Title: Computer Game Design Class
1Computer Game Design Class
- Sources
- www.wikipedia.org
- www.gamespot.com
- My own
Disclaimer I use these notes as a guide rather
than a comprehensive coverage of the topic. They
are neither a substitute for attending the
lectures nor for reading the assigned material
2A Brief History of Research on Game AI at Lehigh
3Research on AI Computer Games at Lehigh
Alexandra Coman Ulit Jaidee Dustin
Dannenhauer Giulio Finestrali Seth T.
Denburg Nicholas E. Roessler Nick Wuensch
Pete Biencourt Matthew Kilgore
Steven R. Stinson Matthew Mitchell
Aaron Battalion Todd Fisher Hai
Hoang Stephen Lee-Urban Marc Ponsen Megan
Vasta Chad Hogg Joe Souto
Kit Ming Chang Frank Cremen John Gerace Ben
Mautner Chris Olsisnki Jarret Raim Justin
Karneeb Kellen Guillespie Matt Dilts
http//www.cse.lehigh.edu/munoz
4The Origins
- Long term interest on Games
- 2002 Aaron Battalion Todd Fisher wanted to do
an Ind. Study on Game stuff - 2003 First Installation of Unreal Tournament
Bots at Lehigh
5First Steps 2003
- Kit Ming Chang report on Age of Empires
Rule-Based System CLIPS - Frank Cremen, Ben Mautner and Chris Olsisnki
build Poker game - http//www.cse.lehigh.edu/7Emunoz/projects/AIGame
s/poker-web/LUPoker.html - Small grant from NRL on game (military
simulation-related) research
6Continuation - 2004
- Exploratory paper on hierarchical explanation in
games - Exploratory paper on using hierarchical planning
for controlling a team of Unreal Tournament bots - First class Game Programming at Lehigh
- Graduate-level course
- Exploratory grant from DARPA on game (military
simulation-related) research
7Expansion - 2005
- Paper on using hierarchical planning for
controlling a team of Unreal Tournament bots in
the First International Conference on Artificial
Intelligence and Interactive Digital
Entertainment - Work on translation of gaming language to AI
languages - Paper on Reinforcement Learning in Real Time
Strategy Games (at Innovative Applications of AI
conference) - Grant from DARPA on game (military
simulation-related) research - Donation from Poker Academy
- http//press.arrivenet.com/tec/article.php/59371
4.html - AI Game Programming course taught for the second
time - Undergraduate (senior) level and graduate level
8Expansion II 2006 - 2008
- Chapter appeared AI Game Programming Wisdom 3 on
hierarchical planning for controlling a team of
Unreal Tournament bots - First time Game Design Class is taught
- Grants from different sources involving game
research - Cognitive study on how fun is affected by game
difficulty
9Today
- Over 30 articles, book chapters and conference
papers on the topic of Game AI - Continuous work on this area 6 MS thesis over
the last years. Some topics - Learning to play in a turn-based RPG game
- Learning to play in a team-based first-person
shooter - Mimicking players actions
- Game design and AI Game Programing taught 4
times - PC of main conference in the field (AIIDEE since
its inception) and Associate Editor in main
journal (IEEE Transactions of Computational
Intelligence and AI in Games)
10Myths About Computer Game Design
Myth 1 Computers have to play as good as
possible
Myth 2 Only programmers can design computer
games
Myth 3 Succesful games need deep storylines
Myth 4 Computer graphics make a game
11Myth 1 Computers have to play as good as
possible
You know what is an attack Kung Fu style?
- Only 2 enemies are attacking at any point of time
- The other appear busy
- Same idea is implemented in many games
http//www.youtube.com/watch?v-aTbfxwdYQo
12Caveat
- But sloppy Game AI programming can lead to player
frustration - http//www.youtube.com/watch?vDWQuDDYq-2w
13Myth 2 Only programmers can design computer
games
- In the old times it was like that
- Modern tools allow the design of AI behavior
without need of a computer programmer
Attack
E
D
E
Wander
E
E
Spawn
D
14Myth 3 Successful games need deep Storylines
15Myth 3 Successful games need deep Storylines
(II)
Storyline "Murderous aliens have landed in
futuristic Los Angeles, and humans suddenly find
themselves atop the endangered species list. The
odds are a million-to-one, just the way Duke
likes it!"
- Duke Nukem 3d
- Released in 1996
- Crude humor
- That's gotta hurt
- Simplistic and predictable storyline
- http//www.youtube.com/watch?vH6JcZv3wPuU
16Caveat
- Some games are memorable not only because of
solid gameplay but also strong storylines
17Myth 4 Computer graphics make a game
- Game 2
- 2D graphics
- Turn-based
- Graphics highlight Lead designer appears in the
game - Roles a dice to decide who wins combat
- Game 1
- Top-notch (for its time) 3D Graphics
- Real-time
- Dinosaurs!
- beautiful people
- Realistic physics encoded in game
18Game 1 some screenshots
19Game 2 Screenshot
20Myth 4 Computer graphics make a game
- Game 2
- Civilization II
- Gamespot.com score 9.2/10
- Graphics are functional
- Considered one of the best games of all time
- http//www.youtube.com/watch?vreaROufQ0Pkfeature
related
- Game 1
- Trespasser (PC version)
- Gamespot.com score 3.9/10
- Graphics grew old pretty quickly
- http//www.youtube.com/watch?vsBRfPrCU0fofeature
related
21Ok So What is a Good Computer Game Design?
- We dont know
- No easy answer
- So no recipe for creating good games
- We know that many (most?) games developed fail
because of inadequate design - Strong evidence that gameplay mechanics have a
crucial role in the success of a game - Civilization
- Diablo
- World of Warcraft
- Heroes of Might and Magic
- We are going to study a model inspired by
cognitive science and other fields. - We may not agree completely with this model. But
provides a good base for discussion into a
complex topic
22Computer Game Design Class
Narrative - storyline
Game mechanics rules of play
class
Concept art
sound
graphics
23Computer Game Design Class
- Designing/programming games is not a game
- URL of the course http//www.cse.lehigh.edu/muno
z/ComputerGameDesignClass/ - Text book
- Rules of Play Game Design Fundamentals
- Author Katie Salen and Eric Zimmerman
- Optional text book
- Game Design Theory Practice
- Author Richard Rouse III
- Available electronically in campus computers
- Additional reading
- The Art of Game Design A book of lenses
- Author Jesse Schell
24Students Work (I)
- Written examinations
- 2 tests (20 each)
- A final exam (35 cumulative)
- Material for evaluations
- Classes
- Chapters covered from text books
- In class we will typically cover only part of a
chapter - You are responsible for the whole chapter
- Strongly suggest that you read as we cover the
topics - Other work
- Design project (15)
- Homework assignments (10)
- Attendance to class is required
- This is after all an elective course
25Student Work (II)
- Design Project
- Select a game of your choice
- Write a document (10-15 pages) analyzing its
design according o the methodology studied in the
course - Class presentation of the design
- Groups of 2 or 3 people
- Optional (extra-credit)
- Class presentation about a topic of your choice
- Creation of a new game (groups of 2 or 3 people)
- This may exempt you from the Final Exam. Most
students end up taking this option