Wednesday, 2 November 2011

Zotero Bibliography example


Hello there, this is just a quick entry to show how to compile a short bibliography. My bibliography was created using the Firefox plug in called Zotero. So here it is a simple and quick post showing a short and simple bibliography, sorted alphabetically and created with Zotero through Firefox, I didn't type a single word of this bibliography so this will be a good tool to use when writing our dissertations. 
Adams, E., 2010. Fundamentals of game design, New Riders.
Allen, G., 2011. Artists’ Magazines: An Alternative Space for Art, MIT Press.
Jaeger, N.L.V., 2007. My Moving Activity Journal: Activities, Games, Crafts, Puzzles, Scrapbooking, Journaling, and Poems for Kids on the Move - Second Edition 2nd ed., Soaring Moon Books LLC.
Pringle, J.J., 2008. Twenty Years’ Snipe-Shooting: Extracts from the Daily Journal of the Game-Books of the Snipery, Kessinger Publishing.
Queiroz, R. & Wiedemann, J., 2004. Animation now!, Taschen.
Thompson, J. & Berbank-Green, B., 2007. The Computer Game Design Course: Principles, Practices and Techniques for the Aspiring Game Designer, Thames & Hudson.
Dan 


Tuesday, 1 November 2011

Tools for Creating Dramatic Game Dynamics Notes

Hey guys below are my notes from a couple of weeks back. I have taken notes on each reading we have been set and done them all on time and now I have some more time on my hands I am uploading them all in order of readings. I hope they don't bore you too much and you are learning as much as we are in our course when you are reading them.
Many thanks

"Senate"  and "GO" are contenders for the oldest games known to man.

Games are becoming more and more compelling, "The game becomes a climatic struggle that builds to a satisfying conclusion"

"Drama us a desirable quality in a game" if not a necessity.

A lot of the time dram is what draws in and makes the player continue on the find the conclusion.

We must ensure great dram to create a great game.
But "We cannot craft the game dram directly"

"We cannot create dram only the circumstance from which dram will emerge."

MDA:


Mechanics: " all of the necessary pieces that we need to play the game" - primary rules
Dynamics: "behaviour of the game, the actual events and phenomena that occur as the game is played"
^
"What happens when the game is played"
^
Dynamics are not directly created from the rules as predicting every players moves is impossible
"A games dynamics emerge from its mechanics"
Aesthetics: Basically how the game looks and feels when playing. It's "emotional content"
"Understanding how specific game dynamics evoke specific emotional responses is one of the greatest challenges of game design"

when we play games the experience can be described as "a causal flow that starts with its mechanics, passes through dynamics, and ends with aesthetics"

Designers work opposite to what the player wants. The player wants good aesthetics but we must establish how to make the emotional responses in the aesthetics but through the mechanics, then the dynamics, before we get to the aesthetics, but we start with aesthetic goals when creating the mechanics, confusing stuff.

The dramatic arc: An aesthetic model for drama
Firstly we use a "Aesthetic model" - these models help to determine if we have achieved our aesthetic goals/ objectives, and if we are headed in the right direction.

Every aesthetic pleasure has its own aesthetics model.

Aesthetic model for drama:
               - Climax
              -            -
             -               -
Conflict-                  - Resolution

"Visualises the dramatic arc, the rising and falling action of a well- told story."

tension is a key point in creating drama

Diagram as a mathematical model:
Dramatics tension Y axis
                                                       Narrative time X axis

"The idea that tension can increase and decrease is an important one for our diagram to have any meaning"

Dramatic tension - "level of emotional investment in the stories conflict; the sense of concern, apprehension, and urgency with which we await the story's outcome"


Drama as an Aesthetic:
Dramatic arc - "Model for stories; it's a statement about how new stories convey their emotional content, and a yard stick that we can hold up to a story to see if it succeeds or fails at being dramatic"

The dramatic arc says that well told stories should posses dramatic tension "and that over time the tension should take on a particular shape, building towards the story's climax and then dissipating"

"Dramatic arc is corner stone of our aesthetic model of drama"

Drama in games:
"We must assume that our game will be dramatic, even when we don't have direct control over the narrative, a narrative that isn't scripted in advance, but rather emerges from the events of the game."

Conflict is the key cause/ or starting point of "Drama" "Contests provide conflict" e.g. challenging players intellect, others stamina, competitions between other players, solitaire challenges for single player.

Dramatic tension consists of two factors:
Uncertainty: "The sense that the outcome of the contest is still unknown, any player could win or lose" much like an enigma in media terminology.
Inevitability: "The sense that the contest is moving forward toward resolution. the outcome is imminent"

"Neither is sufficient by itself"

Game dynamics that produce Dramatic tension:
"A games uncertainty and its inevitability are evoked by different systems and dynamics "
force - "The approach of creating dramatic tension by manipulating the state of contest itself"
"The game is close because we make it close, or at least we limit how much an advantage one player can have other another"

Illusion - "The approach of manipulating the players perceptions so that the game seems closer that it is"

Metaphorically speaking a "ticking clock is the sense of imminent resolution that gives a game its sense of momentum and forward progress" A reminder that the game is coming to its conclusion.

