+ All Categories
Home > Documents > Art 380: History and Theory of Gamesmcdo/380/380_L01.pdf · 2013-08-28 · Why learn about old...

Art 380: History and Theory of Gamesmcdo/380/380_L01.pdf · 2013-08-28 · Why learn about old...

Date post: 19-Jun-2020
Category:
Upload: others
View: 0 times
Download: 0 times
Share this document with a friend
26
Art 380: History and Theory of Games Neal McDonald [email protected] First Lecture
Transcript
Page 1: Art 380: History and Theory of Gamesmcdo/380/380_L01.pdf · 2013-08-28 · Why learn about old games? • Making non-computer games is 100x faster, so early development for any game

Art 380: History and Theory of Games

Neal McDonald [email protected]

First Lecture

Page 2: Art 380: History and Theory of Gamesmcdo/380/380_L01.pdf · 2013-08-28 · Why learn about old games? • Making non-computer games is 100x faster, so early development for any game

Introductions •  I am Neal McDonald

– MS, CIS & MFA – Production Experience: Lamb & Company – Game Industry: Half-Life total conversion,

Greenhouse Software – 7 years, Teaching Maya – [email protected], www.workly.com

•  Please call me “Neal” – Allll together now: “Neal”

Page 3: Art 380: History and Theory of Gamesmcdo/380/380_L01.pdf · 2013-08-28 · Why learn about old games? • Making non-computer games is 100x faster, so early development for any game

Class Web Site

•  www.umbc.edu/~mcdo/380/ •  Syllabus •  Rubrics for assignments •  How I update what you do for grades!

I will be doing that. •  Lecture Slides == Class notes

– The tests come from the readings and the slides.

– The slides are how I keep track of what I say.

Page 4: Art 380: History and Theory of Gamesmcdo/380/380_L01.pdf · 2013-08-28 · Why learn about old games? • Making non-computer games is 100x faster, so early development for any game

Go over the syllabus

Page 5: Art 380: History and Theory of Gamesmcdo/380/380_L01.pdf · 2013-08-28 · Why learn about old games? • Making non-computer games is 100x faster, so early development for any game

Emergencies

•  Campus Cops: (410 45)5 5555 •  Tornados: go downstairs •  Fire: get out •  Earthquakes: as Fire, and get away from

the buildings.

Page 6: Art 380: History and Theory of Gamesmcdo/380/380_L01.pdf · 2013-08-28 · Why learn about old games? • Making non-computer games is 100x faster, so early development for any game

Class goal

•  Help you become a game designer – Big problem: nobody knows exactly how to

make good games. – Lots of incompatible, incomplete theories

•  But I can teach you – History: games, organizations, practices.. – Vocabulary – Analysis techniques – Professional practices

Page 7: Art 380: History and Theory of Gamesmcdo/380/380_L01.pdf · 2013-08-28 · Why learn about old games? • Making non-computer games is 100x faster, so early development for any game

Why is game design hard? •  Games are an art form; any how-to would

be obsolete as soon as it was invented.

•  Games are related to play. – Play is related to how we think. – We don’t understand how we think.

Page 8: Art 380: History and Theory of Gamesmcdo/380/380_L01.pdf · 2013-08-28 · Why learn about old games? • Making non-computer games is 100x faster, so early development for any game

Analogy to film

•  Teachers can teach you – The structures of existing screenplays – How to operate a camera – 3-point lighting – How to deal with actors

•  If you want to make a film, you need these. •  What’s left out is up to you.

Page 9: Art 380: History and Theory of Gamesmcdo/380/380_L01.pdf · 2013-08-28 · Why learn about old games? • Making non-computer games is 100x faster, so early development for any game

3 Classes of Lecture Topic

1.  Theory, readings, usually from the book.

2.  History/Discussion of non-computer-assisted games

3.  Discussion of computer-assisted games

Page 10: Art 380: History and Theory of Gamesmcdo/380/380_L01.pdf · 2013-08-28 · Why learn about old games? • Making non-computer games is 100x faster, so early development for any game

Class Part 1: Theory

•  How to _____ games – analyze – critique (and therefore, improve) – write about (for a grade) – compare

•  Cultural Analysis •  Psychology •  Philosophy

Page 11: Art 380: History and Theory of Gamesmcdo/380/380_L01.pdf · 2013-08-28 · Why learn about old games? • Making non-computer games is 100x faster, so early development for any game

Game Studies

•  Rules of Play is the foundation text of Game Studies– published 2004 – different from “game theory”, which is math

about decision-making •  A thriving academic field

– Several journals, a several star experts –  Ian Bogost, Eric Zimmerman, Jesper Juul,

Jane McGonigal, Espen Aarseth, Mary Flannagan

Page 12: Art 380: History and Theory of Gamesmcdo/380/380_L01.pdf · 2013-08-28 · Why learn about old games? • Making non-computer games is 100x faster, so early development for any game

Are Games Art?

•  Sure! – People make them. – They are a form of entertainment. – They are a form of communication. – These attributes are the most important things

about games.

Page 13: Art 380: History and Theory of Gamesmcdo/380/380_L01.pdf · 2013-08-28 · Why learn about old games? • Making non-computer games is 100x faster, so early development for any game

games are nerd art

•  Old people don’t play games. •  Games, especially new ones, are socially

stigmatized. •  Galleries don’t want to show them.

