Title: Computer Games
1 Computer Games Rolf Lakaemper, Dept. of CIS,
Temple University
2About me
- PhD in Mathematics 2000
- Assist. Prof. at CIS Temple since 2002
- 1985 Co-founder of Germanys first computer game
company magic bytes
3History of Computer Games
4History of Computer Games
In the beginning there was parts of the slides
are copied from http//www.designboom.com/eng/educ
ation/pong.html and http//www.gamespot.com/games
pot/features/video/hov/
5History of Computer Games
Not too much. (Is Pinball a computer game ?)
6History of Computer Games
Computer Game Webster-Dictionary.com A
game played against a computer
7History of Computer Games
Lets change the definition to A game
controlled by an electronic device and we
get the first known computer game
8History of Computer Games
The name as creative as the game seems exciting
today Tennis for two (1958)
9History of Computer Games
The creator, the worlds first computer game
programmer(?), described as a
chain-smoking,fun-loving character and
self-confessed pinball player (http//www.design
boom.com/eng/education/pong.html)
10History of Computer Games
and also a scientist at Brookhaven National
Laboratory, a US nuclear research lab in Upton,
New York William S. Higinbotham
11History of Computer Games
- Invented in an effort to keep visitors to the
Brookhaven National Laboratories in New York from
being bored - table-tennis-like game that is displayed on an
oscilloscope - No CPU, all discrete circuits (analog)
- Believing that he hasn't invented anything,
Higinbotham doesn't patent the device
12History of Computer Games
A bit more sophisticated Spacewar! (1962)
13History of Computer Games
The programmers a group of hard core computer
nerds at MIT calling themselves the tech model
railroad club Wayne Witanen and J. Martin
Graetz,along with 25 year-old Steve Russell as
main programmer, they develop the idea to pit two
spaceships with limited fuel supplies against
each other in a missile duel.
14History of Computer Games
- The Hardware
- DEC PDP-1
- Worlds first transistor based computer
- Output Device small round monitor that can
display up to 12 characters per line - Size like refrigerator
- Cost 120.000
15History of Computer Games
spacewar! wasnt patented either, its game
concept is one of the most copied concepts ever
(asteroids etc.)
16History of Computer Games
The first REAL computer game console The
Magnavox Odyssey (1972)
17History of Computer Games
The Inventor Another tech freak Ralph Baer
18History of Computer Games
- The Hardware
- No CPU, no memory
- Discrete Circuits
19History of Computer Games
- Games on cartridges, which actually were jumpers,
which means you need just a little piece of metal
to copy these games, lucky days for hackers !
20History of Computer Games
- Input Device paddles (analog !)
21History of Computer Games
- Graphics Stunning !
- The Odyssey only generates white dots or blocks
on the television. - To give the games some sort of setting, plastic
screens (overlays) are stuck to the television
using static cling.
22History of Computer Games
- Eleven different overlays came with the Odyssey,
in two sizes each. The smaller set was for
18-inch to 21-inch screens, the larger set fit
23-inch to 25-inch screens. - Included overlays were for Tennis, Football,
and the best known Simon Says. Also Table
Tennis, which did not use an overlay.
23History of Computer Games
The Arcade Nolan Bushnell, the Zeus of the
videogame industry, becomes convinced of the
commercial viability of a videogamelike
'spacewar', if only the system that ran it could
be scaled down from universitymainframes and
into a more reasonably compact version. he begins
an eight yearodyssey to do just that produce an
arcade version of 'spacewar'.
24History of Computer Games
The Result Nutting Associates
Computer Space
25History of Computer Games
1972 Bushnell co-founded the ATARI corporation,
first game PONG
26History of Computer Games
- 1975 Pong becomes Home TV based game
- in 1974 atari employees propose a home version of
'pong',able to be hooked up to any tv set. - in 1975 they cut a deal to sell the system under
the sears tele-games label. the order is for
150,000 units - bushnell has nowhere near the facilities to
produce thatmany in the time sears wants them,
so he taps a venture capitalist for a 10 million
line-of-credit to expand. by christmas, atari's
US100 home 'pong' console becomes sears biggest
selling item, with reports of people waiting
outside stores for hours to get one. - dozens of manufacturers swarm out with myriad
versions of home 'pong games. almost all of
these machines are based on the new
'pong-on-a-chip' circuit developed by general
instruments (here comes the big industry !).
