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Game  Ethology  The Missing Link: A Methodology for Analyzing Design through Behaviour in Games Katrin Becker, University of Calgary I have found the missing link between the higher ape and civilized man: It is we.  Konrad Lorenz
Outline ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Background (mine) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Are We There Yet? ,[object Object],[object Object],[object Object]
Serious Game Design SIG (and industry?) Industry Credentials Faithfulness to message essential self-consistent, otherwise irrelevant Fidelity SIG (medicine, military, social change, ...) Entertainment (& SENG?) Vantage Point Method secondary to  Content (game as receptacle?) In accord with each other (content may be irrelevant) Content / Method Content / Message (what)  Player Experience (how) Focus Serious  Game Design Game Design Differences
So What’s the Problem? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],How do we make (good) serious games?
What’s The Answer? ,[object Object],[object Object],[object Object],[object Object],[object Object]
Analysis of Games for Serious Design ,[object Object],[object Object],[object Object],Three fundamental assumptions:
Learning in Games ,[object Object],[object Object],[object Object],[object Object]
Learning vs. Education ,[object Object],[object Object],[object Object],[object Object],[object Object],Education Value-Laden Deliberate Coerced/Persuaded  Externally Motivated*
Learning in Serious Games ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Successful Games Facilitate Learning
Reigeluth
Gardner
Gagne
Merrill
Game Analysis for Design ,[object Object]
One Approach: Study the Masters ,[object Object],Why?
Studying the Masters
Good Games? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Top 25 (as of Dec. 2006) 11 FPS M 5.50 Unreal Tournament  25 7 FPS M 5.94 Halo: Combat Evolved  24 10 RPG T 6.00 Star Wars: Knights of the Old Republic 23 7 Sim E 6.18 Nintendogs  22 8 Strategy M 6.25 Resident Evil 4  21 9 AA E 6.32 Legend of Zelda: The Wind Waker 20 8 RPG T 6.35 Neverwinter Nights 19 7 FIGHTING T 6.67 Soul Calibur  18 9 ACTION M 6.95 God of War  17 10 MMO M 7.00 World of Warcraft 16 12 AA M 7.04 Deus Ex 15 9 FPS T 7.47 GoldenEye 007 14 10 FIGHTING T 8.03 Metroid Prime  13 11 Sport T 8.18 Tony Hawk's Pro Skater 3 12 11 AA T 8.42 Shadow of the Colossus  11 9 Sim RP 8.50 Spore 10 13 AA R 8.57 Grand Theft Auto III 9 14 Sport T 8.69 Tony Hawk's Pro Skater 2  8 15 AA E 8.78 Prince of Persia: The Sands of Time 7 10 AA E 8.93 Legend of Zelda: Ocarina of Time 6 13 AA R 9.02 Grand Theft Auto: San Andreas 5 13 AA R 9.47 Grand Theft Auto: Vice City 4 13 RTS T 11.08 Black & White  3 13 FPS M 11.17 Halo 2 2 16 AA M 12.70 Half-Life 2  1
Methodological Synergy Behavioural Analysis Structural Analysis Ethology Ontological Excavation Game as Object Game Ethology (dynamic) Game Structure (static) Game Design Documents Reverse Engineering Behaviour Studies
Methodological Synergy Behavioural Analysis Structural Analysis Ethology Ontological Excavation Game as Object Game Ethology (dynamic) Game Structure (static) Game Design Documents Reverse Engineering Behaviour Studies
Ethology ,[object Object]
Ethology ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Ethology
Ethology ,[object Object],[object Object],[object Object],[object Object]
Game Ethology ,[object Object],[object Object],[object Object],[object Object]
How To Do Game Ethology ,[object Object],[object Object]
Types of Behaviour n/a no  Short -medium  no  State un-ordered  yes  level or game  events & bouts  Theme un-ordered  yes  medium  several bouts  Bout ordered  no  Short - medium  several steps  Event n/a  no  short  single act  Step Sequential  Interruptible  Duration  Compound  Type
Types of Behaviour
Measures (coding) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
So What? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Why am I doing this? What is it good for?
