Applied Ludology@Itu 2007 10 30

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    Applied Ludology@Itu 2007 10 30 - Presentation Transcript

    1. Applied Ludology Practical Methods for Analysing Game Play ITU Copenhagen 2007-10-30 Aki Järvinen www.gameswithoutfrontier s.net
    2. background
    3. game design research
    4. typologies, categories, templates
    5. ‘rapid analysis methods’
    6. theor y of player experience psychology of goals pretense behaviour human abilities psychology of emotions psychology of entertainment
    7. ‘100+ games project’
    8. Asteroids Rummy games: Ta g Doom Gin, Canasta Croquet Space Invaders Paintball Magic the Black Jack Dance Dance Soccer Gathering Petanque Revolution Ice Hockey Mastermind Diner Dash Animal Crossing Basketball Frequency Nintendogs The Sims Ice Skating Wo r l d o f Bowling MS Flight Ta b l e t o p R P G s Warcraft Halo Simulator Te x a s H o l d ' e m Modern Art Hundred meter Tr a c k & F i e l d Poker Bridge (Contract sprint Roulette Carcassonne Bridge) Deal or No Deal Slot machine Go SimCity Who Wants to be Rush Hour Jigsaw puzzles Missile Command a Millionaire 14/15 Puzzle Te t r i s FallOut Singstar Rubik's Cube Botfighters Rez Mancala Hex Lotto Silent Hill Darts Myst Legend of Zelda Chu-Chu Rocket Mario Kart ICO series Bomberman Rock Paper Zork SSX Half-life Scissors Final Fantasy Te k k e n s e r i e s Grand Theft Auto Pokemon series Civilization III Lost Cities Billiards Ticket to Ride Scratch ticket Max Payne Boxing Da Vinci Code Manga Manga! Puzzle Bobble Backgammon Ricochet Robot Bejeweled, Zoo We r e w o l f / M a f i a Fantasy leagues Monopoly Keeper L a b y r i n t h Wo o d e n Connect-4 Snakes & Ladders Breakout Maze Scrabble Pac-Man Arkanoid Qix Fox & Geese Pong Skeet Loop Lord of the T i c - Ta c - To e Super Monkey Tw i s t e r Rings: Boardgame Tr i v i a l P u r s u i t Ball Hopscotch Draughts / Pictionary Tu g o f W a r Bingo Checkers Alias Sudoku Bonnie's Risk Chess Niagara Bookstore Starcraft Uno Zuma Snake Cribbage Solitaire Musical Chairs Flow Dominoes (Windows) Ye n g a
    9. understanding game play
    10. identifying design flaws
    11. for students & teachers
    12. game analysis boot camp
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    14. OTHER PAGES Analysis Search Help Teacher summary query pop-up UI from any page results admin method method login selection view screen IGE METHOD: pages 3 to 5 Identify Identify Identify Identify Identify Identify Identify Interface Theme Players Contexts Compo- Environ- Informa- nents ments tion Summa- rize & Start Add Notes GGM METHOD Identify Define Summa- Link Mec- Identify & Game Game rize & hanics Categorize Mecha- Start Mech. Add to Goals Goals nics Relations Notes IEC METHOD Analyse Analyse Define Select Identify Identify Identify Proxim. Proxim. Game Emotion Uncer- Fear Hope to End to Victory Sequ- type tainty Condition Condition ence Summa- TBA in rize & phase2! Start Add Notes PAS METHOD TBA in Identify Construct Choose phase2! Uncer- Player from Start tainty Ability GGM Factors Set Analyses IGR METHOD TBA in Summa- Identify Identify Identify Identify phase2!! rize & Start Motiv. & Goals & Feedback Outcome Add Gratif. Means Rhetoric Rhetoric
    15. http://www.gameswithoutfrontier s.net/ mygamestudies/
    16. METHOD #1 Identifying Game Elements
    17. ‘system is a dynamic whole with interacting parts’ Salen & Zimmerman
    18. i.e. what parts are there in a game system?
    19. who owns the par ts?
    20. a n s w e r c o m e s i n p a r t s , o r, i n elements
    21. 9 game elements
    22. self / other / system
    23. rules as embodied into the elements
    24. components environment information game game mechanics elements rule set theme players contexts
