Monday, 14 October 2013

Reward Systems

When you think of rewards in games you think about how players can receive feedback on how well they are doing in the level. Reward systems are a way of providing players with information on their skill set in the game. According to Wang and Sun their are eight different types of reward systems but, with Schell's rewards there are nine. These two types of rewards are very similar but differentiate in some ways.

Eight Reward forms from Wang & Sun

1) Score Systems
Score systems are just a way for the player to keep track of their progress. Score systems can also be used if you are in a social environment. If you are on your own while playing a game scoring systems will probably be just for personal achievement. However, if you have a group of people playing the game score systems can be both for self assessment and enjoyment. Individuals somehow feel more motivated when they have a scoring system. Being able to get more scores them someone else can make a person feel good about themselves.

2) Experience Leveling Systems
It is important for players to learn ways on how to gain extra points while playing the game. Things like leveling up can increase player skill over time. So in games a player's skill will increase as he or she progresses in each level giving them the opportunity to do more things other than doing the main goal. Based on the players' experience they can explore the game world through levels.

3) Item Granting Systems Rewards
This type of reward can facilitate how the character can progress in the game. Based on the progress of the player, you can offer a special item at the end of each level.

4) Collectible & Usable
These are values you can collect and use during the game play.

5) Achievement Systems
Achievement are titles that you put on an avatar. For instance, for different levels, you can have titles for items that will generate a type of strength.

6) Feedback Messages
Feedback messages provide instant rewards for your players. For example game designers can use images, or sound effects in order to display a reward to the player right away. Guitar Hero is a great example of this reward system.

7) Plot Animations & Pictures
These are rewards that follow important events in the game. You can provide a small video or a cutscene to show the player that they have achieved something important in the game. It's just some sort of mark showing that the player has completed an important task.

8) Unblocking Mechanisms
These rewards a based on what the player has completed in the game. Sometimes in games, you cannot go straight to a certain level without completing the previous ones. In Kingdom Hearts II, you have the option of going to various worlds/places to visit characters but, there are some worlds cannot go to without completing the first 3 levels of the game. A player has to accomplish levels in order to unblock certain levels to proceed in the game.

Schell's Reward Categories in Games

Praise
Congratulating the player based on his/her achievement. It can be something shown like a visual saying 'Good Work'. Candy Crush uses this type of reward when the player pairs up more than one colour candy.
Points
This is where players can get points based on luck to measure their success.
Prolonged
This is where the players get points without losing what they already previously achieved.
Gateway
Providing freedom for players. They can explore their desires in gameplay. It is basically providing access to something we didnt have access to before.
Spectacle
Giving out rewards in the form of music and animation.
Expression
Expression satisfy players.
Powers
Powers are enhanced goal mechanics.
Resources
Resources are useful things available in the game like energy and food.
Completion
Completion gives closure to the game. Players need to be informed that they are finished with a certain task or level in a game.


Schell's Reward vs. Wang & Sun Rewards

Schell's rewards are very similar to Wang & Sun Rewards but their terms are named differently. Praise and Feedback Messages are basically the same. They both communicate with the player using visuals for congratulating /praising them on their progress in the game. Collectible & Usage and Points mean the same thing because the players gain points that will be very usable while playing the game. Despite the fact that Schell has nine terms and Wang & Sun have only eight terms they both have the same idea when it comes to reward systems. The only difference is that Wang & Sun rewards include 'Achievement systems' where the character contains titles to generate a certain strength or something special. Schell is more general and just has 'Resources' as a means of useful items in the game. Also there is not really a term similar to Plot Animation & Pictures. Everything there is to do with showing the player what they have achieved in the game is categorized in 'Praise' and 'Spectacle'. This shows that Wang & Sun think more highly when it comes to informing the player about their progress in the game as well as player experience. Schell rewards tend to be more general on the physical things available in the the game world like goal mechanics, music, resources, points, and items.

