Title: Systems and Interactivity
1Systems and Interactivity
Assigned readings Chapters 4 5 (Rules of Play
Book)
2Systems Various Definitions
- A group of interrelated elements forming a
complex whole (biological systems) - A functionally related group of elements or
components (computer) - An organized set of ideas or principles
(government) - Commonality of these definitions
- Parts ? Whole
- Is a game a system?
3Elements of a System
- Parts affect one another within an environment
- Forming a pattern that is different from its
parts - Four parts of a system
- Objects
- Attributes (properties)
- Internal relationships
- Environment
- 3 dimensions
- Formal system
- Experiential system
- Cultural system
4Elements of a System
Formal system Experiential system Cultural system
Objects Pieces, board players The whole game
Attributes (properties) Rules moving pieces, win, draw, capture Pieces player controls Designed elements of game (origins)
Internal relationships Actual positions defend, (next slide) Strategic interaction, psychological Game and culture (peon, king)
Environment Actual game play Context of play I am smarter than u! Culture itself movie about Bobby Fisher,
5threat
defend
6Framing Systems
- Hierarchical and interrelated dimensions
- Formal rules are embedded in a system of play
- System of play is embedded in the culture
- This is important
- GTA controversy
- culture or stereotype?
- Fiction or reality?
- Influence behavior?
So designing a game is more than just defining
rules because these rules are experienced with in
a cultural context
7Open and Close Systems
- Closed system no interchange with the
environment - Chess as a formal system
- Open system affects and is affected by
environment - Chess as a cultural system
- We should not forget that once game is
distributed it becomes an open system
8Interactivity
- Person is making choices within a game system
- Which action to take?
- Including not taking an action, this is an action
(people in AI call this no-action and treat it
the same as other actions move). Example? - Action gets a response from gaming system. This
is an interaction - These interactions determine how the game
advances - Actions define the experience
- We want to achieve meaningful play
9Interactivity Definitions
- From the dictionary
- Mutual or reciprocal action or influence
- Act on each other reciprocally
- Common relation between two things
- In this course
- Interaction takes place in a system
- People participate as agents
- Its relational
- It allows direct intervention within a context
- It is iterative
- Trouble When we watch a movie is this
interactive?
What if I press the forward button?
10A Multivalent Model of Interactivity
- Four modes of interactivity
- Cognitive interactivity (interpretive)
- Text adventure games (DD)
- Functional interactivity (utilitarian material
components) - Fonts ok to read?
- Explicit interactivity (participation by making
choices) - Choose to enter or not in a room
- Beyond-the-object interactivity (culture)
- Online community (MUDs)
11Designed Interaction
- Interaction is part of a system
- Rules are provided
- Context for interaction is also provided
- Reciprocal interaction
12Interaction and Choice
- Meaningful play
- In terms of interaction
- Two level of choices
- Micro moment-to-moment choices
- Macro chain of micro-choices to form an
experience - Example tactics versus strategies in an FPS game
Player action ? system outcome
discernable and integrated in larger context
Player choice ? (action ? system outcome)
discernable and integrated in larger context
13Micro versus Macro Example
- Unreal tournament
- Domination game points are scored by
controlling one or more of the maps domination
locations - First team to score pre-determined number of
points wins - Example of
- Micro choice?
- Macro choice?
Domination locations
14Anatomy of Choice Five Crucial Stages
- What happened before the player was given a
choice? - positions of the team mates, owner dom points
- How is the possibility of a choice conveyed to
the player? - Other players, what he views
- How did a player make a choice?
- Move (fires, jump, walk, run) avatar
- What is the result of choice? How affects future
choices? - Choice affects overall system (capture dom
point?) - How are the results of choice conveyed?
- Graphical user interface (including score), sound
15Homework(see E. I didnt forgot!)
- For each of the questions in the previous case,
indicate an example of a game where the question
is not properly answered and as a result there is
a breakdown in meaningful play. - Note read discussion in book to better
understand this.
16No Meaningful Play? Breakdown action? outcome
chain
- These are just some examples of breakdowns.
- Feeling decisions are arbitrary.
- Affects Stage 4 result of choice?
- Example?
- Not knowing what to do next
- Affects Stage 2 How choice is conveyed?
- Example?
17Space of Possibilities
- Game interactivity cannot be evaluated as an
spectator (watching over the shoulder) - Needs to be actually experiencing to analyze the
5 stages - It is still not common practice among many game
developers