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Craig Reynolds on Crowds and Emergent Teamwork

This past January, Craig Reynolds from Sony’s research group in Foster City gave a presentation at UC Santa Cruz on current challenges in creating computational crowds, especially those where the members of the crowd are cooperating to perform some task. A video of the talk can be viewed here:

https://slugtube.soe.ucsc.edu/play-video.php?ID=1072

As a contrast to the recent talk by Mark Henne from Pixar, this talk focused on the underlying algorithmic difficulty of creating the desired algorithmic behavior. Mark’s talk focused more on how to integrate behavior into an existing pipeline, and challenges with ensuring the filmmakers retained artistic control over the procedurally generated scene.

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Games for girls segment on Today show

This segment on the Today show, aired June 18, 2009, talks about how the games industry is increasingly focusing on girls and women in game creation and marketing. While the segment has its cringeworthy moments (floating talking head in a video game world, ew!), it mostly provides a good overview of current industry thinking about designing and marketing games for girls and women. Interviews with women on the floor of GDC are generally very good.

My daughter Tatum is shown in the segment (she’s in the light blue top with brown straps). She was invited up to Ubisoft in San Francisco for an afternoon during GDC for the taping of the segment. They were great hosts!

When Tatum was interviewed her about her favorite games for the Nintendo DS, one of her answers was Electroplankton. I was so proud. Needless to say, that wasn’t the right answer, and they didn’t show that in the segment. While the segment talks about the fashion designer game, the girls were generally more interested in the games about virtual pets.

A touching moment came after the camera crew had left, when Morgan, the Frag Doll interviewed in the segment, talked to the girls. She was super genuine about her interest in video games, and wanting the girls to know you could be a serious female gamer. She also touched briefly on her difficulty being accepted as a girl gamer growing up. That was great. Then she gave each of the girls their own Frag Doll t-shirt, which they loved. Tatum’s Mom was less enthusiastic.

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Game Designers Design Players Too

A sketch for a cute little dungeon crawl

A sketch for a "cute little dungeon crawl"

I’ve got a whole philosophy of game design I’m sitting on here, but today I’d like to share just one little provocative tidbit: game designers design players too.

Imagine you thinking through the design of some cute little dungeon crawl.  You are going to have caverns connected by twisty passages, a hero/jerk who is capable of slaying roaming monsters/bunnies, and some inventory to hold potions and loot/bling.  This isn’t a complete design, its just a setting and maybe a sketch for some rules saying how objects in the game world might interact.  In conversation, you might follow up this description with a little story showing the rules in action (and filling in some interaction details): the hero starts at the mouth of the dungeon, she continues down a hall to a room with a large hatch, while gathering some loose coins she encounters the feeble but unfriendly monster, after slaying Skormo she descends past the hatch into a pit and encounters Multhar on patrol…

Yeah, this little narrative is the start of a play trace (or user story if you like).  I wouldn’t make the claim that you always invent play traces for you games (sometimes coherent traces don’t emerge until play testing), but I will claim that part your primitive idea included a pile of expectations that describes how a player intersecting your idea will act.  You knew that the player would attack Skormo right after it proved hostile, you knew she wouldn’t try to add the monster’s corpse to her inventory and then immediately try to use it like a potion, and you knew the hero wouldn’t just hang out at the dungeon’s exit — its just common sense.  Well, you didn’t really know, the player could probably do all of those silly things in the completed version of your game, but your design told you what to expect.

Call it a pile of expectations, call it a “player model”, call it what you will.  Can you think of any coherent game design that didn’t come with a “player” in this sense?

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You Have To Mine The Ore

Here’s a nice, simple game prototype that explores the core movement, inventory, and timing mechanics of Motherload that took just 10 minutes to design and 60 minutes to program using our new design tool.  Rather, this is the half of a nice, simple game prototype that supports human play testing, but there is more to it than that.

Why make a relatively crude approximation to an awesome game?  Well, we we’re really more interesting in testing the capabilities of our new system called BIPED which provides computational support for play testing game sketches.  The system aims to provide equal support for human play testing (the traditional kind where you and your friends poke at a program with graphics and sound, having your fluffy emotional reactions and stuff) and machine play testing (the kind where the computer pokes at your game’s formal rules with theorem provers and laser beams and reveals exploits and speed runs). Read More »

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Splinter Cell: Chaos Theory’s Knife Edge

Chaos Theory looks great even now, mainly due to its strong filter effects

Chaos Theory looks great even now, mainly due to its strong filter effects

Spurred on by the delicious gameplay for Splinter Cell: Conviction at E3, as well as somehow managing to contract a cold in the Californian summertime, I found myself downloading Splinter Cell: Chaos Theory from the Xbox Originals service. I expected to be underwhelmed by the graphics, as it’s often easy to let graphical fidelity get in the way of a play experience (for those unconvinced, I dare you to try and play Final Fantasy VII again!).

I am pleasantly surprised to say I am wrong: this game remains a great, thrilling experience.

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Mark Henne talk at UCSC

On Friday, May 29, 2009, Mark Henne from Pixar came to UCSC and gave a talk on crowds in the movie Wall-E. You can watch the video here:

https://slugtube.soe.ucsc.edu/play-video.php?ID=1070

I was impressed by the complexity of the AI underlying the characters that comprise the crowds, another reminder of just how complex seemingly simple real-world behaviors can be. I was also struck by how the entire process was optimized to ensure that the artists could, if desired, take a single character from a crowd and manually change its look and behavior. This is consistent with the entire filmmaking process at Pixar, which is optimized for complete artistic control over the end product. Games, in contrast, are much more willing to accept the limitations of the game engine being used.

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