27History of Computer Games
- Some more names
- in 1972 Steve Jobs becomes an Atari employee.
- Jobs starts sneaking his good friend Steve
Wozniak into the factory after hours for long
playing marathons on the arcade machines. - N. Bushnell wants the young Jobs to put together
the hardware for 'breakout', yet another
variation on 'pong. The game sports a black and
white display, utilizing the old pre -1980
colored overlays on the screen to simulate color.
28History of Computer Games
- S. Wozniak builds the machine 1976. The wayhis
computer designs would introduce color to the
worldof personal computers stems directly from
his work on thearcade game. - he uses his version of basic language to
manipulate hiscomputer version of 'breakout',
and is amazed how powerfula tool software is in
creating games. - later jobs approaches boss bushnell with the idea
that ataricould produce the computer but with
the new home 'pong'unit and looming financial
problems already on his plate,bushnell passes on
the project.jobs leaves atari soon after, and he
helps himself to someelectronics that eventually
end up integrated into the prototypecomputer woz
and jobs create under the auspices of their
newlyfounded APPLE computer company.
29History of Computer Games
End of part I of the historical overview
30Breakout
Lets go back to 1982 Your task Design
Breakout (on which machine ?)
31Spectrum
Hardware Sinclair Spectrum 16K
32Spectrum
33Spectrum
Copy from Sinclair Promotion Brochure Profession
al power . . . more capacity . . . personal
computer price! The power of the Sinclair ZX
Spectrum comes from a new 16K BASIC ROM . So, in
addition to the features of the ZX81, the ZX
Spectrum gives you a full 8 colours, a sound
generator, high-resolution graphics and many
other features - including the facility to
support separate datafiles. The storage
capacity of any computer is governed by the
amount of RAM. The ZX Spectrum comes in two
versions - with 16K, or a really massive 48K, of
RAM. Yet even the 48K RAM version costs only 175
compared to 125 for the 16K RAM model.
34Spectrum
Copy from Sinclair Promotion Brochure A growing
system Your ZX Spectrum comes with a mains
adaptor, all the necessary leads to connect to
most cassette recorders and TVs (colour or black
and white), and two manuals. If you're new to
computing, you'll find both manuals of immense
help. Together, they represent a course in
BASIC programming from first principles to
advanced techniques. But if you already have
experience of computers, you can skip much of the
groundwork, and move straight into the colourful
world of ZX Spectrum professional-level
computing.
35Spectrum
Lets have a closer look at these promising
machine full 8 colors well, 2 out of 8
colors per 8x8 block of pixels. Screen
resolution 256 128 What does this mean for
the graphics ?
36Spectrum
Some images of Spectrum games
37Spectrum
38Spectrum
39Spectrum
40Spectrum
41Spectrum
42Spectrum
43Spectrum
Theres a JAVA spectrum emulator
at http//www.spectrum.lovely.net/
44Spectrum
Back to the promises Sound generator a
beeper, directly connected to an I/O port of the
CPU What does that mean for sound design ?
45Spectrum
The sounds on the spectrum tell stories about
the creativity of programmers, thats for sure.
46Spectrum
The next promise Massive 48k The first games
had to be designed for 16K, since the basic
machine just had 16K. This includes the graphics
screen, being 7K alone. What does this mean for
the game design ?
47Spectrum
another promise mass storage its a tape
recorder. Not even a floppy disc. Game design ?
48Spectrum
The final promise BASIC Thats a language
not being especially useful for games. It had to
be kicked out of the machine.
49Spectrum
Before we think about Technics and
Design lets first have a look at different game
genres.
50 Game Genres
51Genres
ADVENTURES
52Genres
- Adventure Games cast the player as the
protagonist of a story in which the player
participates - Solving of puzzles, finding various artifacts
- Sub-genres
- Textbased
- Graphical
- Action
53Genres
- Textbased Adventures
- First adventures
- Typical use of verb-noun phraser
- Earliest titles Hunt the Wumpus (G. Yob, 1972,
Basic Game) and Adventure (W. Crowther, 1972)
54Genres
Hunt the Wumpus Essentially, you're wandering
through a network of numbered caves, looking for
the Wumpus when it's nearby, you'll smell it,
and you can try to kill it by shooting into one
of the caves that's near you. If you wander into
the same cave as the Wumpus, you die. Other
hazards include bats--which pick you up and dump
you somewhere else--and pits, which kill
you. source code !
