GAMIFICATION
Understanding Games 1
1
Game Structure
Genre
Theme and setting
Game world (territory) and objects
Narrative
• Goals (quests)
• Characters
• Conflict
Rewards
Rules of the game
2
Genre
• Action
• Adventure
• Fighting
• RPG
• Strategy
• Stealth
• Racing
• Sport
• Puzzle
3
Theme
• The theme invokes shared understanding
• Facilitates learning and recognition
• Facilitates interest and engagement
• It is not constrained by genre
• Consider the world, objects, actions, constraints in your
imagination when you consider
1. Pirates
2. Zombies
3. WWII
4
Pirates
• Players know what to do in a pirate world because
players understand that pirates:
– raid merchant ships
– get chased by the navy
– fight with cannons at a distance
– fight with swords and pistols at close range
– steal cargo and bury treasure etc.
5
Setting
• The characteristics of the game world in which
the game is set (location, architecture,
geography).
– Flora and fauna
– History
– Folklore
– Mythology
6
Asylum
Set in an abandoned and decaying asylum
http://www.dsogaming.com/users-articles/users-articles-5-reasons-
for-horror-fans-to-look-forward-to-asylum/
Theme and Setting
An appealing setting encourages
engagement with the game
Implies pre-existing narrative, conflict
Change pirate to
terrorist
Set Red Riding Hood in
Wall Street
7
Game World - Spatial Setting
• Spatial setting is crucial for defining the game world
and its boundaries along with type and positioning of
objects
• Spaces and objects constrain action
– Open field - many attackers
– Boulders - limited attackers, possibility of ambush
8
Game World - Objects
• Objects in the game world must be consistent with
the theme and setting and support the narrative
– Some objects are interactable and some are not
– Some artefacts are positioned and revealed
– Some are at a fixed position
– Some are constantly on screen
– Some are transitory
9
Narrative
• The narrative structure provides
– Context for actions
– Context in which problems arise, where players
must make meaningful choices with meaningful
long-term consequences
10
Elements of Narrative
• The following are elements that support the
narrative (telling of the story)
– Fictional or non-fictional world
– Back story (background/history)
– Plot (goal)
– Characters
– Character arc (growth of character)
– Emotion
– Dialog
– Scenes
– Tension (conflict)
11
Fictional Worlds & Character Arc
• The setting in which the story unfolds
• A backdrop for a scripted plot
Fictional
worlds
• If a story has a character arc, the
character begins as one sort of person
and gradually transforms into a
different sort of person in response to
changing developments in the story.
Character
arc
12
Character Arc
13
Scenes
• The environment or staging sets the mood. It should tell a
story without a character present.
• The objects and décor of a room say something about its
inhabitant.
– Colour scheme, furniture, location
– Pictures on the wall
– Old pizza trays on the coffee table
– Beer cans in the rubbish
• Outside - village - heads on stakes, huts burnt – still
smouldering…
• The scene must prime and frame the story telling process and
direct the player attention.
14
Levels (Scenes)
• Allows narrative to jump
• Travel across desert to next city
– No game play so skip (may show a cutscene)
• Same as a scene break in a novel or play
15
Mis en scène - Theatrics
• Theatrical tableau
– Cinematic story telling techniques
– Theatrics, drama, performance
• Creates mood and ambience
– Invokes emotion
– Helps draw the player into the game world
• Atmosphere
– Foggy night, lighting, background noises, sound of approaching enemy
• Production
– Black and white
– Retro (i.e. art-deco)
16
Conflict
• Game conflict is artificial conflict in an artificial
arena.
• Conflict creates tension
– Conflict occurs between protagonist (player) and adversary
(villain, competing player, AI)
• Winning may only have value in magic circle of game
– Yet players still pursue it
17
Categories of Conflict
• Game conflict in three categories
– Territorial conflict
– Economic conflict
– Conflict over knowledge
• These categories are neither discrete or
mutually exclusive.
18
1. Conflict Over Territory
• Pieces are moved on a limited playing field
– Player strategically positions units to capture enemy and
gain ground
• Abstractly represent war and the territory over which
the battle is waged
– Go
• Military simulation
– Football and soccer
• Strategically occupy territory in a pattern that will lead to victory
– Even Tic-Tac-Toe
• Conflict over game grid cells
19
2. Economic Conflict
• Economic conflict is over units of value rather
than terrain
– Not just money – pieces, points, cards...
