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Defining Digital Games

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Defining Digital Games. Assigned readings: Chapter 8 (Rules of Play Book). Presentation by Dustin Dannenhauer Dr . H é ctor Mu ñ oz-Avila. Automated Data Storing+ manipulation. All are formally modeled as Turing machines ( video). PC Tablets Consoles cell phones. - PowerPoint PPT Presentation
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Defining Digital Games Presentation by Dustin Dannenhauer Dr. Héctor Muñoz-Avila Assigned readings: Chapter 8 (Rules of Play Book)
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Page 1: Defining Digital Games

Defining Digital Games

Presentation by Dustin DannenhauerDr. Héctor Muñoz-Avila

Assigned readings:Chapter 8 (Rules of Play Book)

Page 2: Defining Digital Games

Definition of GameReminder: Definition of a game (and

elements).

Notes: • most of the definitions of games studied

where made before computers existed• The term “digital game”. Covers:

• PC• Tablets• Consoles• cell phones

All are formally modeled as Turing machines (video)

• A game is a system• In which players• engaged in an artificial conflict• defined by rules• That results in a quantifiable outcome

AutomatedData Storing+ manipulation

Page 3: Defining Digital Games

Digital Games as Systems

Reminder: Definition of System:

• Parts affect one another within an environment (next slide provides an example)– elements: Objects, Attributes (properties), Internal

relationships, and the Environment– dimensions: formal, experiential, cultural

• Digital games tend to be confused with the medium they are taking place (e.g., “play Nintendo”)

• Our definitions of game and system provide the means to make these distinctions (see next slide)

Page 4: Defining Digital Games

Analysis of Tetris

general

narrow

Cultural(third video)

Experiential(second video)

Formal(first video)

Aspects

A game designer creates experience not technology

Says who?

SCOPE

• Cultural identity• Fan sites• Impact on culture

• Emotions• Players• Medium where

it is played

• Buttons to press• Graphical Interface

Page 5: Defining Digital Games

Side-track: John Carmack II

• Creator of Doom game series• ID Software• Famous for creation of graphics engines that “pushed the

envelope (video; 2006 game!) from a computer graphics perspective”

PC Gamer Interview 2006:

• Points that simplicity doesn’t mean lack of design

• Previous games created by himself

• Points that even in his company now he steps back and listen to designers

If you are left alone in an Island, which game you wish they left with you? (anyone?)

His answer: a compiler!

Page 6: Defining Digital Games

Back to lecture’s topic: What Can We do with digital media?

• Goal: use technology to create meaningful play• What capabilities does digital media have?

–Trait 1 : immediate but narrow interactivity

–Trait 2: Information manipulation

–Trait 3: Automated complex systems

–Trait 4: Networked communication

Page 7: Defining Digital Games

Trait 1 : immediate but narrow interactivity

• The game responds to player input

• Other Examples?• Why is it narrow?• Despite this gameplay can be engaging:

–Tactics in an RTS game –Alternatives to keyboard

Page 8: Defining Digital Games

Trait 2: Information manipulation• Digital (Turing) machines: store/manipulate data

Data Simple objects: soldier, mage

Information Relations: - soldier belongs to blue team - soldier is a unit

Meta-relations: A region belongs to blue team if All units in the region belong to blue team

Abstract

Concrete

Knowledge

Page 9: Defining Digital Games

Trait 2 of Digital games: Information manipulation

Information Type Non-Gaming Example Gaming Example

Meta-relations

Relations

DataGoogle

Database

Knowledge-based system

Any digital game: score, locations,…

Chess: piece threats

Age of Empires uses aRule based system

Page 10: Defining Digital Games

Trait 2: Information manipulation• Digital (Turing) machines: store/manipulate data knowledge

• Key characteristic: computers can learn while playing– User preferences/capabilities (We saw machine learning

examples in previous lecture)

• Plus: Hiding information– Example (video)? – Although non digital games can also hide information.

Example?

• text• images• audio• logic

Page 11: Defining Digital Games

Trait 3: Automated complex systems

• Complex system:

– Example of a game that would be difficult to play manually

• But some game theoreticians say this is a problem itself: People want to see the internal workings of the system

Page 12: Defining Digital Games

Trait 4: Networked communication

• Facilitate communication between players

• Evolution– 2-4 players using the same console/computer– 2-4 Players over a local network– 2-4 Players over the internet– 12 players over the internet– 1000+ Players over the same instance of game world

(video)

• Direct communication is not restricted to text (video)

Page 13: Defining Digital Games

Open Discussion

• Can non-digital games can exhibit traits such as “Information manipulation”?

Yes; For example if another person plays as the dungeon master as in this video

• What are the advantage of digital over non-digital games?

• What are the advantage of non-digital over digital games? See video for a clue

Page 14: Defining Digital Games

Final Word• These traits are not the only ones• Even non digital games may exhibit some of these traits• But they help our understanding of video game potential• Analysis of Unreal Tournament:

– Trait 1 : immediate but narrow interactivity– Trait 2: Information manipulation– Trait 3: Automated complex systems– Trait 4: Networked communication


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