55Genres
or ZORK (1981)
56Genres
Hybrid Text / Graphic The Hobbit
(1982) spectrum emulator
57Genres
- Graphic Adventure
- Graphical (point and click) Interface
- Introduced by Sierra Onlines Kings Quest 1984
- Lucas Arts Maniac Mansion 1987
58Genres
Kings Quest I (by Roberta Williams)
59Genres
- Action Adventure
- The only commercially successfully remaining
action genre - Reflex Based as well as puzzle solving
- Most prominent The Legend of Zelda, Nintendo,
1986 (US 1987 on NES)
60Genres
Legend of Zelda, NES 1987
61Genres
Legend of Zelda The Wind Waker, Game Cube 2004
62Genres
- Educational Games
- Attempt to teach the user using the game as a
vehicle - Mostly target young users
- Growing market !
- can also teach programming on a very high though
entertaining level, e.g. Robot Wars - Best known Carmen Sandiego
63Genres
- Example Alpha Beth 1985
- PLAY
64Genres
- Fighting (Beatem Up)
- Emphasize on one-on-one combat between (two)
players - Usually focus on martial arts
- Usually as dramatic and physically impossible as
comical - Sophisticated interfaces !
- Early title Way of the exploding fist,
Melbourne House 1985 PLAY!
65Genres
Way of the exploding fist, Melbourne House
1985, Sinclair Spectrum Version
66Genres
Mortal Combat Deadly Alliance, Midway,2002,
XBOX
67Genres
- First Person Shooter
- Emphasize shooting and combat from a specific
perspective, most of them place player behind
hand/weapon - Tend to be scaringly violent
- 3D effect is usually enhanced by 3D-sound
- Most prominent DOOM, Quake, HALO
- First title
68Genres
- SPASIM, 1974
- Space Simulation
- 3D 32 person network multiplayer game
- Written for Champaign Urbana University of
Illinois PLATO network - The PLATO system had hundreds of plasma panel
terminals (512512 graphics displays) around the
US with 1200bps connections into a CDC Cyber 6400
mainframe
69Genres
70Genres
- Rescue on Fractalus
- Activision,1986, Spectrum Version
71Genres
72Genres
- HALO
- Xbox,Bungie Studios,2001
73Genres
- FPS introduced a new technique to game
programming 3D engines, independent from game
rules, logic and final graphics are utilized for
multiple games - FPS are the most controversive games, due to
their realism and violence, e.g. the Columbine
Highschool Shooting was put in connection with
them - The combination of AI, real time graphics,
physical modelling makes them the most
sophisticated programs the gaming area
74Genres
- MMOGs
- (Massive Multiplayer Online Games)
- Subscription based virtual worlds for thousands
of players to interact together - Titles Ultima Online, Everquest etc.
75Genres
Everquest
76Genres
- Platform Games
- Probably the best known genre, the computer
game - Running, jumping etc. on 2D or 3D platform
- Side-scrollers, usually (2d) from a side
perspective. - Most prominent Mario Brothers, Donkey Kong, Lode
Runner, Sonic,
77Genres
Jumpman 1983, ATARI 400
78Genres
Donkey Kong Nintendo, 1981
79Genres
Mario Bros Nintendo, 1983
80Genres
Super Mario Bros Nintendo, 1985
81Genres
Mission Elevator Micro Partner/Magic Bytes 1986
82Genres
Mission Elevator (Graphics by Bettina Wiedner)
83Genres
Donkey Kong Country 2 Game Cube, 2003
84Genres
Super Mario Sunshine Nintendo Game Cube, 2002
85Genres
- PUZZLE Games
- Require the gamer to solve logic puzzles or
navigate complex locations such as mazes. - Genre crosses frequently with adventure and
educational games - Titles Tetris, Sokoban, Boulderdash,
86Genres
Tetris 1985 Alexey Pazhitnov, Vadim Gerasimov
87Genres
Boulderdash 1987 Databyte
88Genres
- RACING GAMES
- Place player in the driver seat of vehicle
- Emerging in early 80s
- Extremely popular
- Various input devices
- Titles OutRun, MarioKart,
89Genres
OutRun SEGA, 1986
90Genres
MarioKart Double Dash Nintendo, 2004
91Genres
- Role Playing
- Player acts as adventurer who specializes in
certain skills - Emerged from board (pencilpaper) role playing
games - Usually science fiction or fantasy setting
- Titles Ultima, Diablo,
92Genres
- ULTIMA 1
- 1980
- Written in basic
- 3000 lines of code
- Memory takes less than one texture in current
version
93Genres
ULTIMA 1, 1980
94Genres
ULTIMA 9, 1999
95Genres
- Fixed Shooters
- The classic 2D shooters
- Space Invaders, Galaga, R-Type,
96Genres
Space Invaders Galaga
97Genres
- Simulation
- Aim to simulate a specific activity (e.g. flying
an airplane / running a company) as realistically
as possible - Usually time consuming to play, huge manuals etc.
