Structuring Gametime a Typology of the Temporal Constituents of Video Games
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Development of a Finite Runner Mobile Game Bachelor's Thesis | Abstract
Bachelor's Thesis Information Technology Software Business 2015 Eetu Pitkänen DEVELOPMENT OF A FINITE RUNNER MOBILE GAME BACHELOR'S THESIS | ABSTRACT TURKU UNIVERSITY OF APPLIED SCIENCES Information Technology | Software Business 2015 | 41 Tiina Ferm Eetu Pitkänen DEVELOPMENT OF A FINITE RUNNER MOBILE GAME The purpose of this thesis was to examine the process of developing a finite runner game. The game was developed for an indie game development company called FakeFish to answer their need of a product that can be easily showcased and used as a reference point of what the company is capable of in a limited amount of time. The theoretical section of the thesis focused on the game’s concept, the endless runner genre’s characteristics and history, tools used, potential publishing platforms and the challenges of publishing in the segregated markets of the east and west. The empirical section of the thesis consisted of the game’s main programmed features, ad-based monetization, the interconnectivity of the level design and difficulty as well as building to a platform. Unity was chosen as the development platform due to it having low royalty fees, a big developer community and FakeFish’s previous experience with the Unity game engine. The game’s publishing in the future will happen in the western world only as publishing in Asia is a complicated and expensive process that FakeFish is not yet ready to undergo. The publishing channel for the game is going to be Google Play and the operating system Android as these match the game’s planned monetization model and performance requirements the best. -
PROCEDURAL CONTENT GENERATION for GAME DESIGNERS a Dissertation
UNIVERSITY OF CALIFORNIA SANTA CRUZ EXPRESSIVE DESIGN TOOLS: PROCEDURAL CONTENT GENERATION FOR GAME DESIGNERS A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Gillian Margaret Smith June 2012 The Dissertation of Gillian Margaret Smith is approved: ________________________________ Professor Jim Whitehead, Chair ________________________________ Associate Professor Michael Mateas ________________________________ Associate Professor Noah Wardrip-Fruin ________________________________ Professor R. Michael Young ________________________________ Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright © by Gillian Margaret Smith 2012 TABLE OF CONTENTS List of Figures .................................................................................................................. ix List of Tables ................................................................................................................ xvii Abstract ...................................................................................................................... xviii Acknowledgments ......................................................................................................... xx Chapter 1: Introduction ....................................................................................................1 1 Procedural Content Generation ................................................................................. 6 1.1 Game Design................................................................................................... -
Generating Rules for Video Games
feature Creativity In Code: Generating rules for video games Mediums such as fine art and poetry are common subjects in computational creativity—but what about something closer to home? Can computers be as creative in programming as they are in poetry? By Michael Cook DOI: 10.1145/2460436.2460449 omputational creativity research is littered with work in various high-culture domains: fine art, poetry, musical composition, and more. Both the general public and researchers themselves are fascinated by questions of aesthetics, whether machines can evoke emotion from us, and whether there is anything that sets Shakespeare Capart from Siri. Away from the arts lies an equally challenging medium, however; one that thousands of creative people engage with every day, and one that lies closer to computational creativity than any other—programming languages themselves. Many areas of computer science leveraged for personal creative expres- BAFTA-award winning Journey (see have already tried to tackle the prob- sion. The popularity of the Java-based Figure 1), or the taut depiction of war lem of programs that write programs. processing environment among artists in Spec Ops: The Line, we can also see Some subfields of artificial intelligence and designers is a good example of this. evidence that games are becoming an ex- grew out of kinds of program genera- The popularity of projects like Code pressive medium on an individual level. tion, such as inductive logic program- Year and Codecademy demonstrates Designer and critic Anna Anthropy ming or neural networks. In software the general public’s desire to under- calls for exactly this in her book Rise of engineering many optimization and stand the world of data and code and the Videogame Zinesters: “[the] transmis- abstraction techniques involve code reflects the increasingly prominent role sion of ideas and culture from person to that can “unroll” or automatically se- of programming in modern society. -
