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1 Stance towards the player

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1 Stance towards the player

Stance towards the player

„

„

enemy enemy

„„

ally ally

„„

neutral neutral

Enemy Enemy

„

„

provides challenge provides challenge

„

„opponentopponent

„„

must demonstrate intelligent (or at least must demonstrate intelligent (or at least purposeful) behaviour

purposeful) behaviour

„„

cheating cheating

„

„quickquick-- andand-- dirty methodsdirty methods

„„when the human player cannot observe enemy’s when the human player cannot observe enemy’s actions

actions

Ally Ally

„

„

augmenting the user interface augmenting the user interface

„

„hints and guideshints and guides

„„

aiding the human player aiding the human player

„

„reconnaissance officerreconnaissance officer

„

„teammate, wingmanteammate, wingman

„

„

should observe the human point of view should observe the human point of view

„

„provide information in an accessible formatprovide information in an accessible format

„

„consistency of actionsconsistency of actions

Neutral Neutral

„

„

commentator commentator

„

„highlighting events and providing background highlighting events and providing background information

information

„

„

camera director camera director

„

„choosing camera views, angles and cutschoosing camera views, angles and cuts

„

„

referee referee

„

„judging the rule violations judging the rule violations

„

„

should observe the context and conventions should observe the context and conventions

Multiplaying Multiplaying

„„

multiple human players sharing the same game multiple human players sharing the same game

„

„

methods: methods:

„

„divide the screendivide the screen

„„divide the playtimedivide the playtime

„

„networkingnetworking

All this and more in the follow-up course Multiplayer Computer Games starting November 1, 2005.

All this and more in the follow-up course Multiplayer Computer Games starting November 1, 2005.

Interaction in a multiplayer game Interaction in a multiplayer game

player 1 player 2 player 3

time

Turn Turn- -based game based game

Real

Real- -time game time game

player 1 player 2 player 3

time

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2 History and Evolution

History and Evolution

19801980 19901990 20002000

SIMNET

SIMNET DISDIS HLAHLA

DVEDVE CVECVE

DIVE, Spline, MASSIVE, Coven DIVE, Spline, MASSIVE, Coven NPSNET, STOW

NPSNET, STOW Military

Military

Academic Academic

Entertainment Entertainment

Amaze Amaze

RB2 RB2

Doom

MUD Doom

MUD Battle.netBattle.net

Ultima Online Ultima Online Air Warrior

Air Warrior

Location

Location- -based games: based games: ARQuake ARQuake

„

„augmented reality version of augmented reality version of Quake

Quake: walk around in the real : walk around in the real world and play

world and play QuakeQuakeagainst against virtual monsters

virtual monsters

„

„componentscomponents

„

„head mounted displayhead mounted display

„„mobile computer mobile computer

„

„head trackerhead tracker

„

„GPS system GPS system

Massive multiplayer online games Massive multiplayer online games

N N//AA

20032003 LucasArts

LucasArts Star Wars

Star Wars Galaxies Galaxies

97,000 97,000 2002

2002 Electronic Arts Electronic Arts Sims Online

Sims Online

250,000 250,000 2001

2001 Sierra Studios Sierra Studios Dark Age of

Dark Age of Camelot Camelot

NN//AA

1999 1999 Microsoft

Microsoft Asheron’s Call

Asheron’s Call

430,000 430,000 19991999

Sony Sony Entertainment Entertainment EverQuest

EverQuest

250,000 250,000 19971997

Origin Systems Origin Systems Ultima Online

Ultima Online

Subscribers Released

Publisher Name

http://www.mmorpg.comhttp://www.mmorpg.com

Games and story

Games and story- -telling telling

„

„traditional, linear storytraditional, linear story-- telling telling

„„events remain from time to time (almost) unchangeableevents remain from time to time (almost) unchangeable

„„books, theatre, cinemabooks, theatre, cinema

„„participant (reader, watcher) is passiveparticipant (reader, watcher) is passive

„„interactive storyinteractive story-- telling telling

„

„events change and adapt to the choices the participant makesevents change and adapt to the choices the participant makes

„

„computer gamescomputer games

„

„participant (player) is activeparticipant (player) is active

Let’s tell a story Let’s tell a story

Robbery I have a

quest.

Here’s a hint!

I’m lost.

Characteristic features of story Characteristic features of story- -

telling 1(2) telling 1(2)

„„contingency: to what extent the time and space of contingency

: to what extent the time and space of the story depend on the real time and space?

the story depend on the real time and space?

