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Professor George DJ Phillies, Advisor ALL THE WORLD’S GAMES 1 ALL THE WORLD’S COMPUTER GAMES An Interactive Qualifying Project Report submitted to the Faculty of the WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of the requirements for the Degree of Bachelor of Science by _________________________ Douglas Turcotte and _________________________ Craig Jordan Date: 2009-2010 ________________________________ Professor George D. J. Phillies, Advisor ALL THE WORLD’S GAMES 2 Abstract Video games are a well-established and expanding medium. There is a notable lack of a classification system that is accurate and quantified; not much research has been done towards the creation of a classification system. This work has addressed this problem, and is progressing towards creating video game classification systems that are precise, quantified, and data-driven. The empirical research method was used to define and verify a classification system. Significant data samples of video games were analyzed in order to determine a set of common attributes between video games. Other existing video game classification systems were assessed in relation to these attributes. Examination of existing game classification systems revealed that they are inconsistent, ranging from being excessively ambiguous to being too specific. The video game data indicated that there are key similarities and differences between individual games. These key similarities and differences between games were used to identify attributes. These attributes captured the appropriate information in video games that can be used to classify them. Trends in these attributes allowed the identification of genres, groups of video games similar in game-play and design. ALL THE WORLD’S GAMES 3 Table of Contents Introduction .................................................................................................................................... 4 How We Got Here ........................................................................................................................... 5 Genre Analysis................................................................................................................................. 6 Video Game Attributes ................................................................................................................... 6 Video Game Genres ........................................................................................................................ 9 Discussion of Narrative/Story In Games ....................................................................................... 12 Perspective .................................................................................................................................... 13 Theme ........................................................................................................................................... 14 Scale .............................................................................................................................................. 16 Shape ............................................................................................................................................. 16 Outside the Scope of the Project .................................................................................................. 17 Conclusion ..................................................................................................................................... 19 Introduction to the Tables ............................................................................................................ 19 ALL THE WORLD’S GAMES 4 Acknowledgements Professor George D. J. Phillies Professor Jennifer DeWinter References 1. Phillies, George, and Tom Vasel. Design Elements of Contemporary Strategy Games. Third Millennium, 2006. Print. 2. Crawford, Chris. The Art Of Computer Game Design. Osborne/McGraw-Hill,U.S, 1984. Print. 3. IGN. 2010. < http://www.ign.com/ > 4. GameSpot. 2010. < http://www.gamespot.com/ > 5. GamePro. 2010. < http://www.gamepro.com/ > 6. 1up. 2010. < http://www.1up.com/ > 7. Moby Games. 2010. < http://www.mobygames.com/home> 8. The Games Database. 2010. http://www.games-db.com/>. ALL THE WORLD’S GAMES 5 Introduction once. After the categories were more The “How We Got Here” refined we tried filling in data about section discusses the development the same set of games from multiple progression of the project. In the sources to ensure that our categories “Genre Analysis” section, the idea of a applied somewhat equally to all major classification system for video games game information resources . We is discussed. The “Video Game created a list of game genres, Attributes” section discusses and lists perspectives, and attributes and game-play attributes that are common applied them to the games we were among video games. The “Video recording. For a comparison test Game Genres” section discusses and between the two of us, to reduce the lists the video game genres that were possibility of human error in our data indentified in this project. The section recording we both analyzed and “Discussion of Narrative/Story in recorded the same set of Sega games” the impact of story in games is Dreamcast titles. We were in explored. The “Perspective” section agreement for an overwhelming talks about the difference between majority of the information recorded perspective and point of view and how about the games and what genres the we define and use perspective. The games were. Having determined that “Theme” section discusses and lists we agreed about classification common themes in video games. In variables, we were confident that we the “Scale” section, the idea of video could each record information on our game scale is reviewed. The “Shape” own. And that we would still record section addresses the concept of shape data largely the same as what the other in video games. The “Outside the researcher would have recorded. In Scope of the Project” section discusses order for others to become involved in concepts related to this project that the project, there has to be a way of were not included in the main explaining our thoughts as to why we analysis. made the list of game genres that we used. In analyzing the game genres a How We Got Here need for attributes defining each genre became evident; in response to this The first step in the project problem we found a list of traits that was to determine which attributes we believe all or most games share if should be recorded for each game. In they are in some specific genre. To attempting to determine how much ensure that not only Sega Dreamcast information is necessary we titles were properly recorded in our researched a sample of games and information sources, we then recorded tried to fill in the categories we chose. the first and last two games for each The changes made to the categories letter of the alphabet utilizing the were most important early on: If we entire game listing recorded in all of had started to record a large number of the sources we used for information1. games immediately, without This final step ensured that even continually critiquing and refining the across different platforms and sources categories, there could have been a large amount of wasted work or a need 1 IGN.com, Gamespot.com, GamePro.com, 1up.com, to re-analyze games already studied Mobygames.com ALL THE WORLD’S GAMES 6 our categories would store consistent very significant to the shooter’s game- information about the games. play, which is in contrast to the second, very puzzle-focused, game. If genres were defined as a binary ‘contains’ or ‘does not contain’ system Genre Analysis of measuring attributes, these two Video game genres are defined example games would reflect the same by different game-play elements that information. These genre definitions are significant to the game-play would not be appropriate. The solution experience of a video game. These to this problem is to have a game-play elements can be expressed classification system in which game- as “attributes.” A set of attributes is play attributes are measured on a defined in the “Video Game scale, allowing information such as Attributes” section. This set of ‘contains few puzzle elements’ or attributes is used to define video game ‘contains many puzzle elements’ to be genres listed in the “Video Game recorded. This solution results in far Genres” section. Below is a discussion more accurate genre definitions. about video game attributes, and how These game-play attributes video game attributes and genres are must be clearly defined so they can be used and defined. A list of video game used to describe genres. genres appears in the “Video Game Genres” section. Video Game Attributes When analyzing video game genres, it is found that common A summary of the six game- elements are shared between genres play attributes are as follows: that are very different. Puzzle solving, Transparency is the visibility of the exploration, and combat are examples details of how the game-mechanics of these shared elements. To operate. Action vs. Planning describes distinguish between genres while still the difference between game-play that encapsulating these common focuses on either physical dexterity or elements, it is important to measure on the formation of strategy. The game-play attributes on a scale, rather puzzle attribute describes the focus on than a simple check on whether the puzzle-solving in game-play. game employs an attribute or not. Exploration is how exploration is used Though many games
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