Tuesday, 8 October 2013

The Visual Game Experience

In today's lecture, we learned about how visuals are used in video games. Visuals create the first impression of the game by the player. One thing Professor Nacke pointed out was that while designing video games you will always feel the need to draw or make a visual for every game object in your game. However, sometimes you may not have to. Not all the time do we have to create the shapes in our game because our brains can interpret or perceive what the object is or can be.


The following images were shown in the lecture slides. They are meant to trick our brains. If something does not seem to make sense, our brain will try to depict or reason out what the object is or what we perceive it to be. As you can see, the image on the left is just three circles with a piece each missing from it. It may look weird at first but somehow our brains tell us that we see a triangle. Same thing with the other image below. The straight black and white lines confuse us but, we diamonds in the ruff.



Alexander 15 Properties of Living Structures


1. Levels of scale
Levels of scale in a technological scope can be related to the scoping of goals or like the balanced range of sizes game objects, entities, challenges, or player actions in the game. Levels of scale can also associate with social structures. As an individual you want to feel well among your peers, co-workers, etc... It is good to have a good relationship with your peers in your GDW group.

2. Strong centres
Strong centres are like a section in an image that you can see very clearly while the rest of the image is blurry. This can be used for environments, entities, and story.

3. Boundaries
Boundaries are like the outlines that help you focus on the centres of the game. They are often described through the rules. Boundaries set limitations for space, rules, and actions.

4. Alternating repetition
Having the same structures in a game can give the player familiarity in the game as he/she moves onto higher levels. It gives a sense of order and harmony in your game.

5. Positive space
Space needs to be well-balanced. Knowing there is a contrast between one space and another space is key to making the key focuses in your game easier for your player.

6. Good shape
Shapes in games that are appealing to the players is essential. Making your objects relate-able to your players can create powerful centres of simplicity.

7. Local symmetries
As seen in Portal 2, small symmetries work best. Almost everything is symmetrical in Portal 2. Having the same objects that are the same symmetrical shape can allow players to explore the game environment easier.

8. Deep interlock & ambiguity
Deep interlock & ambiguity is having things that are so inter-twinned that without one object, the process will not be the same. Everything has to fulfill a purpose. In Portal 2, the environment is inter-twinned so that all the portals connect. eg. If you go through one portal, you will appear on the other side of the same room depending where the player placed the portals.

9. Contrast
Having opposites in your game creates more emphasis. A player can differentiate the main character from the enemy or from something that should not be there in the game environment.

10. Gradients
Gradient relates to quality that changes gradually. It is something that gradually moves into something else. As the player continues along with the game, it gradually becomes more difficult. It's just like in Photoshop where you add in a colour gradient.

11. Roughness
Roughness creates character and imperfection. It breathes life into the game environment. It makes games seem more realistic. This can be created through textures or your lighting in your game.

12. Echoes
Echoes represents a pleasing unifying repetition in your game. It is basically using the same functions as used earlier in the game but slightly changed. An example given is in Pixar movies where their characters are similar to each other even though they are in different movies. Finding Nemo and Toy Story characters are relatively in the same Pixar world so their design or the way they function are very similar.

13. The void
Creating calmness and contrast throughout the game can help players concentrate on important objects.

14. Simplicity & Inner calm
This incorporates positive space, which must be well-balanced, as well as essentials in the game. You should try not to use extraneous elements. 

15. Not-separateness
Not-separateness represents how all the elements in the game are connected as well as the rules.

Saturday, 5 October 2013

Play Spaces & Level Design

In previous classes, we learned that the game designer designs the game play rules or in other words creates the formulation of the game.

What do you teach players?

Game designers are the people who 'put the theory into practice'. They think of questions like  'How can I show the player how to use the game mechanic?' or How do I ensure the player understands the game mechanic?'. Teaching the players how to use game mechanics is one of the first things a game designer must think about. The players' knowledge must come first. Physical rules of you environment, abilities of payer's in-game character, behaviour of enemies, and the game's reward systems are just a few examples of what a game designer must communicate to the player.

What are the Level Design 'Golden Rules'?

