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Friday, May 13, 2011

5/13 MMORPG Exercise

1) What is the player experience: PVP MMORPG. All you do is fight other NPC or players 1v1. 

2) What is the nature of interaction within the world? Violence and sociable. 

3) How do players communicate? There is a chat box on the bottom left of the screen.

4) How do players socialize? The walk up to each other and talk. You can also invite players to a party.

5) What happens if/when players logout or are dropped from the game? They are pulled out of the game. If you log out thats it. 

6) What do you have to do within the game?You fight players and every win earns you points which are then used to buy upgrades. You also lvl with the experience you gain from winning. 

7) What do you think of the game? It was slow and turn based. But I did enjoy the visuals.





8) take a screen capture of the game and post it here.

5/13 In-Class Exercise

1.) In the game new players would be protected from veteran players by being put in limited areas that only they have access to. In the game much like factions you have to choose to either be a white blood cell or some aspect of the hosts immune system or the virus that infects it. There is a victory condition where one side will completely fend off the opposing force. The host's immunity can either adapt to the virus/bacteria or the virus can evolve into something too lethal and kill the host. 


2.) Think of the game as the immune system or viruses in real life. They are constantly replacing the old with the new. So if an veteran player or player in general decides to quit someone new will take his or her place as either a virus or part of the immune system. There isn't much free will in deciding which side to be on because the game puts you on the side thats lacking either immunity or virus to keep the numbers or players on each faction in a certain balance to prevent a distinguishing victory. (Game never ends). And if it just happens to come to a close thats why you have expansion packs for with a new host and entirely new fight. 


3.) There isn't an individual score for each player but more like an accumulative score. There are advantages to a faction or side having a higher total score leading to more access to different parts of the body allowing for a stronger spread and closer to ending the host. In this sense the game isn't entirely fair to the losing side but we try and balance it by adding or sending the new players to the losing faction. 


4.) If a player decides to disconnect his/her self from the game whether on purpose or connectivity issues wont prevent a virus or white blood cell from coming over and eliminating them from the game. The battle between the human body and invading virus/diseases isn't peaceful, a very hostile place. So the player in essence must feel the hostility in his/her environment. 


5.) In order to prevent players from stalling once combat has been engaged is by allowing a set number of players entering a battle. We set a timer on the players and the penalty for taking to long to make is a move is by allowing the opposite faction to let in reinforcements. The goal would be to end encounters as quick as possible. If not then the opposing side gets reinforcements. This leads to an endless conflict between the two sides. Because someone will always stall mainly because the timer only gets shorter and shorter so at some point someone will make a mistake allowing for opposing reinforcements. It is possible to afk but know it comes at the risk of being wiped out. 


6.) There will be an implemented chat filter for players along with an ignore system. Also theres a mechanic where if a player gets enough votes from the community as a whole they can be voted out of the faction find of like replacing old or bad blood with the new. This will force alliances within the factions as well as a short cut to switching sides if one player decides to leave the faction he was placed in from the beginning. You also can't speak to players in the opposite faction. 


7.)You can't prevent players from opposing sides in communicating. This system in away allows for corruption to occur. People can organize attacks on each other better by having people on the inside. But even when things are organized the host has its own immunity bots that protect vital organs or "major cities" which aren't player controlled like bots that are AI. These are powerful stronger than any individual player could ever be to prevent total annihilation. 

5/6 Cultural Issues Essay

#3.)

 Video games have played a huge role in my life even if I don't become a game designer. A brief insight to my gaming history: started playing when I was around 6 years old. My first console was the super nintendo. The funny thing is the person that introduced me to video games was my dad who hates that I play today. I first played super mario and castlevania. In the beginning I played solely for fun and didn't make much of the games. As I got older I got more critical about the games I played and would critique the games constructively. At this point I realized that I enjoyed the designing aspect of video games. This realization made me want to pursue game design but the closest thing to it at my school was film. I noticed that games had cut scenes and I figured that learning even the cinematic aspect would make me a better game designer in the long run. After learning as much about film as my school had to offer I went to study Film at UCSC. As I got further into film I felt it was limited and didn't create the same emotion one gets from interacting with the game oppose simply watching. UCSC had its own game design BA under the major of computer science. I wasn't sure if I wanted to jump into it because my family wasn't fond of it. I noticed in the media and all over t.v. commercials that games were becoming insanely mainstream. You could find ads everywhere even in movie theaters. So I decided to take a chance and major in game design. Playing video games has made me realize that I am more creative than I ever knew. I am more analytical. Video games have made me view the world as a source of references for everything I can potentially create someday.