„„narrative representation: how the story is presented?narrative representation

: how the story is presented?

„

„presence: how far the watcher/participant shares presence

: how far the watcher/participant shares the time and space of the story?

the time and space of the story?

„

„interactivity: how much the watcher/participant interactivity

: how much the watcher/participant takes part in the story process?

takes part in the story process?

Aylett & Louchart: “Towards a Narrative Theory of Aylett & Louchart: “Towards a Narrative Theory of Virtual Reality”,Virtual Reality”,Virtual RealityVirtual Reality7(1):27(1):2––9, 2003.9, 2003.

(3)

3 Characteristic features of story

Characteristic features of story- - telling 2(2)

telling 2(2)

yesyes nono

no/yes no/yes nono

Interactivity

non-non- physical, physical, immersive immersive non-non-

physical physical physical

physical nonnon--physicalphysical Presence

visual visual mental

mental visual

visual visual

visual Narrative

representation

strong strong little

little moderate moderate little

little Contingency

Games Literature

Theatre Cinema

A story is always told to human A story is always told to human

beings beings

„„

story- story -telling is not about actions but reasons for telling is not about actions but reasons for actions

actions

„„humans use a story (i.e., a narrative) to understand humans use a story (i.e., a narrative) to understand intentional behaviour

intentional behaviour

„

„how can we model and generate this?how can we model and generate this?

„

„

story- story -telling is about humans telling is about humans

„„humans humanize the characters’ behaviour and humans humanize the characters’ behaviour and understand the story through themselves understand the story through themselves

„„how can we model and generate this?how can we model and generate this?

Levels of interaction 1(2) Levels of interaction 1(2)

„

„

plot plot

„

„varies according to the decisions the player makesvaries according to the decisions the player makes

„

„linear: the player advances via fixed plotlinear: the player advances via fixed plot--pointspoints

„

„branching: the player chooses the continuation in a plotbranching: the player chooses the continuation in a plot-- point

point

„„parallel paths: the player can make choices between fixed parallel paths: the player can make choices between fixed plotplot--pointspoints

„

„threaded: the player can choose among parallel and threaded: the player can choose among parallel and interconnected plots

interconnected plots

http://www.igda.org/writing/InteractiveStorytelling.htmhttp://www.igda.org/writing/InteractiveStorytelling.htm

Plot progression as a graph Plot progression as a graph

a a11

aa22

aa33

a a44

si sj

sn Conjoining Conjoining

a a11

a a22

a a33

a a44

si sj

sk

sl

sm Unfolding Unfolding Branching Branching

aa11

a a22

si sj sk

Linear Linear

a a11

si sj

Levels of interaction 2(2) Levels of interaction 2(2)

„„

characters characters

„„player’s choices are reflected in the words and deeds player’s choices are reflected in the words and deeds of the character

of the character

„

„

theme theme

„

„player’s choices are reflected in the theme of the player’s choices are reflected in the theme of the story

story

Challenges for story

Challenges for story- -telling 1(2) telling 1(2)

„„

themes themes

„„good plot and round characters are not enough to good plot and round characters are not enough to create a good narrative

create a good narrative

„

„there must be a theme behind it (e.g., betrayal, there must be a theme behind it (e.g., betrayal, revenge, love)

revenge, love)

„

„

controlling the story controlling the story

„

„interactive drama can flatten and lose its interestinteractive drama can flatten and lose its interest

„

„something has to make sure that the events stay something has to make sure that the events stay dramatically compelling

dramatically compelling

Bringsjord: “Is It Possible to Build Dramatically Compelling Bringsjord: “Is It Possible to Build Dramatically Compelling Interactive Digital Entertainment”, Interactive Digital Entertainment”, Game StudiesGame Studies1(1), 2001.1(1), 2001.

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4 Challenges for story

Challenges for story- -telling 2(2) telling 2(2)

„

„

strong, autonomous characters strong, autonomous characters

„

„characters must be personalitiescharacters must be personalities

„„stories are often remembered by personal charactersstories are often remembered by personal characters

„„

personalization personalization

„„if we want to the character to act intelligently if we want to the character to act intelligently towards the player, it must understand her towards the player, it must understand her

„„based on its own beliefs deduce other characters’ based on its own beliefs deduce other characters’

and human’s beliefs.

and human’s beliefs.

Other game design considerations Other game design considerations

„

„

customization customization

„

„

tutorial tutorial

„

„

profiles profiles

„„

modification modification

„

„

replaying replaying

→ parameterization! parameterization!

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