• Includes reducing players life to zero
• Pinball - accumulating highest score
• Progress through the game is often measured
according to the values assigned within this
economy
20
3. Conflict of Knowledge
• Trivia, Charades
• Conflicts over knowledge that lies outside the
magic circle of the game may be inherently
cultural
21
Identifying Conflict
• Questions to ask to identify conflict
– What is being contested?
– In what type of arena is contest being held?
– Over what is the conflict being raged?
– How is the progress of the conflict being
measured?
– What aspects of the conflict are being dynamically
represented?
22
History of Conflict in Games
• Military conquest
– Fighting, shooting, conquering
• Collectible economies
– Magic coins, money, precious objects
• Military and economic representations have a long history
– But still there are countless avenues for innovation
23
Rewards
It’s the rewards of victories and treasures that
make people interested in the first place.
If you stop giving carrots, players may lose
incentive.
24
Types of Rewards in Games
• Things you give to player that have no impact on the
play itself
Rewards of
glory
• For avatar – food, health, armour, abilities
Rewards of
sustenance
• Allow player access to new locations and resources
• Generally used only once
• Have no value to player after they have been used
Rewards of
access
• Enable avatar to do things they couldn’t do before or
enhance abilities
Rewards of
facility
25
Rules
• Define the formal structure of the game
– game setup
– turn taking
– winning condition
• Constraints on actions and feedback
• Define the game play, must therefore be
simple, explicit, and unambiguous
26
Rules Template by Parlett
• The name of the game: The name of a game is the portal
through which you pass from the real world into that
special world in which games are played.
• Its classification: This relates it to other games and
should include a brief account of its distinctive points.
• Authority: State the provenance of the game.
• Number of players
• The gaming equipment: a brief description of how it is to
be manipulated.
27
Rules Template by Parlett
• The aim of the game
• Detailed rules of play in the normal course of events,
with specification of what you may and may not do.
• Special rules governing exceptional cases and
occurrences.
• Penalties and corrections for irregularities.
• Ending, winning, scoring, continuation (of a multi-part
game)
• Pay-off: This may be money, title, prestige, or something
else that you carry away with you into the real world.
28
Summary
GENRE THEME AND
SETTING
GAME WORLD
NARRATIVE REWARDS RULES
29

Lecture 2 - Understanding Games01-Gamification.pdf

  • 1.
  • 2.
    Game Structure Genre Theme andsetting Game world (territory) and objects Narrative • Goals (quests) • Characters • Conflict Rewards Rules of the game 2
  • 3.
    Genre • Action • Adventure •Fighting • RPG • Strategy • Stealth • Racing • Sport • Puzzle 3
  • 4.
    Theme • The themeinvokes shared understanding • Facilitates learning and recognition • Facilitates interest and engagement • It is not constrained by genre • Consider the world, objects, actions, constraints in your imagination when you consider 1. Pirates 2. Zombies 3. WWII 4
  • 5.
    Pirates • Players knowwhat to do in a pirate world because players understand that pirates: – raid merchant ships – get chased by the navy – fight with cannons at a distance – fight with swords and pistols at close range – steal cargo and bury treasure etc. 5
  • 6.
    Setting • The characteristicsof the game world in which the game is set (location, architecture, geography). – Flora and fauna – History – Folklore – Mythology 6 Asylum Set in an abandoned and decaying asylum http://www.dsogaming.com/users-articles/users-articles-5-reasons- for-horror-fans-to-look-forward-to-asylum/
  • 7.
    Theme and Setting Anappealing setting encourages engagement with the game Implies pre-existing narrative, conflict Change pirate to terrorist Set Red Riding Hood in Wall Street 7
  • 8.
    Game World -Spatial Setting • Spatial setting is crucial for defining the game world and its boundaries along with type and positioning of objects • Spaces and objects constrain action – Open field - many attackers – Boulders - limited attackers, possibility of ambush 8
  • 9.
    Game World -Objects • Objects in the game world must be consistent with the theme and setting and support the narrative – Some objects are interactable and some are not – Some artefacts are positioned and revealed – Some are at a fixed position – Some are constantly on screen – Some are transitory 9
  • 10.
    Narrative • The narrativestructure provides – Context for actions – Context in which problems arise, where players must make meaningful choices with meaningful long-term consequences 10
  • 11.
    Elements of Narrative •The following are elements that support the narrative (telling of the story) – Fictional or non-fictional world – Back story (background/history) – Plot (goal) – Characters – Character arc (growth of character) – Emotion – Dialog – Scenes – Tension (conflict) 11
  • 12.
