tools and langages to model the interaction of a game.

1 Apr 2008 - 8:46am
8 years ago
6 replies
1874 reads
edson rufino de...
2008

hi folks,

i am new in this discussion list, and i am sorry if the question i
will post is old or already discussed.

we are starting the design of a rpg game, and we need model all the
present possibilities in terms of interaction to make decisions about
development and game possibilities, considering a complex interactive
system like a game.

i want to know if anyone could suggest best possibilities in terms of
languages and tools to model this type of interaction.

thank you! best regards,

--
edson rufino de souza
especialista em acessibilidade digital
tel: +55-21-86301300

Comments

1 Apr 2008 - 9:49am
Jeff Howard
2004

Hi Edson,

I'd explore Raph Koster's research. I think he covered this in one
of his presentations a few years ago::

http://www.theoryoffun.com/grammar/gdc2005.htm

// jeff

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1 Apr 2008 - 9:18pm
Itamar Medeiros
2006

Thanks, Jeff, for the link: great stuff!

Since "Design Patterns" are such a hype now, I've recently read a
paper that talks about "Game Design Patterns"
(http://www.tii.se/play/publications/2003/gamedesignpatterns.pdf).
Might worth it to take a look.

...

{ Itamar Medeiros } Information Designer
designing clear, understandable communication by
caring to structure, context, and presentation
of data and information

website ::: http://designative.info/
mobile ::: 86 13671503252
skype ::: designative

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2 Apr 2008 - 10:40am
Tim Makoid
2008

You should definitely check out the research that Bungie and Microsoft
did for Halo 3, where they used one of the most advanced testing labs
ever created to get as much information on every aspect of the game
they could. They monitored users facial expressions during play, they
monitored how long it took for users to complete tasks, they spoke
with users on set intervals to find out reactions, and they even used
a custom built program that mapped out where users where located in
the game map at different time intervals to see if they were
proceeding in the virtual world as hoped. When large groups of users
would cluster in areas that were not in the right direction, they
would put hints on the map to move them in the right direction.

Bungie's goal is to try and "divine the golden mean of fun" which
is basically the well known concept of flow. Games should be easy
enough at first so that the user is not frustrated and can learn
easily to have a fun state of flow. The trick is to then make the
game very gradually become harder so that as the persons level of
expertise increases, so does the difficulty. The "golden mean of
fun" refers to keeping the user in between boredom and frustration,
at the perfect center.

Another interesting thing they find is that the most common problem
users have with video games is starting over from a save point after
a long journey. Users commonly reported that it was to frustrating in
many games to have to do all the easy, but time consuming, stuff every
time a boss or a hard group of enemies, kills you. In the Halo series,
the game designers have made it priority that any time you encounter a
large battle with a boss or group of enemies, the save points should
be just before and just after, so beating it once allows you to
continue, and dying means only that your restarting the battle.
Battles are also kept short, it is the difficulty that changes.

Theres alot of interesting information there, and I am only skimming
the surface. Unfortunately, we do not all have Microsoft's budget
and the best usability labs in the world, but alot of their findings
can help us all in design.

Heres the link:
http://www.wired.com/gaming/virtualworlds/magazine/15-09/ff_halo

Tim Makoid

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3 Apr 2008 - 3:46pm
edson rufino de...
2008

hi folks,

thank you by your great contributions! they will be too much
important in our project.

best regards,

--
edson rufino de souza
design & accessibility
tel: +55-21-86301300

8 Apr 2008 - 10:50am
Jarod Tang
2007

maybe you more care about interactive story telling instead of common
interaction design practice, if so, the following book may help you:

http://www.amazon.com/Chris-Crawford-Interactive-Storytelling-Riders/dp/0321278909

Cheers
-- Jarod

On Tue, Apr 1, 2008 at 9:46 PM, edson rufino de souza
<edson.rufino at gmail.com> wrote:
> hi folks,
>
> i am new in this discussion list, and i am sorry if the question i
> will post is old or already discussed.
>
> we are starting the design of a rpg game, and we need model all the
> present possibilities in terms of interaction to make decisions about
> development and game possibilities, considering a complex interactive
> system like a game.
>
> i want to know if anyone could suggest best possibilities in terms of
> languages and tools to model this type of interaction.
>
> thank you! best regards,
>
> --
> edson rufino de souza
> especialista em acessibilidade digital
> tel: +55-21-86301300
> ________________________________________________________________
> Welcome to the Interaction Design Association (IxDA)!
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--
Designing for better life style.

http://jarodtang.spaces.live.com/
http://jarodtang.blogspot.com

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