Friday, April 29, 2011

Fri 4/29 Design Practice Questions


1. What entities and resources will be in the game? Which resources are made up
of individual entities (such as a resource of airplanes consisting of individual planes
that the computer can track separately) and which are described by mass nouns
(such as water, which cannot be separated into discrete objects)?

2. What unique entities will be in the game?

3. Which entities will actually include other entities as part of their defi nition?
(Remember that an avatar may have an inventory, and an inventory contains
objects.)

4. What attributes describe each of the entities that you have identifi ed? Which
attributes are numeric and which are symbolic?

5. Which entities and resources will be tangible, and which will be intangible?
Will any of them change from one state to another, like the resources in Age of
Empires?

6. What mechanics govern the relationships among the entities? Remember that
any symbolic entity requires mechanics that determine how it can get into each of
its possible states and how other entities interact with each possible state.

7. Are there any global mechanics in the game? What mechanic governs the way
the game changes from mode to mode?

8. For each entity and resource, does it come into the game world at a source, or
does it start off in a game world that does not provide a source for additional entities or resources? If it does come in at a source, what mechanics control the
production rate of the source?

9. For each entity and resource, does it go out of the game world at a drain, or does
it all remain in the game world and never leave? If it does go out at a drain, what
conditions cause it to drain?

10. What conversion processes exist in your world? What trader processes exist? Do
any feedback loops or mutual dependencies exist? What means have you provided
to break or prevent deadlocks?

11. Can your game get into a state of equilibrium, static or dynamic? Does it include
any form of decay or entropy that prevents states of equilibrium from forming?

12. How do mechanics create active challenges? Do you need to establish any
mechanics to detect if a challenge has been surmounted?

13. How do mechanics implement actions? For each action that may arrive from the
user interface, how do the core mechanics react?

14. For autonomous entities such as nonplayer characters, what mechanics control
their behavior? What mechanics defi ne their AI?

Fri 4/29 Chapter 10 Exercise


4. Define a mechanic for a trap that harms a character when it detects the character’s
presence and then must wait for a period before it can detect another
character. Document the condition that triggers the trap (the nature of the sensing
mechanism), the character attribute(s) that change when the trap is triggered, and
the length of the reset wait period. Incorporate one or more nonuniform random
numbers to determine the amount of damage done and explain how they are computed.
Indicate what states the trap may be in and what causes it to change from state to state.
Include a vulnerability in the sensing mechanism that could either
(a) set off the trap without harming a character or (b) allow a character to move
within range of the trap’s sensor mechanism without setting it off. (For example, a
pressure-sensor in the fl oor would not go off if the character weighed less than a
certain amount.) Propose a means by which a clever player could exploit this vulnerability to avoid the trap.


The trap is a Magnetic trap. The magnetic trap detects any metals within 7yards or 21ft. Once within range the trap triggers its powerful magnetic field to strip the person of all metal objects including weapons. Once the trap picks up an object it resets leaving a 5sec window before it completely resets. The magnetic force of the trap will inflict 
15% of the players health. The damage is only inflicted if an object is stripped from the player. 15% Damage per item taken away. A huge rise in temperature can cause a malfunction with the trap completely disabling the trap. The temperatures will need to exceed 125 degrees. The outer ring in the picture is the detection range of the magnetic trap. The inner ring is the range in which the magnet can strip you of your weapon and inflict damage. 
(Ignore the labels that say radiation)
The character could just toss a metal device into the detection range to trigger the trap and leaves the player a 5sec window to get past the trap. He/she could also use an item that exceeds 125 degrees to cause a malfunction in the magnetic trap completely disabling it. There is no way to avoid the trigger or the trap once within range. The player can only trick and force a trigger to get by it or disable it all together with something really hot. 

Friday, April 22, 2011

4/22 King of Kong

1.)Extreme competitive behavior. Individualistic.

2.)Most core gamers have a low self-esteem to compensate for lacking in an aspect of their personal life.

3.)Not very valid for establishing world records.

4.)Yes. The nature of the competition was clearly captured in this film.

5.)The Twin Galaxies serves as a way to validate scores giving more value to the records being broken. The gaming communities could easily exist without such organizations.

6.)Music tends to give me a boost while playing games online. The beats of the music tend to energize me and normally get me to perform better.

7.)Gordon means that he's always playing mind games and controlling people. He creates this image of himself and how he wants people to see him.

8.)Its more of a good vs evil. Mitchell plays the bad guy always finding ways to avoid stepping up to face Wiebe. Wiebe on the other hand is always trying to do the right thing and prove himself.

9.)Played it maybe once and lost interest rather quickly