    Fictional Worlds &Character Arc • The setting in which the story unfolds • A backdrop for a scripted plot Fictional worlds • If a story has a character arc, the character begins as one sort of person and gradually transforms into a different sort of person in response to changing developments in the story. Character arc 12
  • 13.
  • 14.
    Scenes • The environmentor staging sets the mood. It should tell a story without a character present. • The objects and décor of a room say something about its inhabitant. – Colour scheme, furniture, location – Pictures on the wall – Old pizza trays on the coffee table – Beer cans in the rubbish • Outside - village - heads on stakes, huts burnt – still smouldering… • The scene must prime and frame the story telling process and direct the player attention. 14
  • 15.
    Levels (Scenes) • Allowsnarrative to jump • Travel across desert to next city – No game play so skip (may show a cutscene) • Same as a scene break in a novel or play 15
  • 16.
    Mis en scène- Theatrics • Theatrical tableau – Cinematic story telling techniques – Theatrics, drama, performance • Creates mood and ambience – Invokes emotion – Helps draw the player into the game world • Atmosphere – Foggy night, lighting, background noises, sound of approaching enemy • Production – Black and white – Retro (i.e. art-deco) 16
  • 17.
    Conflict • Game conflictis artificial conflict in an artificial arena. • Conflict creates tension – Conflict occurs between protagonist (player) and adversary (villain, competing player, AI) • Winning may only have value in magic circle of game – Yet players still pursue it 17
  • 18.
    Categories of Conflict •Game conflict in three categories – Territorial conflict – Economic conflict – Conflict over knowledge • These categories are neither discrete or mutually exclusive. 18
  • 19.
    1. Conflict OverTerritory • Pieces are moved on a limited playing field – Player strategically positions units to capture enemy and gain ground • Abstractly represent war and the territory over which the battle is waged – Go • Military simulation – Football and soccer • Strategically occupy territory in a pattern that will lead to victory – Even Tic-Tac-Toe • Conflict over game grid cells 19
  • 20.
    2. Economic Conflict •Economic conflict is over units of value rather than terrain – Not just money – pieces, points, cards... • Includes reducing players life to zero • Pinball - accumulating highest score • Progress through the game is often measured according to the values assigned within this economy 20
  • 21.
    3. Conflict ofKnowledge • Trivia, Charades • Conflicts over knowledge that lies outside the magic circle of the game may be inherently cultural 21
  • 22.
    Identifying Conflict • Questionsto ask to identify conflict – What is being contested? – In what type of arena is contest being held? – Over what is the conflict being raged? – How is the progress of the conflict being measured? – What aspects of the conflict are being dynamically represented? 22
  • 23.
    History of Conflictin Games • Military conquest – Fighting, shooting, conquering • Collectible economies – Magic coins, money, precious objects • Military and economic representations have a long history – But still there are countless avenues for innovation 23
  • 24.
    Rewards It’s the rewardsof victories and treasures that make people interested in the first place. If you stop giving carrots, players may lose incentive. 24
  • 25.
    Types of Rewardsin Games • Things you give to player that have no impact on the play itself Rewards of glory • For avatar – food, health, armour, abilities Rewards of sustenance • Allow player access to new locations and resources • Generally used only once • Have no value to player after they have been used Rewards of access • Enable avatar to do things they couldn’t do before or enhance abilities Rewards of facility 25
  • 26.
    Rules • Define theformal structure of the game – game setup – turn taking – winning condition • Constraints on actions and feedback • Define the game play, must therefore be simple, explicit, and unambiguous 26
  • 27.
    Rules Template byParlett • The name of the game: The name of a game is the portal through which you pass from the real world into that special world in which games are played. • Its classification: This relates it to other games and should include a brief account of its distinctive points. • Authority: State the provenance of the game. • Number of players • The gaming equipment: a brief description of how it is to be manipulated. 27
  • 28.
    Rules Template byParlett • The aim of the game • Detailed rules of play in the normal course of events, with specification of what you may and may not do. • Special rules governing exceptional cases and occurrences. • Penalties and corrections for irregularities. • Ending, winning, scoring, continuation (of a multi-part game) • Pay-off: This may be money, title, prestige, or something else that you carry away with you into the real world. 28
  • 29.
    Summary GENRE THEME AND SETTING GAMEWORLD NARRATIVE REWARDS RULES 29