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Multiplayer Interactive Game

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0% found this document useful (0 votes)
26 views46 pages

Multiplayer Interactive Game

Nothing

Uploaded by

rajchaudhary8733
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Multiplayer Interactive Game

for a Multi-touch Surface


Mandar N. Sarnaik
Interaction Design (2008-2010)
IDC, IIT Bombay

Project Guide Prof. Uday A.


Athavankar
Project Co-guide Prof. Phani Tetali
Initial idea of the project
To understand & Enjoy

> World of Computer Games

> Design behind a Computer Game

> Game software

> Future Trends in Gaming


Process
Ideation
Understanding computer games
User Study
Ideation / Brainstorming
Design Decision & Focus
Ideation
Freezing the idea
Idea Development
Game design
Ideation
Hardware
Software
GDD
Prototyping / Proof of concept
Testing
Process
Understanding computer
I games
User Study
d Design Decision & Focus
e Freezing the idea
Idea Development
a Game design
t Hardware
Software
i Prototyping / Proof of concept
Testing
o GDD
n
Ideation
Constant Ideation !

Ideas to Concepts

Simultaneous ideation and


development considering
the gameplay, hardware
setup, rules, no. of players,
age groups, etc…
Primary Research/User Studies
To understand
> Computer Games
> Why do people play Computer Games?

> Playing different Computer Games


> Contextual Inquiry
> Observing Players and their play habits
> Study of gaming websites / online games
> Visits to gaming arcades
> Future trends in Gaming
Playing Computer Games
I played different computer games like CS,
AOE, NFS, Simcity, Casual Flash Games,
Art Games, Online Games, Farmville

> Different types of games


> Input methods (hardware, interaction)
> Output (feedback, interface)
> Rules
> Software logic and intelligence
> Audio-visuals
Contextual Inquiry
Semi-structured interviews + Gamer 1 21 years Engineering student
observation
Gamer 2 27 years PG student
> What do you do? (demographics) Gamer 3 23 years PG student
> Games you have played since childhood… (exposure to games) Gamer 4 24 years Engineer (working)

> What are your favourite games? (user choice) Gamer 5 20 years Engineering student

> Do you like Simcity[1] (inclination towards strategic thinking) Gamer 6 14 years School going kid
Gamer 7 23 years PG student
> How much time do you play every day? (play habits)
24 years
> Why do you play games? (reasons for playing games) Gamer 8 PG student
(Female)
> Do you like to play alone? (social interaction / multiplayer games)
Gamer 9 28 years Scientist
> Have you played in gaming parlours / arcades?
Gamer 10 11 years School going kid
(effect of hardware on gaming.) Gamer 11 42 years Hawker
> Do you play board games? Gamer 12 19 years B.Com. student
Observing Play Habits
What excites the players?
Moments of excitement
Concentration levels with respect to
various games

Artefacts (Mobile phones, PS3-Game


Player, PC/Mouse/Headphones, Bean
bags, Table-chair)
LAN Gaming (Hostels, Gaming Parlours)
Arcades 2 visits (Short activities, unique
hardware, group activities, public places)
Study of Gaming Websites
Thousands of gaming websites

Millions of games online

Game Reviews

‐ game categories
‐ types of games people play most
‐ trends in playing online games
‐ how are games reviewed (criteria for
reviewing)
Current and Future trends
Visits to gaming parlours

Nintendo Wii

Microsoft Surface

iPhone

XBOX Kinect
Findings
A Taxonomy of Computer Games
-Chris Crawford
(The Art of Computer Game Design)
Game
Categories SKILL-AND-ACTION GAMES
Combat Games
Balance of Cerebral Maze Games
and Physical Sports Games
Fighting Games Paddle Games
Race Games
Action (FPS) Puzzles Miscellaneous Games
Adventure Flash Games, Casual
Strategy STRATEGY GAMES
Online games Adventures
RPGs (Story based,
Experiential) MMORPGs D&D Games
Wargames
Simulation Arcade games Games of Chance
Experiential Console based games Educational and Children’s Games
Planning Interpersonal Games
Special hardware http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html (1 of
Sports games 16) [7/12/2000 1:34:28 PM]
Findings Contextual Inquiry
Initiation into the world Choice of games Time spent in playing
of gaming computer games
Circle of friends:
TV video games on rent > gaming Discussions, At home most parents
parlours > PC > Laptops > Mobile Phones gratification limit the time

At hostels many tend to


Gaming is addictive. Exposure | Availability play for long hours.
Youngsters are very
Realistic animation and Working professionals like
gritty and want to finish sounds effects are more short games or play for
the game asap to prove appreciated and popular short durations.
themselves.
Conditioning in the Mobile games are a good
world of Computer time killer, they can be
Any new technology Games is an important resumed as and when one
creates a new wave. factor. is free.
Findings Contextual Inquiry
Social interaction, board They recalled having gone They remember the
games in groups / with parents experiences; the people
to malls or funfairs and vividly and also have
Almost all gamers liked
played such games. many stories associated
arcade games because
with playing board games.
these games were short
When asked about board
and the hardware was
more ‘direct’.
games, most players Playing social and
recall playing them during board games are
summer holidays or with highly memorable
Performing in front of relatives. Many gamers
the many people in these recalled playing cards
activities. The
public places gave them a where everybody in the memories of people
feeling of victory and family - young or old, are probably stronger
acknowledgement. played. than an event in a
computer game.
Findings Contextual Inquiry
6 out of the 8 intensive gamers A few said that they ‘liked to play
said that they liked without any disturbances, with full
multiplayer games and playing concentration’. The apparent
games on LAN in their hostels reasons are slow players taking their
or in gaming parlours. own time to master the game.