– So, some cultural status is withheld. – Other venues are emerging.

Page 14: Art 380: History and Theory of Gamesmcdo/380/380_L01.pdf · 2013-08-28 · Why learn about old games? • Making non-computer games is 100x faster, so early development for any game

Brown vs. Entertainment Merchants Assn.

•  “Video games qualify for First Amendment protection. Like protected books, plays, and movies, they communicate ideas through familiar literary devices and features distinctive to the medium. And ‘the basic principles of freedom of speech . . . do not vary’ with a new and different communication medium.

•  Vote 9-2, Thomas and Breyer dissenting

Page 15: Art 380: History and Theory of Gamesmcdo/380/380_L01.pdf · 2013-08-28 · Why learn about old games? • Making non-computer games is 100x faster, so early development for any game

The NEA thinks they are art

•  Go get yourself a grant! – http://www.nea.gov/

•  But too bad: their annual budget is only ~$150M – For that, you could make Gran Turismo 6 or

GTA 5, but not both.

Page 16: Art 380: History and Theory of Gamesmcdo/380/380_L01.pdf · 2013-08-28 · Why learn about old games? • Making non-computer games is 100x faster, so early development for any game

If someone gives you crap

•  about games being art, use any of these games: – Chess, Poker, Go, Bocce, Backgammon,

Soccer, Cricket,

•  If your opponent is arguing that Chess is not high culture, just roll your eyes.

Page 17: Art 380: History and Theory of Gamesmcdo/380/380_L01.pdf · 2013-08-28 · Why learn about old games? • Making non-computer games is 100x faster, so early development for any game

Class Structure, 2

•  History of Non-Computer-Assisted games – Board games, card/domino games, team

games, children's games, puzzles, ... ??

•  Think of it as Art History – Or, Spare Parts

•  You will be tested on rules and strategy –  "Is X a legal move?" –  "What is the best move in this situation?"

Page 18: Art 380: History and Theory of Gamesmcdo/380/380_L01.pdf · 2013-08-28 · Why learn about old games? • Making non-computer games is 100x faster, so early development for any game

Why learn about old games?

•  Making non-computer games is 100x faster, so early development for any game is usually paper, board and dice.

•  Games are always made by refining other games; the canon is your box of parts.

•  Educated adults should know Poker, Chess, Backgammon, Mancala, and Go.

Page 19: Art 380: History and Theory of Gamesmcdo/380/380_L01.pdf · 2013-08-28 · Why learn about old games? • Making non-computer games is 100x faster, so early development for any game

Class Structure 3: Same as 2, but with Computers

•  Important Video Games •  Business content:

– business models, business past and future – so you can know where you want to go.

•  Post-mortems: analysis of finished game-development projects – vocabulary, goals, power structure, roles, ..

Page 20: Art 380: History and Theory of Gamesmcdo/380/380_L01.pdf · 2013-08-28 · Why learn about old games? • Making non-computer games is 100x faster, so early development for any game

•  Questions about class structure?

Page 21: Art 380: History and Theory of Gamesmcdo/380/380_L01.pdf · 2013-08-28 · Why learn about old games? • Making non-computer games is 100x faster, so early development for any game

In Closing: Something Ancient

•  Windmill, or 9-man's Morris

•  A popular game in the middle ages

Page 22: Art 380: History and Theory of Gamesmcdo/380/380_L01.pdf · 2013-08-28 · Why learn about old games? • Making non-computer games is 100x faster, so early development for any game

9-man's Morris: Description

Setting/Arrangement: This is a board game, for two players, no time limit on moves.

Equipment: The board, as shown, and 9 markers-- checkers do well.

Definitions: "windmill"– 3 markers, in a

line, connected by 2 segments. “point” - where lines touch.

Page 23: Art 380: History and Theory of Gamesmcdo/380/380_L01.pdf · 2013-08-28 · Why learn about old games? • Making non-computer games is 100x faster, so early development for any game

9-man's Morris: Rules 1)  Start with a blank board 2)  First phase: take turns adding pieces on line

intersections until all have been placed. 3)  Second phase: Take turns moving pieces along the

line segments to empty points. 4)  In either phase, when a player forms a windmill, she

may remove one of her opponent's pieces. 5)  No jumps 6)  The game is over when a player is down to two pieces,

or can't move.

http://userpages.umbc.edu/~mcdo/common/morris/morris.html

Page 24: Art 380: History and Theory of Gamesmcdo/380/380_L01.pdf · 2013-08-28 · Why learn about old games? • Making non-computer games is 100x faster, so early development for any game

Interesting how?

•  It makes set-up a phase of game play •  There are two sets of rules •  Probably very old

– oldest descriptions are medieval.

Page 25: Art 380: History and Theory of Gamesmcdo/380/380_L01.pdf · 2013-08-28 · Why learn about old games? • Making non-computer games is 100x faster, so early development for any game

How old? •  This stone is from a archeological dig of an

Ice-Age site. – >8,000 years old.

•  Photo: Creswell Heritage Trust

Page 26: Art 380: History and Theory of Gamesmcdo/380/380_L01.pdf · 2013-08-28 · Why learn about old games? • Making non-computer games is 100x faster, so early development for any game

For Next Time

•  Get the book •  Read Chapters1-4: 40 pages. •  Read the 100 Rogues Postmortem.

– A port from iOS to Ouya!


Recommended