- Titles Little Comp. People, MS Flight Sim., The
Sims, Medieval,Warcraft, - The SIMS is the most popular game ever !
98Genres
Little Computer People Activision, 1985, C64
99Genres
The SIMS Bill Wright,Maxis, 2000
100Genres
Sports Sports simulation, of course.
101Genres
Winter Games EPYX, 1983,C64
102Genres
- Strategy
- Focus on careful planning and skillful resource
management - Thinking games
- Often turn based
- Usually war strategy
- Titles M.U.L.E., Civilization, War Craft,
103Genres
M.U.L.E EA, 1983
104Genres
- Civilization 1
- Sid Meier, Microprose,1991, DOS
105Genres
- WarCraft III
- Blizzard, 2003, PC
106Genres
- Traditional
- Board Games
- Card Games
- ETC
107Genres
- Requirements of Genres
- Hardware
- Computational power
- Graphical abilities (color, resolution)
- Graphic. comp. Power (Co-processing graphic
cards) - Memory
- Sound
- Input / output devices
108Genres
- Software
- AI
- Physical Modelling
- Sophisticated Data Structures
109Genres
- Design
- Story
- Playability
- User Interface
- Realism
110Genres
AD T AD G AD A Edu FIGHT FPS MMOG PLATF PUZZLE RACING RPG FXDSH SIM SPORTS STRAT TRAD
Comp. power
Graphic. abilities
Graphic. Comp. power
Memory
Sound
Special I/O devices
AI
Physical Modelling
Sophisticated Data Structures
Story
User Interface
Realism
X X X X X X X X X
X X X X X X X X X X X X
X X X X X X X
X X X X X X
X X X X X X X
X X X X X
X X X X X X X X ?
X X X X X X
X X X X X X X ?
X X X X X
X X X X X X X X X X X X X X X X X
X X X X X X
X X X X X X X X X X X X X X X X ?
PLAYABILITY
111Genres
Which genre is the easiest to design and program
112Genres
and who is involved in the design process ?
113Genres
- Game design
- Programmer
- Program Design
- Visual Design
- Audio Design
- Storyline
- Business Management
114Genres
In the early days Usually a one man/woman show.
The most charming games are those where the
programmer also made the graphics
115Genres
Today Break down every little aspect of game
design until you have highly specialized people.
116Game Industry
Some numbers out of the world of the Game
Industry (source www.gamasutra.com)
117Game Industry
- Mission Elevator
- Publisher Magic Bytes
- Number of full-time developers 0
- Number of part-time developers 3
- Length of development 14 months
- Release date 1985
- Target platform Amstrad CPC, C64
- Development hardware Amstrad CPC, C64
- Development software used Paper and Pencil,
selfmade assembling help, some BASIC tools - Project size 48kB
- Budget 10.000 (for conversion to diff. Systems)
118Game Industry
- Grand Monster Slam
- Publisher Magic Bytes/Rainbow Arts
- Number of full-time developers 6
- Number of part-time developers 1
- Length of development 8 months
- Release date 1989
- Target platform AMIGA, ATARI ST, C64
- Development hardware proprietary ATARI ST
connected to AMIGA - Development software used Graphic Tools, SEKA
Assembler - Project size 4MB
- Budget 100.000
119Game Industry
- SPLINTER CELL
- Publisher Ubi Soft
- Number of full-time developers 76
- Number of contractors18
- Length of development 5 months
- Release date March 28, 2003
- Target platform PlayStation 2
- Development hardware PS2 dev tools, PCs avg.
- Athlon dual 1800
- Development software used Unreal Warfare, Code
Warrior, 3D Max, Photoshop, Ubi's animation
tools, Optpix, Microsoft Visual SourceSafe - Project size 3.47GB
- Budget ?