Procedural Content Generation
Procedural Content Generation 2018-03-27 Annoucements • Trajectory update • Extra credit – We've posted an optional assignment that – Meta: Game AI vs Academic, is worth up to 3 points of extra credit. It is Graphs + Search due by April 22, 11:55PM. – Assignment: competition with your fellow – Physical Acts: Movement, Steering classmates using the MOBA format from homework 5, with the addition of hero – Decide: FSMs, Plans, D&B Trees, agents. RBS, BBs, Fuzzy – Like homework 5 (and unlike homework 6), – PCG: Model, Learn and Generate the goal is to destroy the enemy base. – Note that this is a different due date than • HW6: Behavior trees. Thoughts? homework 7. – Remember to check which assignment • HW7 due Sunday, April 8 you are submitting to so that you do not accidentally submit to the wrong assignment Questions 1. Fuzzy Logic : D._._. to model V__ :: Probability theory: Model ______ 2. Three steps in fuzzy rule-based inference… 3. Example membership functions (Triangular…) 4. What is the vertical line rule? • Stolen terms (bits, space, scenarios): Procedural Content Generation for Games: A Survey • https://course.ccs.neu.edu/cs5150f13/readings/hendrikx_pcgg.pdf • Search-Based Procedural Content Generation: A Taxonomy and Survey • https://course.ccs.neu.edu/cs5150f13/readings/togelius_sbpcg.pdf • PCG in Games: A textbook and an overview of current research (2016) • http://pcgbook.com • http://pcg.wikidot.com/ Content is king! PROCEDURAL CONTENT GENERATION Procedural Content Generation • Use of computation instead of manual effort to -
Incredible Iphone and Ipad Games and the Stories Behind Them
Rigney Foreword by John Davison Incredible iPhone and iPad Games and the Stories Behind Them Ryan Rigney On the forefront of the mobile gaming revolution are real people with stories that are crazy, stressful, hilarious, and, in some cases, heart-wrenching. Written by respected video game journalist Ryan Rigney, Buttonless tells the stories behind some of the most interesting, well- designed, and notable games for the iPhone and iPad. The included games were chosen not only for their popularity, but also based on their inventive mechanics or polished design. For each, Rigney gives the reader a quick overview of the gameplay and the game’s distinguishing features, including statistics on development time, budgets, and downloads, before turning to the fascinating stories gathered from more than 100 interviews with those behind the scenes Incredible iPhone and iPad Games of the iTunes App Store. and the Stories Behind Them You’ll learn about: BUTT • The real origins of Angry Birds • How iOS critical darling Jet Car Stunts was born from one of the worst games of 1999––Carmageddon 3 • Canabalt creator Adam Saltsman’s weird obsession with leaping out of windows ONLESS • How the first-ever Iraqi video game went unpublished for 20 years before becoming an iOS exclusive • The tweet that saved Words With Friends • The napkin drawing that became the biggest-selling comic book series on the App Store “An in-depth exploration of gaming’s fastest growing space penned by one of its most avid and enthusiastic advocates.” –Will Herring, reviews editor at GamePro Magazine “The App Store is so incredibly fluid, the way Buttonless locks the wonderful little stories behind them in typographical amber is nothing short of a public service.” –Justin McElroy, managing editor at Joystiq.com Ryan Rigney is a freelance journalist who has covered the video-game indus- try from every angle for publications and sites including Gamasutra, PC Gamer, and GamePro. -
UC Santa Cruz Electronic Theses and Dissertations
UC Santa Cruz UC Santa Cruz Electronic Theses and Dissertations Title Expressive Design Tools: Procedural Content Generation for Game Designers Permalink https://escholarship.org/uc/item/0fn558gq Author Smith, Gillian Margaret Publication Date 2012 Supplemental Material https://escholarship.org/uc/item/0fn558gq#supplemental Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California UNIVERSITY OF CALIFORNIA SANTA CRUZ EXPRESSIVE DESIGN TOOLS: PROCEDURAL CONTENT GENERATION FOR GAME DESIGNERS A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Gillian Margaret Smith June 2012 The Dissertation of Gillian Margaret Smith is approved: ________________________________ Professor Jim Whitehead, Chair ________________________________ Associate Professor Michael Mateas ________________________________ Associate Professor Noah Wardrip-Fruin ________________________________ Professor R. Michael Young ________________________________ Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright © by Gillian Margaret Smith 2012 TABLE OF CONTENTS List of Figures .................................................................................................................. ix List of Tables ................................................................................................................ xvii Abstract ..................................................................................................................... -