    25. ! ! !\"#$%&'()! !\"#$%&'$()%#)%(*+\",-(,%-./\"%0\"*1\".(./%#.,%(.2-&\".*(./%3#*(%($(*(./)%-.% 4-.(&%4#)56% $%&'()*+)',!,-.&!&/&.&'(!01'&234)5!-((2)67(&3!!
    26. the gamegame
    27. METHOD #2 Identifying Goals and Game Mechanics
    28. how do the par ts interact?
    29. ever y player action that needs to be acknowledged by the game system is in relation to goal(s)
    30. the road to attaining goals is beset by emotions
    31. goal categories
    32. Accomplish Gain Information Accumulate Gain Ownership Alignment Guard Capture Herd Collection King of the Hill Conceal Last Man Standing Configuration Match Connection Nur ture Contact Outplay Deliver y Overcome Discard Race Eliminate Reconnaissance Enclosure Rescue Evade Stealth Exploration Sur vive Gain Competence Tr a v e r s e
    33. the road to attaining goals is beset by player performances, i.e. sets of actions
    34. actions defined as game mechanics
    35. game mechanics as verbs
    36. library of game mechanics
    37. Accelerating / Decelerating Information-seeking Aiming & Shooting Jumping Allocating Manoeuvring Arranging Motion Attacking / Defending Moving Bidding Operating Browsing Pe r fo r m i n g Building Placing Buying / Selling Po i n t - t o - p o i n t M ove m e n t Catching Powe r i n g Choosing Sequencing Composing Sprinting / Slowing Conquering Stor ytelling Contracting Submitting Controlling Substituting Conversing Ta k i n g Discarding Tr a d i n g Enclosing Tr a n s f o r m i n g Expressing Upgrading / Downgrading Herding Vo t i n g
    38. Accelerating / Decelerating The players are allowed to change the speed of the game element (often component-of-self) they are controlling. Examples: Mario Kart, SSX. Notes: Often a submechanic to Manoeuvring.
    39. Operating Ta k i n g a n a c t i o n w h e r e a n o b j e c t belonging to the game system is operated. Usually the operation executes a game system procedure that produces information or change in other game elements. Examples: Rolling a dice, spinning a wheel of for tune, opening a door in an adventure game.
    40. how do sets of game mechanics relate to the dynamics of game play?
    41. what are ‘core mechanics’ made of?
    42. how are various game mechanics related to the goals of the game?
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    44. METHOD #3 Identifying Eliciting Conditions for Emotions: Suspense
    45. Understanding Video Games as Emotional Experiences
    46. ‘embodying feeling into a work’ Gerald Cupchick on artistic practices
    47. how is feeling embodied into game designs?
    48. emotions are phasic: recognition appraisal action tendency
    49. game play is phasic recognition of something significant making an appraisal of the situation and what to do taking actions within the rules
    50. Irreversibility: Shadow of the Colossus Hopelessness (undesirability + irreversibility) Resignation (undesirability + inevitability) Sense of Loss & Inevitability as key moods
    51. emotions as valenced reactions to events, agents, or objects O r t o n y, C o l l i n s & C l o r e
    52. adapting the OCC model
    53. suspense as a compound emotion of hope + fear + uncer tainty O r t o n y, C o l l i n s & C l o r e
    54. variables that affect the intensity of emotions
    55. a n a l y z i n g h o p e , f e a r, a n d uncertainty
    56. + sense of proximity + modulation of intensity
    57. looking for embodiments, culmination points, game states with high emotional valence
    58. identifying ‘vectors of suspense’ ‘areas of hope’ ‘areas of fear’ ‘factors of uncertainty’ etc.
    59. Example: identifying eliciting conditions for suspense
    60. aki@gameswithoutfrontiers.net http://www.gameswithoutfrontier s.net http://www.slideshare .net/ gameswithoutfrontiers
    61. mygamestudies.com 2007 . 12 . 10 Play to Understand

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