120Game Industry
- STAR WARS Rogue Leader
- Publisher Lucas Arts Entertainment
- Number of full-time developers 30
- Number of contractors 2
- Estimated budget 3.5 million
- Length of development 9 months
- Release date November 8, 2001
- Platform Nintendo Gamecube
- Development hardware used GDEV 1GHz PC,
running Windows 2000 - Development software used SN Systems for
Gamecube, Slickedit, Maya - Notable technologies MusyX 2.0
- Project size 14.2MB of source in 859 files,
in-game source data 6.4GB in 10,075 files
121Game Industry
- DIABLO 2
- Publisher Blizzard Entertainment
- Full-Time Developers 40
- Length of Development 3 years.
- Release Date June 28, 2000.
- Platforms PC and Macintosh.
- Hardware Used Typical programmer workstation
500 MHz Pentium II running Windows NT with 128MB
RAM and 9GB hard drive. Typical artist
workstation dual 500 MHz Pentium IIs running
Windows NT with 256MB RAM and 14GB hard drive. - Software Used 3D Studio Max, Photoshop,
Microsoft Developer Studio/Visual Studio and
SourceSafe
122Game Industry
- DIABLO 2
- From Diablo2 what went wrong
- (http//www.gamasutra.com/features/20001025/schaef
er_03.htm) - We developed the original Diablo with almost no
proprietary tools at all. We cut out all the
background tiles by hand and used commercial
software to process the character art. Spells and
monsters were balanced by verbal estimates ("Hey,
lets make the lightning about ten percent
weaker."). Diablo II's vastly increased scale
required much better tools, and we made some, but
not enough.
123Game Industry
124Game Industry
- Salary Survey 2003
- (from GAME DEVELOPER Magazine)
- websourcehttp//www.gamasutra.com/features/200402
11/olsen_01.shtml - Questioning among GAME DEVELOPER subscribers
- About 2750 responses used for survey
- Excluded lt10.000, gt300.000
125Game Industry
Programming
126Game Industry
Art Animation
127Game Industry
Game Design
128Genres
Technical Challenges TODAY
129Genres
The game industry seems to feed the demand for
REALISTIC games only. Reality ? What is that ?
130Genres
Lets call this effect Cinema Envy
131Genres
Lets call this effect Cinema Envy It causes
the need for correct physical simulation,
utilizing science and especially math to the
highest possible degree. instead of creativity
and esprit pedantry and accuracy
132Genres
Some examples of techniques behind games today
133Genres
Example 1 Terrain Generation
134Genres
Since the level of detail and the diversity of
the environments the games are set in, hand drawn
techniques are impossible. Environments are
either scanned, hence direct copies of existing
environments, or computed, e.g. by Fractal
Models
135FRACTAL LANDSCAPES
136What ?
What are we talking about ?
137What ?
Heightfield Terrain A 2D grid system of height
values, defining a 3d landscape
138What ?
Fractal extremely irregular curves or shapes
for which any suitably chosen part is similar in
shape to a given larger or smaller part when
magnified or reduced to the same size Main
characteristic Self Similarity
139What ?
Self Similarity
140What ?
Self Identity Von Koch Snowflake
141Fractals
Von Koch Snowflake It makes sense to define its
dimensionality BETWEEN one and two !
142Fractals
Since we only want to use fractals, lets go
straight to algorithms Algorithms for Random
Fractals
143Fractals
We will use MIDPOINT DISPLACEMENT
144Fractals
A 1D example to draw a mountain Start with a
single horizontal line segment. Repeat for a
sufficiently large number of times Repeat
over each line segment in the scene Find the
midpoint of the line segment. Displace the
midpoint in Y by a random amount. Reduce the
range for random numbers.
145Fractals
Result
146Fractals
Result
147Fractals
Extension to 2 dimensions The Diamond
Square Algorithm (by Fournier, Fussel,
Carpenter)
148Fractals
Data Structure Square Grid
149Diamond Square
The basic idea Start with an empty 2D array of
points. To make it easy, it should be square, and
the dimension should be a power of two, plus one
(e.g. 33x33). Set the four corner points to the
same height value. You've got a square.
150Diamond Square
This is the starting-point for the iterative
subdivision routine, which is in two steps
The diamond step Take the square of four
points, generate a random value at the square
midpoint, where the two diagonals meet. The
midpoint value is calculated by averaging the
four corner values, plus a random amount. This
gives you diamonds when you have multiple squares
arranged in a grid.