Impact of Textual Feedback on Player Retention in Endless Runner Mobile Games
Impact of Textual Feedback on Player Retention in Endless Runner Mobile Games A thesis presented to the academic faculty in partial fulfillment of the requirement for the Degree Masters of Science in Game Science and Design in the College of Arts, Media and Design by Riddhi Padte Thesis Committee Chair: Dr. Casper Harteveld Thesis Advisor: Dr. Giovanni Troiano Northeastern University Boston, Massachusetts December 2019 1 2 Impact of Textual Feedback on Player Retention in Endless Runner Mobile Games by Riddhi Padte Abstract Player retention is key to free-to-play mobile games as their success relies heavily on players actively engaged in the game at any instant. Free-to-play games are widely played on mobile devices and endless runner mobile games, a type of game genre has been in the game industry since 2009. Endless runner games allow players to play endlessly while the game mechanic progressively becomes difficult. While such free-to-play business models aim to incentivize player retention, to date retaining players in a game for a long time remains challenging. This study investigates the use of textual feedback as a possible enhancer of player retention. I study textual feedback in free-to-play games under three different conditions, namely high-positive, low-positive, and no-textual-feedback. A study with 20 participants revealed that high-positive textual feedback impact player retention in free-to-play endless runner games, while low-positive has no impact. I conclude by discussing what the results mean to player retention and provide design recommendations for designers of free-to-play mobile games. -
The Art of Video Games
The Art of Video Games Art Form of the 21st Century Debbie Greh Are Video Games Art? Video games are nothing if not experiential. They are visuals and music and poetry all wrapped up into a single package. A video game isn't just a game — it is a controlled passage through an overwhelming aesthetic experience… (Kyle Chayka) Why Video Games are Works of Art . May 2010 / the Atlantic) . Games certainly have artistic qualities and elements. There are even games that are absolute masterpieces. Two Examples: . Will Wright (Sims)and Sid Meier (Civilization) are true artists, even if the games that they make aren't entirely art. Some interesting comparisons Assassin’s Creed III Everett Shinn, Horse-drawn Bus, 1914 UFC Undisputed 3 George Bellows, Club Night, 1909 Ratchet and Clank John Marin, 1932 Bio Shock Infinite John Sloan: The City from Greenwich Village, 1922 ICO (video game,2001)Furnito Ueda and De Chirichio The Nostalgia Infinite The Art of Video Games The Art of Video Games opened in March to some fan fare; I went this summer to see an exhibit I had long awaited… More later (Hint: I was a little disappointed!) . EMP Museum in Seattle, Washington (February 16, 2013–May 13, 2013) . Phoenix Art Museum in Phoenix, Arizona (June 16, 2013—September 29, 2013) . Everson Museum of Art in Syracuse, New York (October 25, 2013–January 19, 2014) . Hudson River Museum in Yonkers, New York (February 15, 2014–May 18, 2014) . Toledo Museum of Art in Toledo, Ohio (June 19, 2014–September 28, 2014) . Flint Institute of Arts in Flint, Michigan (October 25, 2014–January 18, 2015) . -
EAI Endorsed Transactions on Serious Games Research Article Game Engines: a Survey
EAI Endorsed Transactions on Serious Games Research Article Game engines: a survey A. Andrade1,* 1 Virtual Campus Lda. Av. Fernão de Magalhães, 716, 1 PT 4350-151, Porto, Portugal – http://virtual-campus.eu Abstract Due to hardware limitations at the origin of the video game industry, each new game was generally coded from the ground up. Years later, from the evolution of hardware and the need for quick game development cycles, spawned the concept of game engine. A game engine is a reusable software layer allowing the separation of common game concepts from the game assets (levels, graphics, etc.). This paper surveys fourteen different game engines relevant today, ranging from the industry-level to the newcomer-friendlier ones. Keywords: animation, game engines, game design, serious games, physics, rendering. Received on 15 October 2015, accepted on 15 October 2015, published on 05 November 2015 Copyright © 2015 António Andrade, licensed to EAI. This is an open access article distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/3.0/), which permits unlimited use, distribution and reproduction in any medium so long as the original work is properly cited. doi: 10.4108/eai.5-11-2015.150615 1. Introduction or the concept of game entity) also meant that teams could grow and specialize, improving productivity and game features. In the longer run, it ended transforming the One might think that each new game to date, particularly the typology of game development teams where we will now ones with innovative game mechanics, is developed from typically find several times as many artists as actual scratch as a singular entity, with no relation to previous programmers [3]. -
Why Another Book on Game Design?
