Title: Professional and ethical issues in game design
1Professional and ethical issues in game design
2Objectives of lecture
- Recap elements of good game design
- Understand research issues in video game design
- Appreciate good research methods
- Documenting the game design
3Objective -- Describe the objective of the game.
- If the objective is simply "get as many points
as possible," then state it so. But if the
objective is "rescue the princess," then that's
another matter. In either case, give as much
detail as possible to aid the reader in having
some basis in understanding the rest of the
design document as he reads on. What is the
player's goal and why would they want to
accomplish it? Gameplay -- Describe the way the
game works, from beginning to end. After
powering up (or booting), is there a title
screen, what does it look like, is there an
options screen, what are the choices, is there an
animated sequence, can it be bypassed and how...
4Background Story
- If applicable, tell the story of the game that
leads into the beginning of the game, and tell
the story that unfolds during gameplay, if any
(in the case of a puzzle game like SHANGHAI, for
instance, this is probably unnecessary -- but it
would be necessary for something like ALIENS VS.
PREDATOR). What is the tone? What is the basic
narrative? What is the "heart" of the story? Is
it a linear story? Then, when the game begins,
we see our hero appear in a scene. Describe the
scene and what happens next. If nothing happens
until the user does something, describe what the
user's options are and what happens as a result
of all possible actions. Keep in mind that most
games to some extent are controlled by the user.
The hero doesn't automatically do anything the
user, when playing the game optimally, might
cause the hero to do such-and-such an act, which
would cause the computer-controlled enemy to do
this, and the user's options are to do X and Y...
5II. DETAILED GAME DESCRIPTION
- Basic Concept -- What is the "high concept" of
the game? Describe the A.I. of the
computerized opponent(s), if any. It is sometimes
helpful to write a "walkthrough" of the game to
further enhance the reader's ability to visualise
the game. What is the planned interface? What
is the planned perspective (1st person vs. 3rd
person)? What is the basic interactive
structure? (e.g. Chapters vs. Great Middle
Section, Levels, etc.). What is the "heart" of
the gameplay? (e.g. speed, actions, style,
continuous, turnbased, etc.? How does
multi-player work? How difficult is the game?
How long will it take the average player to
complete?
6III. OTHER ASPECTS OF THE PRODUCT DESIGN
- Characters -- List and describe the characters
in the game, if any. Tell something about their
personalities and capabilities, and how they act
in the game. Who does the player play?
Single/multi player? Are there other key
characters? License Exploitation -- If the
characters are based on a license (such as in
ALIENS VS. PREDATOR), provide some discussion of
how the licensed characters will exploit the
popular features of the license. World --
Describe the scene(s) in which the action takes
place, if applicable. In the case of an adventure
game (such as LEATHER GODDESSES OF PHOBOS 2), the
design document should probably be organized
primarily by location, showing all characters and
objects there, and indicating what events occur
there. If locations in the game can be visited in
any order, then list them in either the optimum
order or in the order one might visit them if
traveling in the simplest path. Controls --
Describe the user interface.
7How does the user cause all game actions to occur?
- In the case of a cartridge game, describe all
uses of the buttons on the controller. In the
case of a computer game, describe which
peripherals the game supports and how they are
used to accomplish all game actions. Describe
the on-screen interface (if there is a score and
a life gauge... if there is an inventory icon and
dialogue choices...), and how it works.
Describe all menus in detail, and chart out the
"shell" structure. Onscreen text messages are
also part of the interface -- if not detailing
all onscreen messages in this document, describe
in general terms what they will be like.
Graphics -- Describe the general style of the
graphics. In the case of a game with multiple
graphics modes, tell which one will be used.
Whenever there are other games or products to
which the reader can refer for a feel of the
graphics style, it's a good idea to mention it.
8Research into video games and violence
- There is very little research on the positive
aspects of video or computer games - Why?
- The following study demonstrates some of the
issues and also shows good research methodology
9Richard Coyne Mindless repetition Learning from
computer games Design Studies Volume 24, Issue
3 , May 2003, Pages 199-212
- Conservative moralists so often see this
revisiting of ethical issues (about displays of
violent and erotic imagery, or the amplification
of materialism) as a progressive liberalisation,
a loosening of standards. - But on closer examination, insofar as there is a
liberalisation it constitutes a developing
recognition of the complex play between value
systems, institutions, socio-political contexts,
the roles of the mass media and the culture of
the contemporary video game generation. - It is also a recognition of the play element in
human affairs, and in design
10What makes video games effective?
- (1) a clear goal almost all video games are
goal-oriented that is, they have a clear and
specific goal that children must try to reach
(e.g. capturing the princess, reaching a
destination), - (2) adequate level of complexity, not too low but
not too high well-designed games are highly
challenging and are rarely totally mastered, - (3) high speed most video games have a much
faster speed than traditional mechanical games,
11Beyond Nintendo design and assessment of
educational video games for first and second
grade students
- Ricardo Rosas , , a, Miguel Nussbaumb, Patricio
Cumsillea, Vladimir Marianovb, Mónica Correaa,
Patricia Floresa, Valeska Graua, Francisca
Lagosa, Ximena Lópeza, Verónica Lópeza, Patricio
Rodriguezb and Marcela Salinasa
Computers Education Volume 40, Issue 1 ,
January 2003, Pages 71-94
12- The main objective of this study was to evaluate
the effects of the introduction of educational
videogames into the classroom, on learning,
motivation, and classroom dynamics. These effects
were studied using a sample of 1274 students from
economically disadvantaged schools in Chile
13continued
- (4) incorporated instructions in most video
games, children understand instructions while
playing the game and do not need to read
instructions, - (5) independence from physical laws video games
normally do not follow the physical laws of the
universe objects can fly, spin, change shape or
color as they please, and - (6) holding power they capture players'
attention and continue to do so as the game
builds a microworld with its own rules and
regulations (Malone Provenzo and Turkle).
14Motivation
- Students were more motivated to learn when using
video games - In general, children from all EG classes reported
that the gaming time seemed for them too short.
Teachers shared this opinion, and reported that
the games turned out to be so motivating that
students developed a greater interest in learning
and even a higher motivation in attending school
itself.
15Conclusion to study
- Table 5. Analysis of variance for posttest math,
with pretest math as a covariate - Plt0.01. MATHPREPretest Math
GROUPIntervention Group EGExperimental group
ICInternal control ECExternal control. - the type of intervention had a significant effect
on posttest Math scores, controlling for pretest
ability. - Planned comparisons showed there was a
significant difference between means for children
in the experimental schools (either experimental
or internal control classes) and the external
control group, but no mean differences were found
between the experimental and internal control
groups.
16Role and impact of imagesresearch Playing Doom
- The effects of exposure to violent video games
on automatic associations with the self were
investigated in a sample of 121 students. Playing
the violent video game Doom led participants to
associate themselves with aggressive traits and
actions on the Implicit Association Test. In
addition, self-reported prior exposure to violent
video games predicted automatic aggressive
self-concept, above and beyond self-reported
aggression. Results suggest that playing violent
video games can lead to the automatic learning
of aggressive self-views.
17- Journal of Adolescence Volume 27, Issue 1 ,
February 2004, Pages 41-52 Video Games and
Public Health Exposure to violent
video games increases automatic aggressiveness - Eric Uhlmann , , a and Jane Swansonb