coin, and use the same choice ruler 1-2-2-1 as other Moba Games.

2If you wanted to make a narrative or expressive game, how could you use elements of card games to tell the story?
I want to use cards to show a 'guess who is the murderer ' game. First of all, there is a story teller (called judge, also can be a NPC in video game); he tells everyone the story and role settings. As on the map below it is a villa scene, there will be some stories and roll play for the players which the judge will explain. As the plot continues on , the scene and cues are switched. (Map design is combined with parts, that players can free design by themseleves.) 


The rule is that only the murderer knows who is murderer (decision by lottery), the rest players include ordinary people and detectives, the occupations depending on the number of players.
For example if there were 8 players in the game,  there would be two murderers and two detectives (identity is unknown by other players during the game), they can use speech induction or guide others to judge, also can use words to induce others to erroneous judgments, but individually cannot  directly make other people exit the game.


 

                     (Clues plot)                                                                   (Relationship list of players and NPC)

According to the size of story, we can choose any number of players. Also we can have a lot of additional games, such as items, mini games, duels, etc. on that bases we try to ensure players enjoy this game, the story should be as interesting as possible. I want to play this game when everyone can be infected with the story and creativity, so I also draw some materials.
Game ruler:

1. Storyteller (judge) selects the corresponding background to arrange a story, and then leads other players into the story.

2. The player determines their job and their identity (murderer or detective or civilians)

3. Role-playing in the game, and arranged to create a relationship with the NPC by judge's creation. (Communication fun)

4. At night players must have a bedtime. (E.g. 10 minutes during the day and 5 minutes at night time.)

5. Murdered attack at night, kills a player, or not kill. (Other players cannot know the attack process)

6. After sunrise other players find the dead body. They have to guess the killer according to the clues provided by the judge. Finally, judgement with voting after the daytime.

7. If the killer kills everyone (except themselves of course), or the killers are all captured the  game over.

3. We’ve seen card games meet a lot of Callois’ criteria for games – Agon, Alea and even Mimesis – but what would an Ilinx card game look like?
     On the Ilinx card game, I thought of a card game called Sushi Go! It simulates a Japanese buffet called Kaiten-sushi. Kaiten-sushi is a sushi restaurant where the plates containing the sushi are placed on a rotating conveyor belt that winds through the restaurant and moves past every table and counter seat. Customers may place special orders, but most just simply pick their selections from a steady stream of fresh sushi moving along the conveyor belt. The final bill is based on the number and type of plates of the consumed sushi.
    In this game, players need to constantly exchange their hand in the pool of resources to select the sushi in their favor in order to get high scores. I think this is a good Ilinx expression. Specific in this card game, it is a total of resources, turning selection until one player achieves the goal and wins the game.
    I think the Ilinx card game will look like a plate spinning in front of all players, because everyone's hands are transparent to a certain extent, there is more chance of direct conflict between players and resources to snatch the food.

【2016-10-05*】10 Maze Game



 
u  Level design:Multicursal; Players only have one way to get out in these mazes, but they need to find some keys in different ways.

u   NarrativeUnicursal; It have many mazes for moving the storyline.