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Game Art and Design

Unit 3 Lesson 6
Categorize Game Theory

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Big Idea
Knowledge of the basic skills and
components of any field makes one
uniquely prepared to perform at a high
level in that area.

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FUN IN GAMES

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Categories of Fun: Physical


Dancing and movement.
The success of the dance category in
arcade games shows the basic need to
have physical fun.
Many games also make good use of
hand-eye coordination.
Players control joysticks and coordinate
keystrokes to achieve a desired result.

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Categories of Fun: Physical

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Categories of Fun: Social


Storytelling taps into the human desire
for social interaction.
Players can experience social interaction
with two-player and multi-player games.
Many online games use a team concept
where teams can work together to solve
a common problem. Example: The Sims.

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Categories of Fun: Social

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Categories of Fun: Multipurpose


These games are a
combination of
physical, social,
and mental fun.

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Categories of Fun: Mental


Improving our mental skills and
intelligence can be fun.
These games are based on the ability to
perceive and use patterns.
The fun comes from the mental
challenge.
Music games fits into this category since
music is a pattern of notes.

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Categories of Fun: Mental

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Fun in Games: Engagement

Activity 3.61: think of an activity that


fits into one of the categories of fun.
Now think of a game for each category.
What is fun? What are some
characteristics of having fun?
How do you feel when you are having
fun?
Are all games fun? Do they need to be?

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FUN: SATISFACTION IN
GAMES
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Fun in Games: Satisfaction


Fun can be accomplished when a player
has a feeling of satisfaction. These
challenges must be beatable to be fun.

Clearing clear up a situation or set of


obstacles such as clearing up blackened
areas to reveal what is underneath.
Collection collect something or complete
a set. Earning points is an example of a
collection.

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Fun in Games: Satisfaction

Creation to build something as in


building a house in Sim City.
Discovery to experience new worlds,
environment, levels, or rules of play,
finding a secret passageway, access code,
or reveal a hidden treasure.
Expectation waiting for a reward like slot
machines or scratch-off lottery tickets.
Experience to do or experience
something they could not do in real life
(i.e., drive a race car or fly into space).

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Fun in Games: Satisfaction

Expression selfdiscovery and to accept


a new identity.
Fantasy use their
imagination.
Fellowship be part of
a team or league.
Goal-completion to
earn a goal and/or
points.

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Fun in Games: Satisfaction

Narrative experience a
drama that unfolds over
time.
Obstacle encounter a
challenge and overcome it.
Sensation experience
new sensations such as
flying an airplane or
climbing a mountain.
Victory compete alone or
as part of a team and
overcome an opponent.

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Fun: Power in Games


Three types of Power a designer can give
to a player in a game include:
1. Manipulative power (Tetris)
2. Creative power (Tycoon games, MineCraft)
3. Destructive power (FPS)

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TYPES OF GAME BY
DECISION
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Games by Decision
1. Games of skill are
usually single-player
games where the
outcome of the game
is solely a result of
player choices.
The player is aware
of the result of every
decision before it is
made.
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Games by Decision
2. Games of choice are
also single player games
where the outcome is
mostly a product of
probability.
3. Games of strategy
involve more than one
player where competition
is the main factor.
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Games of Choice
Decisions under certainty

Player is aware of the probability to win.


For example, rolling a six on a die is a one
in six probability or 17%.

Decisions under uncertainty

The risks or the probability


of the outcomes are
unknown.

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Zero-Sum Games
Use competitive behavior between
players resulting in only one winner.
Each player has a different interest in
the game and both cannot win.
This is a classic win/lose scenario.
Examples include: the childhood game
rock, paper, scissors; chess; checkers;
and most board games.

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Zero-Sum Games
One winner +1 and one loser -1 = 0.
The sum is 0.

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Non-Zero Sum Games


Players neither win nor lose but create a
situation where all can benefit.
One players decision in the game does
not necessarily affect the other players
gain or losses.
The Prisoners Dilemma is a good
example.
The sum is not zero no winner and no
loser.
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Non-Zero Sum Games

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The Decision Tree


Decision trees are
ways to map out
the possible
choices involved in
a game.
The image is the
decision tree for
the rock, paper,
and scissors
game.
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The Decision Tree: Activity


Draw a decision tree
for the prisoner's
dilemma.
Use your Design
Journal.

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SUCCESSFUL GAMES

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What Makes Games Successful?


There are four elements to a games
success related to what players like the
best about games.
A successful game should contain parts
from two or more of the elements:

The Players experience


Challenge and strategy
Immersion
Social experience
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What Makes Games Successful?


1. The Players
Experience

experience a wide range


of emotions.

2. Challenge and
Strategy - provide

cool looking
environments that
provide challenge and
problem solving.
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What Makes Games Successful?


3. Immersion - players enjoy

the mystery and adventure by


exploration through the game
and may lose themselves in
the game.

4. Social Experience -

experience competition,
teamwork, bonding, and
recognition from other
players.

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Designing A Successful Game


Basic game rules help define a game.
If enough of the rules change, then a
new game is created.

Rules generally determine


the basic play of the
game such as turn order,
actions of the players,
and win conditions.

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Designing A Successful Game

Player actions could


include how to spend
resources or move tokens.
Winning might occur when
a certain number of tokens
are obtained, having the
greatest number of tokens
at the end of the game, or
some relationship of game
tokens (as in chess's
checkmate).
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Designing A Successful Game


Explicit rules Sometimes called laws,
are the formal structure in a game.

In non-electric games, rules are written


on the instruction page.
In electronic games, rules are included in
the hardware and the software
constraints of the game.
It is important that the rules are clear
and understandable.

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Designing A Successful Game


Implicit rules -

unwritten, unbinding

rules in a game.
Usually stated at the beginning of a game.
For example, if a player is never found in
hide and seek, a new rule is needed.
Only hide in the front yard could be an
implicit new rule.
Other implicit rules could include
rudeness, damaging the playing pieces,
and others agreed on by the players.

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Examples of Rules
Explicit rules

Implicit rules

In Monopoly
Pass go and collect
200 dollars

In Monopoly
No hitting

In Mario Brothers
Collect coins get
points

In Mario Brothers
No destruction of the
game

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Game Play vs. Play Mechanics


Game mechanics are the set of rules
that provide an enjoyable game play
experience.
What a player does when playing the
game is called game play.
Basically, game play defines what the
game is, while game mechanics
determine what the game consists of.

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Game Play vs. Play Mechanics


Game Mechanics: The goal is for the
user to enjoy the game and be challenged
enough to want to play again.

Some game mechanics have been around


for a long time while others are new and
innovative.
Video games have gone from basic simple
designs (such as Pong) to extremely
complex ones as technology and processing
power have improved.
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Game Play vs. Play Mechanics


Game play of a fighting
or shooting game is to
hit something without
being hit.
Other games have
puzzles to solve, put a
golf ball into a hole, or
complete a line of
patterns.
2011
2014 International Technology and Engineering Educators Association,
STEMCenter for Teaching and Learning

Big Idea
Knowledge of the basic skills and
components of any field makes one
uniquely prepared to perform at a high
level in that area.

2011
2014 International Technology and Engineering Educators Association,
STEMCenter for Teaching and Learning

Game Art and Design


Unit 3 Lesson 5
Categorize Game Theory
Images
clipart, Student images, and Photos by Phyllis Jones

2014 International Technology and Engineering Educators Association,


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