Sample Analysis Gardening in Animal Crossing
Behaviour Type Examples ,[object Object],[object Object],[object Object],[object Object],[object Object]
Analysis: Ethology, Causation (Interaction) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Not especially interesting at first glance, but behaviour BECOMES interesting when Reviewed in light of other aspects. What are the stimuli that elicit the response, and how has it been modified by recent interaction? (What makes it do that?)
Analysis: Ethology, Development (Ontogeny, Game Flow) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],How does the behaviour change over the life of the game (like from level to level), and what early experiences are necessary for the behaviour to be shown?
Analysis: Ethology, Evolution ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],How does the behaviour compare with similar behaviour in related games, and how might it have arisen through the process of evolution?
Analysis: Ethology, Function (purpose) – how does it support game’s goals?  ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],How does the behaviour impact on the game’s chances of success (survival) and sequels? For Serious Games:  How does the behaviour advance or help the game’s purpose?
Next ,[object Object],[object Object],[object Object]
Thanks! ,[object Object]

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Game Ethology 2

  • 1. Game Ethology The Missing Link: A Methodology for Analyzing Design through Behaviour in Games Katrin Becker, University of Calgary I have found the missing link between the higher ape and civilized man: It is we. Konrad Lorenz
  • 2.
  • 3.
  • 4.
  • 5. Serious Game Design SIG (and industry?) Industry Credentials Faithfulness to message essential self-consistent, otherwise irrelevant Fidelity SIG (medicine, military, social change, ...) Entertainment (& SENG?) Vantage Point Method secondary to Content (game as receptacle?) In accord with each other (content may be irrelevant) Content / Method Content / Message (what) Player Experience (how) Focus Serious Game Design Game Design Differences
  • 6.
  • 7.
  • 8.
  • 9.
  • 10.
  • 11.
  • 15. Gagne
  • 17.
  • 18.
  • 20.
  • 21. Top 25 (as of Dec. 2006) 11 FPS M 5.50 Unreal Tournament 25 7 FPS M 5.94 Halo: Combat Evolved 24 10 RPG T 6.00 Star Wars: Knights of the Old Republic 23 7 Sim E 6.18 Nintendogs 22 8 Strategy M 6.25 Resident Evil 4 21 9 AA E 6.32 Legend of Zelda: The Wind Waker 20 8 RPG T 6.35 Neverwinter Nights 19 7 FIGHTING T 6.67 Soul Calibur 18 9 ACTION M 6.95 God of War 17 10 MMO M 7.00 World of Warcraft 16 12 AA M 7.04 Deus Ex 15 9 FPS T 7.47 GoldenEye 007 14 10 FIGHTING T 8.03 Metroid Prime 13 11 Sport T 8.18 Tony Hawk's Pro Skater 3 12 11 AA T 8.42 Shadow of the Colossus 11 9 Sim RP 8.50 Spore 10 13 AA R 8.57 Grand Theft Auto III 9 14 Sport T 8.69 Tony Hawk's Pro Skater 2 8 15 AA E 8.78 Prince of Persia: The Sands of Time 7 10 AA E 8.93 Legend of Zelda: Ocarina of Time 6 13 AA R 9.02 Grand Theft Auto: San Andreas 5 13 AA R 9.47 Grand Theft Auto: Vice City 4 13 RTS T 11.08 Black & White 3 13 FPS M 11.17 Halo 2 2 16 AA M 12.70 Half-Life 2 1
  • 22. Methodological Synergy Behavioural Analysis Structural Analysis Ethology Ontological Excavation Game as Object Game Ethology (dynamic) Game Structure (static) Game Design Documents Reverse Engineering Behaviour Studies
  • 23. Methodological Synergy Behavioural Analysis Structural Analysis Ethology Ontological Excavation Game as Object Game Ethology (dynamic) Game Structure (static) Game Design Documents Reverse Engineering Behaviour Studies
  • 24.
  • 25.
  • 27.
  • 28.
  • 29.
  • 30. Types of Behaviour n/a no Short -medium no State un-ordered yes level or game events & bouts Theme un-ordered yes medium several bouts Bout ordered no Short - medium several steps Event n/a no short single act Step Sequential Interruptible Duration Compound Type
  • 32.
  • 33.
  • 34. Sample Analysis Gardening in Animal Crossing
  • 35.
  • 36.
  • 37.
  • 38.
  • 39.
  • 40.
  • 41.