Evolution of Videogames

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    Evolution of Videogames - Presentation Transcript

    1. On the Evolution of Games * Katrin Becker, PhD *not so much a presentation of results as an Invitation
    2. overview
      • New(?) lens through which to examine games
      • More questions than answers...
    3. History vs Evolution
      • History
      • - event-driven, broad scope, contextual
      • - interested in all aspects of the past
      • Evolution
      • - data-driven, narrow scope, highly threaded
      • - specifically interested in change
    4. Change
      • What changes over time?
      • Genres and their definitions.
      • What's on the screen during play:
        • Graphics
        • H.U.D.
      • Game play.
      • Narratives.
      • And, of course, technical advances.
    5. Evolution
      • Examination of change across time....
    6. Welcome to now..
    7. What can we Learn?
      • How a behaviour (or other aspect) may have evolved from similar behaviours in other games can provide some insights into elements of designs that are successful .
    8. How do we proceed?
      • Examine game(s) from one or more perspectives to look at....
    9. How do we proceed?
        • Look at: Descent
          • affinity (similarity) : common descent
    10. How do we proceed?
        • Look at: Environmental adaptations
          • convergent evolution : different species / same behaviour, possibly due to similar external forces
    11. How do we proceed?
        • Look at:
        • Spontaneous ‘mutations’
    12. How do we proceed?
        • Look at:
        • Selective Pressure
    13. Perspectives
      • Games Generally
      • Specific Genres
        • Shooters, RPGs, etc.
      • Game Elements
        • H.U.D.s, graphics, interaction
      • Franchises
        • Mario , Pokémon , The Sims , Final Fantasy , Grand Theft Auto , Madden NFL , Tetris , FIFA , The Legend of Zelda , Tom Clancy
      • Numbered Games
        • GTA
    14. Evolution Basics
      • If all the individuals of a species reproduced successfully, the population of that species would increase uncontrollably.
      • Populations tend to remain about the same size from year to year.
      • Environmental resources are limited.
      • No two individuals in a given species are exactly alike.
      • Much of this variation in a population can be passed on to offspring.
    15. Evolution Basics
      • If all the individuals of a species reproduced successfully , the population of that species would increase uncontrollably.
      Enter Sturgeon’s Law:
    16. Evolution Basics
      • 2. Populations tend to remain about the same size from year to year.
    17. Evolution Basics
      • 3. Environmental resources are limited.
      Markets $$$ Consoles Peripherals Imagination? Development Teams
    18. Evolution Basics
      • 4. No two individuals in a given species are exactly alike.
    19. Evolution Basics
      • 5. Much of this variation in a population can be passed on to ‘offspring’.
    20. Why do some games change very little over time?
    21. And Others Change a Great Deal?
    22. Struggle for Existence
      • A game’s survival has to do with how successful it is at keeping people in the game as well as at doing what it was designed to do:
        • Entertain
        • Learning
        • Persuasion
        • Marketing
    23. The Evolution of Final Fantasy
    24.  
    25. The Evolution of Mario
    26. Thanks!

    + Katrin BeckerKatrin Becker, 2 years ago

    custom

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