Feedback systems as a source of Uncertainty:
"Rules of play provides a discussion of cybernetic feedback systems, and the way in which they apply to games"

Example of feedback system found in a game:
Game state>>>>>>>>>>>>>>>>>>Scoring Function
^                                                             |
^                                                             |
Game mechanical bias<<<<<<<<<<<Controller

"The game state is the complete status of the game at a particular moment" - think of all of the information needed to put in a "Save game" file. For board games the game state include things like piece positions and indications of who's go/turn it is"

For FPS the game state would include - name of current level, position of all objects on that level, and players health and items.

In physical games i.e. basketball - "The state includes not only the score and time left on the clock, but the complete physical and mental state of all the athletes"

"scoring function is the sensor in the cybernetic feedback system" It creates a physical measurement to determine winner and loser and the difference between them.

Examples are lap times for racing games, high scores for FPS etc.

"The games mechanical bias is the actuator of the cybernetic feedback system. It is a rule of the game that chooses which player receives the game mechanical bias"; its decision is based on the scoring function.
for example in racing games giving the losing car a speed boos to catch up. This is an example of a negative feedback system: "the scoring function is the distance between the two racers, the speed boost is the game mechanical bias, and the controller is the rule that says the speed boost goes to the losing racer." This makes the difference in score smaller.
This means that the game competition is kept close and more of a challenge and enjoyable for both players.

Positive Feedback systems:
Another feedback system is called in the "spite mode" this is the opposite of negative feedback system and would give the advantage and game mechanical bias to the player who is leading. Spite mode makes one player who is in the lead stay in the lead and makes the score difference as large as possible. Its called a positive feedback system.

Negative feedback as a source of uncertainty:
 Negative feedback systems cause dramatic uncertainty.
Positive feedback systems make the game come to a close.

Other sources of uncertainty:
Positive/Pseudo feedback: gives the appearance of a negative feedback system but no system actually exists, just gives the ILLUSION of the loser catching up, but no rule or mechanic exists for this.

Escalation:"Describes a game mechanic in which the score changes faster and faster over the course of the game, so that there are more points at stake at the end of the game than at the beginning."

Hidden energy: similar to Pseudo - feedback, but players given equal opportunities i.e. turbo but is up to the players when they chose to use it and it can give the illusion of both a negative feedback system and a positive feedback system. Much like stamina at the start of a sprint compared to stamina in a marathon.

Fog Of War:"Simulate limitations of game characters' ability to perceive and monitor the world around them"

Decelerator: "The decelerator describes an obstacle that slows the players down late in the game""Creates dramatic uncertainty by creating the illusion of a close game"

Cashing out: "Cashing out describes a game mechanic where the score of the game is reset to zero"

Source of inevitability:"The sense the contest is moving towards a conclusion" much like this blog post, happy reading
Dan out x

On The Way to Fun Roberto Dillon


Computer Space vs Space Invaders
Games take influence from other media and external sources around at the time of production.

Easier play ability makes games and game play more appealing.

On The Way To Fun: Space Invaders
Protection->Aggressiveness->Excitement

Dynamics of Aggression:
Fighting-> Mechanics of fighting-> Moving, Shooting, Hiding

Giving an "impression of defending our planet" makes Space Invaders more effective at creating aggression.
This gives an early definition of the goal and how to achieve it .

"Computer space failed to appeal to more players due to the complex nature of its controls coupled with the lack of motivation to justify players' aggressiveness"

Asteroids:
"Asteroids was absolutely fantastic in triggering the competitive instinct of players"

"The characteristics of asteroids was the first of its kind, it made players competitive and "feel pride" about what they had achieved.

"This characteristic, obviously, kept reinforcing the competitive aspects of the game." Making players want to beat the highest score, making the first successful competitive game.

This was a short note taking session, but I still believe that this reading was still very relevant to any aspiring computer games designer and was a very short but sweet reading. Don't worry though we didn't get off easy this week, this is 1 reading of 2, I shall be posting the notes I took for the second part as soon as possible as it was quite a big read.
Many thanks
Dan x

Mechanics, Dynamics, Aesthetics - Robin Hunicke, Marc LeBlanc and Robert Zube


MDA - Mechanics, Dynamics and Aesthetics

Design methods guide to the creative thought process and help to ensure good quality work.

"Designers and researchers must consider interdependencies carefully before implementing changes, and scholars must recognize them before drawing conclusions about the nature of the experienced generated."

"MDA is a formal approach to understand games."

"Systematic coherence comes with conflicting constraints are satisfied and each of the game's parts can relate to each other as a whole."

MDA is a tool to bridge the gap between the different aspects of game creation and merge them successfully into a working, high quality, flowing game.

Rules -> System -> "Fun" 
Mechanics -> Dynamics -> Aesthetics

Mechanics - describes the particular components of the game, at the level of data representation and algorithms.

Dynamics - describes the run-time behaviour of the mechanics acting on player inputs and each other's outputs over time.

Aesthetics - describes the desirable emotional responses evoked in the player, when she interacts with the game system.