The enjoyed defeating and Some players liked exploring the


then teasing a real person games apart from the mission they
more than defeating a were supposed to do.
computer.

‘Play’ the basis of all games is Some people like to play with
enjoyed more when it is a games !
multi-player activity. E.g.
Sports.
Findings General Observations
Based on Individuals’ choice of Computer Games highlights
games /favourite games
Playing different games, depends upon Personal space and enjoy on
contextual inquiry, own’s own. No running after
observing the play habits someone to play with.
Peer group
of players, study of
gaming websites / online Customisation possible.
Exposure to games Flexibility.
games

Age High sensory appeal through


Readings on game design
audio and visuals. Fantasy.
Habits
Role playing. Virtual
experience of unusual
Inherent nature and activities.
sensibilities
Stories, missions rendered
Findings General Observations
Based on Interactivity in Gratification
computer games
Playing different games, By gaining control over the
contextual inquiry, Computing power for controls, by becoming skilled
observing the play habits and expert, there is a feeling
time-keeping, record-
of players, study of of achievement.
keeping and updating
gaming websites / online
games Records of high-scores, ‘hall of
Instantaneous feedback to
fame’ are motivators.
player actions
Readings on game design
Chance to restart and forget
Interface is constantly in
errors/failures.
action

Rules get obeyed


automatically
Findings General Observations
Based on Good Computer Games Gameplay and audio-
visual experience
Playing different games, Have interfaces with
contextual inquiry, metaphors to show A very common gameplay can be
points/health and resources. made into a famous game by adding
observing the play habits
Some games have themes and high quality audio-visual experience.
of players, study of missions;. e.g. FPS games: CS and Max Payne.
gaming websites / online
games Some games have abstract Games like chess have a very strong
elements which primarily gameplay and hence almost
don’t negligible audio-visual experience is
Readings on game design required.
mean anything but their
behaviors are understood over
a period of time by A balance of gameplay and audio-
visuals is observed in Age of
exploration.
Empires.
‘Frustrating games’
e.g. www.towlr.com New hardware or new way of
Findings Two or more players play against each
other
Single player against the computer;
computer does the thinking and
processing of events and actions
Manual processing, results etc. Computer can process results faster and
forecast the opponent’s moves
Comparison No feeling of playing against an actual
opponent.
No limit to creativity and new methods Computer plays based on rules
and styles of play
Fun in board games is derived not only Partly possible in multiplayer LAN games
out of playing the game but also out of / online games.
the interactions that the players have
with themselves

A major reason why we play games is Mostly played alone


because we like to play it with our
friends/with a particular friend, at a
particular place, sitting together
comfortably
Comments, analogies players attach to Legal mischief possible to a a very less
the game degree
mechanics, remarks on a particular
players’ style, etc. make it a fun
experience.
Design Direction
Realisation

Computer Games are By changing players’ -game participants


interactive experiences way of interacting with e.g. number of players,
games, new types of different roles given to
By changing the themes games could be made. different players
and no. of variables, spectators
new games are made -game hardware
e.g. input methods, ‐ game interactions
Good production and sitting arrangement, e.g. input methods,
high quality audio-visual hardware manipulation natural interfaces,
experience are time and methods gesture/speech
‘skilled-resource’ recognition, etc.
intensive.
Design Brief
A game that would combine the advantages
of board and computer games

A game facilitating natural input methods

A game that would boost player-player


interaction, player-spectator interactions
Game Idea
Hardware Multi-touch Surface

Multiplayer game (2 or more)

No role play.
Let players play themselves

Exploiting multi-touch

Skill & Strategy.

Social Interaction
Game Ideation
Idea 1: Play with Circles
Game Ideation
Idea 2: Play with Numbers & Colours

2 + 4 = 6

To meet a target
BODMAS Rule | Multi-drag | Colour theory
Game Ideation
Idea 3: Vocabulary Games

To make words by grabbing letters and


putting them together to form a word.

Limited pool of alphabets,


Plan and pick a letter, etc.
Game Ideation
Idea 4: Thinking, strategy games

Pick up sticks and make uni-colour ladder


by replacing members in the
mix-coloured ladders.
Game Ideation
Idea 5: Colour theory games

Colour strands flying.