First of all game designers should be consistent in their game mechanics. Teach players the primary/main goals of your game. It is not good to give players a difficult level without giving them the proper information as to how to play the game. It's like playing chess at an intermediate level when you're still in a beginners level. Obviously you will not do well because you are still a beginner and do not have the acquired skills for an intermediate level. It's the same way with any other video game. A game designer has to make sure that the players are ready and are fully prepared for the advanced level by letting them go through a safe environment level to learn the main goals of the game. Afterward, the players can then go to the difficult levels. 

Goals

In gaming, companies have goals to achieve. Goals such as external goals and internal goals.

External goals are things that will make the company money. They are important and a high value for the company or developer.

Internal goals are derived from the game play implications that are described above. These are goals that give the player a sense of achievement.

So in terms of  goals, gaming companies always try to achieve because of the success definition, external, and internal goals. Companies achieve these goals through game/level designs.

Linear Levels

Linear levels means that you are putting the player in a directed spot. Examples of these can be God of War or Uncharted. The players do not have that much freedom because no matter what they do in the game events occur no matter what. Players have to go along with the game play story guide despite what they want to have happen in the game.

Non-Linear Levels

Non-linear levels means that you are making the players feel like they are control the game. In order for this to happen you have to give the player enough tools in the levels to interact with the game. The only example I can think of for non-linear levels is Sims. Players has the freedom to basically do whatever they want like getting a job, going out, making new friends and so on. However, the players is somehow restricted to do just the tasks provided in the game. They still cannot really do 'everything' they want to do.

Semi-Linear Levels

Semi-linear levels have a hybrid between non-linear and linear levels. Several parts of the levels are free and other parts are controlled by designer. With semi-linear levels stories can be used to alter between linear and non-linear levels. A great example of this is Fallout 3. Players have a main quest but there are many side levels you can take to accomplish it. In our GDW game this year we will be using semi-linear levels. My team and I discussed that players will be able to fly around in their helicopters where ever they please but, they will still be required to accomplish the tasks for that level. We are still in the development phase but, hopefully we will obtain this internal goal in the end of next years semester.



Emotional Contagion


There are not many games that have truly effected me emotionally, but there is one game that still ranks among the most well-developed and thought-out games I have ever played. Final Fantasy VII: Crisis Core contains a detailed plot and a variety of well-rounded characters that anyone can relate to. Each character has a background that really touches you emotionally, and makes their development through the series that much more exciting. You become attached to the characters, often experiencing a plethora of emotions when your favourite overcomes certain conflicts, or handles them in the wrong way.

There is, however, one event in this game that brought me tears to my eyes, and that was the death of the main protagonist, Zack Fair. Now it isn't often in games for the main playable character to die, but Crisis Core shook things up a bit at the very end of the game. Zack was a SOLDIER who worked and supported the Shinra war effort. He had come so far since the beginning, and it really tore me apart to see his efforts come to a sudden halt. What made this scene even more heartbreaking, was that his good friend, Cloud Strife, a Shinra infantryman, stayed by his side until the very end.


Cloud had also developed a lot in this game, as his first appearance portrays him as a sullen, reserved young man who spent his life dedicated to becoming SOLDIER. Although, he never did make that rank, Cloud learned what it meant to have a real friend, and soon became like a brother to Zack. This background, along with a few of his last words to Cloud, made Zack's death an agonizing experience for me.


Moments before his death, Zack says this to his fellow comrade, "My honour...my dreams...They're yours now. You'll be...my living legacy." These are some of Zack's last words to Cloud, which, because of they're meaning, caused my eyes to water. Asking Cloud to tell Aerith, Zack's girlfriend, that he became a hero was the last straw for me before I let all my pent up emotions get the better of me. These words stayed with Cloud following Zack's death and had a bigger impact on his life than anyone could have imagined, as he strives to fulfill his promise to Zack and continue to be his living legacy.


Games like Final Fantasy VII: Crisis Core are the kind of games I like, ones with characters and plots and events that you can relate to, and get even more involved in, rather than just simply playing a game. To me, these factors are what truly makes playing games a gripping and emotional experience.