"Games are systems that build behaviour via interaction."

Designers and players have different perspectives on games i.e. the consumer/player looks firstly at the aesthetics and how it works then the, dynamics (how it works or feels during play), then mechanics and specific components of what drives the game, the code etc and the designers perspective is the opposite and    this is the order of importance for both.

------------------------------------->
Designer      M        D        A        Player
<-------------------------------------

Both perspectives need to be acknowledged when creating games.
This shows how small changes can have a "cascading" effects.

Aesthetics Breakdown:

Game Taxonomy:
1. Sensation -                                        2. Fantasy - 
Game as sense of pleasure                     Game as make-believe

3. Narrative -                                        4. Challenge -
Games as drama                                    Game as obstacle course

5. Fellowship -                                      6. Discovery -
Game as  social Frame work                 Games as uncharted territory
(Social interaction)

7. Expression -                                      8. Submission -
Game as self-discovery                          Game as pastime 

Every game includes multiple different aesthetic goals.

"Supporting adversarial play and clear feedback about who is winning are essential to competitive games."

Dynamic models:

Fellowship encouraged through ranging difficulties that a long player could not achieve.

"Expression comes from dynamics that encourage individual users to leave their mark" i.e. top of the leader board, most money etc. 
"Dramatic tension comes from dynamics that encourage a rising tension"

"Reality isn't always fun."

Mechanics:

The control the player has within a game. i.e. "Mechanics of card games include shuffling, trick, taking and betting - from which dynamics like bluffing can emerge"

"Mechanics support overall game plays dynamics."

Mechanics of "shooters" are: Weapons, ammo, spawn points; which produce dynamics such as camping or spawn killing.

Golf dynamics are: Balls, clubs, sand traps and water hazards which make the dynamics of broken clubs or drowned clubs.

                                        EVERY ACTION HAS AN EQUAL REACTION!!
Tuning:
Play testing - beta, alpha testing etc.


Need to do testing and add stages of iteration to increase the complexity, difficulty, challenge, and overall appeal, depth, enjoyment and play ability of the game by adding or taking parts out after each test stage.

Changing one element has a domino effect of which can mean the other aspects need tweaking or adjusting to improve the overall income.

Iterative testing:
Altering from test results then repeating tests and reviewing each test until the problems from the tests are solved and the testers, players and creators are happy with the final end product.

Dan x 

Monday, 31 October 2011

Reading Notes Week 2 - James Newman - What is a video game?


James Newman - What is a video game? Rules Puzzles and Simulations

Aarseth and Frasia - "There is much to be gained by situating video games within the broader critical context of game and play"

"The game is a voluntary activity" the conclusion and hot to get to it are not 100% voluntary, you have to follow pre made paths but make the choice of what path to take and then the end result of that path is already chosen for you by the creators.

"Play is considered free and unfettered; the game is characterized by the constraints of the rule systems"

Rules are sometimes a part of play for example when children are playing fighter pilots they have to pretend to be planes and not cars, otherwise the play isn't working.

 "Games and rules can differentiated according to their outcome"
"The result of a game is victory or success" i.e. winning/losing
"The goal of the activity rather than the structure or constraints imposed upon players is key."

Paidea - Physical or mental activity which has no defined objective and is based on pleasure
Ludus - "Activity organized under a system of rules that defines a victory or defeat"

"Ludus, therefore, requires reference to an external suite of rules where Paidea is understood determined by the player"

Sim City = Paidea - The player determines their own Ludus (Rules for victory)

Paidea + Ludus can work together and the user chooses between the two i.e. a flight simulator, when aimlessly flying around has no goal.

"Consider video games as worlds"
"Players that decide which activities will be performed"

In most games the solution or objective is shown but not how to do it and the player making the decision incorporates Ludus + Paidea

"Games provide environments for learning postmodernist approaches to communication and knowledge: navigating constructive problem - solving, dynamic goal - construction"

Four forms of fame types:
Agon - competition is dominant
Alea - chance + randomness
Ilinx - pleasure is derived from movement.
Mimicry - games orientated around simulation

These qualities are not video game exclusive i.e. poker includes agon + alea

Consider video games as a puzzle.

Single victory state i.e. crosswords - only one correct end state

Games like Tetris are unsustainable as there is no solution or definite end state.

"These are implications for the ways in which we tackle not only the issue of the audience but also the representational system of the game world."

"The definition of video game is orientated around the act of play and "the player" is potentially problematic".

Thursday, 20 October 2011

A General Question for My Loyal Followers

Hello there my loyal followers, this is just a quick question to see whether or not you believe i am doing a good job on my blog. Basically do you think that the notes that i am uploading are sufficient or should i take another angle on them and leave my actual notes in the note pad? 
Many Thanks
Dan x

Tuesday, 18 October 2011

Another photoshop tutorial with phil

Our last lesson with Phil was yet another good one, we was shown how to make a good picture look better with the aid of Photoshop and some hints and tips from Phil. The technique is called inking in the game industry and Phil gave us all a base drawing to start with and then ink ourselves on Photoshop and colour and here is my result.
Dan Out