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Wrap-up

Wrap-up. CS 370 Computer Game Design Ken Forbus Spring, 2003. Overview. Some administrative stuff Where we’ve been in this course Course evaluations Hangout/Problem solving. Administrative stuff. Term project write-ups are due June 11 th , noon Report submitted via email, as usual.

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Wrap-up

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  1. Wrap-up CS 370 Computer Game Design Ken Forbus Spring, 2003

  2. Overview • Some administrative stuff • Where we’ve been in this course • Course evaluations • Hangout/Problem solving

  3. Administrative stuff • Term project write-ups are due June 11th, noon • Report submitted via email, as usual. • One report per team • Include code (source + binaries) on CD • Your report should include • what you did and why (and who did what) • how well it all worked out – the good, the bad, and the ugly • What did you learn from the experience? • What would you do differently next time?

  4. Our model of game design STORY The kind of experience you want the player to have. Plot and activities, expressed in terms of an imagined world MODEL The rules and laws of the game’s imagined world. Its ontology, physics, and sociology IMPLEMENTATION The software and hardware that implements the model and provides the player’s experience

  5. Our model of game design STORY The kind of experience you want the player to have. Plot and activities, expressed in terms of an imagined world MODEL The rules and laws of the game’s imagined world. Its ontology, physics, and sociology Inform focusedus on this level IMPLEMENTATION The software and hardware that implements the model and provides the player’s experience

  6. Our model of game design The Sims, Age of Kings AI exercise focused us onthis level STORY The kind of experience you want the player to have. Plot and activities, expressed in terms of an imagined world MODEL The rules and laws of the game’s imagined world. Its ontology, physics, and sociology IMPLEMENTATION The software and hardware that implements the model and provides the player’s experience

  7. Our model of game design STORY The kind of experience you want the player to have. Plot and activities, expressed in terms of an imagined world Only touched on this as it affects design MODEL The rules and laws of the game’s imagined world. Its ontology, physics, and sociology IMPLEMENTATION The software and hardware that implements the model and provides the player’s experience

  8. Interactive fiction • Plot structures • Linear versus branching • How to achieve dramatic arc when player has a lot of control? • Events and puzzles • Finding levels of modeling that support the story • NPC’s • The difficult art of conversation • Inform • Good libraries and languages are critical

  9. Game AI • Roles for AI in games • Opponents, allies, bit players, the world itself • Some basic techniques • Search, finite state machines, production rules • In-depth look: AI in Age of Kings • Builder, tactical, and strategy AIs • Programming your own strategy AIs

  10. Modeling and Simulation • Finding the right level of abstraction • Coherent world, where activities are neither too dreary or too high-level • Concrete enough to stimulate the player’s imagination, abstract enough to avoid stifling it • Programming complex worlds • Whole courses can be done on this • In depth example: The Sims • Edith programming • Compare: Actions in Inform versus actions in The Sims

  11. Gameplay • Sid Meier: “A game is an interesting series of choices” • How you make them and what they are are the mechanics of the game • Easing players into complex worlds • Imposing a narrative structure on simulations • How to bring game to a close • Keeping outcome uncertain enough to maintain involvement

  12. 1. Sensation Game as sense-pleasure 2. Fantasy Game as make-believe 3. Narrative Game as drama 4. Challenge Game as obstacle course 5. Fellowship Game as social framework 6. Discovery Game as uncharted territory 7. Expression Game as self-discovery 8. Masochism Game as submission LeBlanc’s taxonomy of sources of fun

  13. Getting projects done • Mechanics • Proposals, milestones, progress reviews • Working in groups • Hitting the ship date • Aka “The Final Exam Party” in this case!

  14. Course evaluations • Please give us your constructive feedback • What worked? • What didn’t work? • What should we keep doing as we’re doing? • What should we change, and how? • CTECs on-line • You have until June 15th to fill them out • Please fill them out!!!

  15. Some advice for the party • Do setup early • Always have someone at your game • Make sure that both Rob and I see it • Have fun!

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