Combine them and


complete the gradient.
Paper Prototype
Cardboard cut-outs

Table

Throw = Pop-up

Multi-grab to save
time, etc.
Paper Prototype
Initial testing using
paper prototype
indicated that the
action of capturing
balls popping up in an
area common to all
players was very
exciting and gave
an adrenaline
rush.

Playable.
Speed of Play
Speed of play inversely
proportional to the strategic
thinking required

The general nature intended was a


fun, fast-paced game
demanding quick decision
making.
Final Game
..\Prototyping\idea1circle.swf

Demo of prototype
Social
Interaction
Social Interaction
Testing
Playability

Fun

Social Interaction

Game Evaluation
Criteria

Duration of play
Testing

Playability

Fun

Social
Interaction
Factors that define the degree of
gameness
Game Ability to attract repeat play Strong. Very addictive.
Evaluatio Degree of Entertainment and Fun High. Adrenaline rush. Fast paced
n Criteria Why? mental and physical activity.
Degree of socialisation
1. Between players High
2. Between players and High
spectators
Level of ‘play’ interaction
1. Between players High
2. Between teams High
Conflict: Does opponent’s decision Yes. Average.
affect the first player? How much?

Due to conflict / co-operation? Conflict / co-operation


Level of education due to the High: Indirect (agility, hand eye co-
game ordination, reflexes, decision
Direct / Indirect making)
Balance of play based Risk and Pay-off A player may choose to play so, wait
on players decision but score more. But risk of losing a
Game circle !
Basis of play innovation 1 - large extent
Evaluatio 1. Player’s action 2 – not much
n Criteria 2. Graphics
3. Uncertainity
3 - moderate
4 - highest
4. New hardware or combination
Degree of problem solving challenge 1 - large extent: Hand-eye co-ordn.,
1. Skill based reflexes, judgement of the hardware
2. Intellect based 2 - after a few initial minutes:
ARTICULATE the challenge pattern and rules decoding, finding
ways to score more
Balance of luck and/or strategy Equal

Appeal of fantasy, nostalgia Good – reminds of board games /


arcade games / sports.
Degree of playfulness 1 - HIGH
1. Activity based 2 - HIGH
2. Manipulations based 3 - MODERATE
3. Legal mischief based
Degree of control over choice in board Good: Players can move around and
Ability to hold interest Short time but repetetive
1. Long time 2. Short time
Game Fluctuation of tension High: throughout : Gradually
1. Early game increases.
Evaluatio 2. Mid game End is a mad rush.
n Criteria 3. End game
Control on pace of the game No control

Potential of frustrating opponent High. Legal mischief and by scoring


more. Verbal intimidation.
Possibility of player becoming an Both ways
expert
1. With practice
2. With intellect
Learnability Quick. Though there are no rules
told.
Easy to follow the score? Very easy. Direct score board.

Watchability? What will spectators do? High. Spectators cheer / participate /


decode rules.
How age specific? No age limit. Scope of mutual
agreement between players of
Interpretability of players’ nature and Yes. Infact players count on that
profile through this play while playing.
Game Ability to generate variations Very high. Themes could be added.
1. Structural variations Educational versions.
Evaluatio 2. Graphic variations Hardware variations: Single touch
n Criteria screens, mobile phones.
Ability to generate levels in the game. Below average.

Easy testability No. Hardware dependant.

How busy are the players during the All players busy. Even spectators are
play? busy.
Location and hardware specific? Highly specific. Large hardware set-
1. Easy to carry? up.
2. Easy to play in train?
3. On the bus stop? Public / semi-public places like malls,
resorts, clubs, schools, arcades.
Ease with which Physically impaired NOT SUITABLE FOR Visually impaired
can play this game… Speech/Aural impaired can play.
Is all the hardware essential always? -NA-
Redundant play pieces?
Interface
How to play?

When advanced levels


are added.

Through Audio/
animation and
temporary pop-ups.

All in all: Only


essentials.
Opportunities

Public
Semi-public places

Schools

Mobile game
Prototyping
Touch surface

LED-LP 3D Schematic created in SecondLife FTIR schematic diagram depicting the bare minimum of parts
SOURCE: Pg. no. 18, Multi-Touch Technologies, NUI Group Authors, needed for a FTIR setup.
1st edition [Community Release]: May 2009 SOURCE: Pg. no. 9, Multi-Touch Technologies, NUI Group
Authors,
Prototyping
Software Touch surface Touch surface

Workflow
CCV

Frontend Tangible UI Object


protocol (TUIO)

FlosC (UDP to
TCP)

Blob detection to gesture recognition framework


outline SOURCE: Pg. no. 33, Multi-Touch Technologies, NUI Flash & AS3
Group Authors,
1st edition [Community Release]: May 2009
Thank You !
Acknowledgements
My guides Prof. Uday A. Athavankar, Prof. Phani Tetali

Prof. Ravi Poovaiah, Prof. Anirudha Joshi

Kumar Ahir, Arun Nagargoje (IDC Alumni)

My batchmates at IDC.

Wonderful resources on the internet. NUI group.

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