151Diamond Square
Step 2 The square step Taking each diamond of
four points, generate a random value at the
center of the diamond. Calculate the midpoint
value by averaging the corner values, plus a
random amount generated in the same range as used
for the diamond step. This gives you squares
again.
152Diamond Square
This is done repeatedly, but the next pass is
different from the previous one in two ways.
First, there are now four squares instead of one.
Second, and this is main point the range for
generating random numbers has been reduced by a
scaling factor r, e.g. r 1/4 (remember the
fractal dimension ?)
153Diamond Square
Again
154Diamond Square
Some steps taken from http//www.gameprogrammer.c
om/fractal.htmlmidpoint
155Diamond Square
156Diamond Square
157Technical Challenges Today
Example 2 Collision Detection
158Genres
Technical Challenges Today
159What ?
The problem The search for intersecting
planes of different 3D models in a scene.
Collision Detection is an important problem in
fields like computer animation, virtual reality
and game programming.
160Intro
The problem can be defined as if, where and
when two objects intersect.
161Bounding Volumes
Idea Bounding Volumes Reduce complexity of
collision computation by substitution of the
(complex) original object with a simpler object
containing the original one.
162Bounding Volumes
163Bounding Volumes
Part 2 Collision on different
scales Hierarchies
164Hierarchies
Idea To achieve higher exactness in collision
detection, build a multiscale BV representation
of the object
165Hierarchies
166Hierarchies
167Hierarchies
168Hierarchies
169Hierarchies
170Technical Challenges
The biggest challenge AI
171Technical Challenges
The question about AI is the question about the
linearity of storylines. The topic Fully
pre-programmed behaviour of computer controlled
actors (static scripting) vs. dynamic rule driven
program control. Current games have a mix with
surprising effects !
172AI The Game of Life
Game programming and creation of life affecting
software is about to join. Topics Robotics and
Simulation
173Game-AI, Robots and the Real World
174What ?
Especially in Game AI, the boundary between pure
gaming and real world applications is very fuzzy.
175What ?
The following will give one example for an AI
topic that is can be used in classical gaming,
i.e. virtual worlds, but then makes the step to
gaming in the real world (whatever that is !) to
finally have a serious application far away from
gaming !
176Classical Gaming
- The SOAR Quakebot
- (John Laird, University of Michigan)
- Human Like expert computer player designed to
play Quake II deathmatch - Main goal simulation of human behaviour in
games - Adding anticipation to classical AI behaviour
- Built on SOAR, best to be described as AI
engine
177Classical Gaming
Soar Quakebot Interface
- Soar reasoning code runs on a separate computer
- Socket I/O code communicates perceptions and
actions between the game and Soar
Game Computer
Soar Reasoning Computer
178Classical Gaming
- SOAR controls a single player
- The perceptual information and motor commands
available to the bot are similar to those
available to a human - To navigate a level, the bot explores it building
a map based on range data to the walls
179Real World Games
Where do we need realistic behaviour in gaming
? In real world gaming, of course.
180Real World Games
Example ROBOCUP Soccer
181Real World Games
182Real World Games
183Real World Games
184Real World Games
185Real World Games
Or a bit more serious ROBOCUP Rescue The
attempt to build (autonomous) robots to rescue
humans
186Real World Games
The NIST Test Arenas (National Institute of
Standards and Technology)
187Real World Games
188Real World Games
The Orange Arena
189Real World Games
The Red Arena
190Real World Games
The scoring system of the game of rescue
191Real World Application
Its not a game robots deployed at the world
trade center after 9/11
192Real World Application
- WTC
- Robots were non autonomous
- Problem limited view of camera makes it hard to
operate - Automatic map building is crucial to operate
robots and to memorize path to victims even if
robot is not autonomous !
193Real World
Map building to play the game , the
environment must be percepted in an appropriate
way. The robots now adopt to our world, no
artificial environments needed. The boundary
between the worlds gets fuzzy
194Final questions
Some questions to think and discuss
195Questions
What was / is the driving force in game design
? Which topic in game design do the technical
limitations affect most ? Did games today
overcome the limitations ? Storylines did/do
they enable or limit the players imagination
? Who was / is in control of the game ? The
Player ? What is / was the degree of freedom in
storylines ? Which dimensionality do they have
? Does game playing enhance your imagination ?
Your quality of life? Does game design enhance
your life ? Is technical progress needed for
that, or does technical progress even limit the
imagination ? What is needed today to have
good game design ?