Swipe This! The Guide to Great Touchscreen Game Design Swipe This! The Guide to Great Touchscreen Game Design Scott Rogers A John Wiley and Sons, Ltd, Publication Swipe This! The Guide to Great Touchscreen Game Design This edition first published 2012 © 2012 John Wiley and Sons, Ltd. Registered office John Wiley & Sons Ltd, The Atrium, Southern Gate, Chichester, West Sussex, PO19 8SQ, United Kingdom For details of our global editorial offices, for customer services and for information about how to apply for permission to reuse the copyright material in this book please see our website at www.wiley.com. The right of the author to be identified as the author of this work has been asserted in accordance with the Copyright, Designs and Patents Act 1988. All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, except as permitted by the UK Copyright, Designs and Patents Act 1988, without the prior permission of the publisher. Wiley also publishes its books in a variety of electronic formats. Some content that appears in print may not be available in electronic books. Designations used by companies to distinguish their products are often claimed as trademarks. All brand names and prod- uct names used in this book are trade names, service marks, trademarks or registered trademarks of their respective own- ers. The publisher is not associated with any product or vendor mentioned in this book. This publication is designed to provide accurate and authoritative information in regard to the subject matter covered. -
You Say Jump, I Say How High? a Study of Jumping in 2D Platform Games
You say jump, I say how high? A study of jumping in 2D platform games Written by Martin Fasterholdt Supervisors: Christoffer Holmgård & Martin Pichlmair IT University of Copenhagen, DenmarK December 2015 29. November 2015 Abstract This thesis will explore the design of jumping in 2D platform games. Designing movement is usually not a formalised process, but is instead based on intuition, testing, and lots of iterative development. This thesis presents tools and Knowledge which can support game designers during this process. An approach for measuring and analysing movement in existing games will be presented. The first step of the approach is to simulate input to a game otherwise running normally. To accomplish this a program was created which injects a DLL file and hooks into the DirectX callbacKs of a game. This way the program can simulate a series of XBox controller input. This gives precise control of how the character in the game moves and jumps. The resulting movement is recorded using screen recording software. To measure this movement a measurement program was created. The recording is loaded into this program, the movement measured, and the data exported as a text file. The text file is imported into Microsoft Excel where the movement can be visualised and further analysed. Based on the data a model of the character’s movement can be created. The model shows one potential way to implement the movement of the game and provides detailed information about the properties of the jump. A frameworK describing jumping was defined to structure the models. Three games are used as case studies throughout the project: Super Meat Boy (Team Meat, 2010), Limbo (Playdead, 2011) and Super Mario Bros. -
Zkm Gameplay
zkm_gameplay start new game ! Bernhard Serexhe ZKM_Gameplay The Game Platform at the ZKM At all times and throughout their history since then, but also the increased impor- humans have played; indeed, one could tance of video games as a general cultural even say that the entire development of technology. In youth culture, video games humankind, its evolution both as individ- have become one of the leading media uals and as a species, depends to a great in digital society. This is why, all over the extent upon play, whether purposeless or world, academies of art and design have purposeful, the pleasurable and natural introduced study courses where the exploration of one’s abilities and social production and design of video games is competence, as well as the testing and taught. Through their massive use by all constant pushing back of one’s limits. public media, advertising, and the film Children explore their environment in play, industry in particular, video games increas- just as both teenagers and adults learn ingly leave their imprint on our images of the material and social conditions of our real and virtual worlds. complex world through play. The use of digital technologies in art Thus, naturally, the game as a medium cannot be distinguished from their use in was already a focal point of the ZKM from video games. Artists have always engaged very early on. Since the mid 1990s, the creatively and enthusiastically with the ZKM | Media Museum has systematically potential of games and play, and thus added video and computer games to have contributed substantially to the its collection.