Joseph Mauriello

: / Parsons D&T Thesis

: : An Exploration in Dynamic games and user infered narrative

Thursday, October 23, 2008

Model Case: Passage:








Jason Rohrer’s Passage is a very simple game. The game is short, it lasts five minutes, but often has an emotional impact on people who play it. The game abstracts a lifetime into a five-minute journey through a landscape. As a player you have very few choices, and the choices you do make have very little effect on the final outcome. Knowing this doesn’t change the emotional response. Reactions on forums was mixed but some had the same emotional response I had, others didn’t. It was described by one poster as “Haunting. Also seemingly one of those things without much discernible meaning beyond what you infer yourself.”1 I was very interested in the emotional responses the game causes in players and I wanted to get a record. I developed a survey to be filled out before and after the game was played.

Several of my questions referred to inferring narrative. I got some interesting feed back but nothing specific. This could have been due to the way I asked the question or the nature of the game. During my own play experience I found myself deriving myriad stories about how a life might unfold. The survey may be found in appendix A.

1.Mewd : http://www.gamespite.net/talkingtime/showthread.php?t=2457

Model Case: Flow in games


http://intihuatani.usc.edu/cloud/flowing/
Flow’s creator Jenova Chen aimed to create a game that closely matched the principles of "Flow." A concept described by Mihaly Csikszentmihalyi in his book Flow: The Psychology of Optimal Experience. Flow is the mental state of operation in which the person is fully immersed in what he or she is doing by a feeling of energized focus, full involvement, and success in the process of the activity (from Wikipedia). This was Jenova Chen's goal in making Flow. Flow is a simple game. The player pilots the fluid movements of a worm, the worm eats other creatures in order to evolve. Levels are stacked vertically and exist as two-dimensional planes. Each level has one red and one blue object, in addition to myriad creatures swimming with you, eating these will bring you to a high or lower level respectively.

A player does not have to meet any particular objective in order to progress through the levels, they merely have to eat the red objects, however in doing this the player would miss the most rewarding aspect of the game. As a player eats other organisms the worm evolves, adding segments decoration and wings. Each time the game is played the worm evolves differently depending on which organisms are eaten when. The game is more about the journey than the destination; in this way it embodies Mihaly's principals of flow.

Enemies are placed at random throughout a level. As mentioned about levels are stacked, the next level can actually be seen ghosted below the players worm giving a glimpse of what is on the level below. Some levels have enemies, some enemies are very large, watching one swim under up on the level below can be ominous.



I am particularly interested in the subtle narratives that arise as the player navigates the levels and evolves their worm. Each time a player may choose to play the game different results are yielded. The fun comes from the game unfolding as it is played. These are aspects I want to embody in my thesis project.

Tutorials I am working with

This is a running list of all the tutorials I have used while making this project.

XML loading of level arrays:
http://www.emanueleferonato.com/2007/05/21/how-to-load-levels-in-a-flash-tile-based-game/
Platformer Tutorial:
http://www.emanueleferonato.com/2007/07/03/creation-of-a-platform-game-with-flash-step-1/

Thesis Assumptions


From: http://hikingthecarolinas.com

A thesis seems to be a huge monolithic endeavor. Like climbing a mountain or digging a deep hole in search of treasure. It is to be a culmination of my interests and skills. It's an intimidating process. I assume baby steps. I assume criticism. I assume I will have a hard time communicating my concepts some of the time. At some point I assume as I climb the ever steepening foothills I'll reach a point where the incline will exponentially increase. I assume at this point I will become frustrated, I'll probably flounder and generally be miserable. I assume that at this point I'll either find an alternate root or I'll find the hand and foot holds needed to climb the flat face. I assume I'll waste time. I'll get much better at what I want to do. I assume I won't get the result that I have in mind right now. I assume that I will gain invaluable insight from instructors and my peers. I don't assume that I will succeed, but I will make sure that I do.

Friday, September 12, 2008

thinking 9-12-08

I spent most of my time this week refining my concept. At the end of last week I had a lot of ideas of what I would like to build but I didn't know what the final form would be. I spent a lot of my time over the summer looking at games that let the player derive meaning from the system. I had an understanding of how these precedents would guide my project but not the form my project would take. I spent this week finding those conclusions.

This week I build several simple games with the intent to improve my Actionscript programming skills, In an attempt to refine and prove the validity of the concept of dynamically generating varied and interesting results from a simple set of rules I used processing to create an experiment on creating complexity. In order to refine my concept and inform what I was building as I moved forward I wrote on the topics of variety in games and methods of procedurally generating levels. Each of these prototypes centered on the goals of Concept Verification and Implementation/Production.

I built simple games in Flash with my main focus on learning how a game is structured. My current programming skills afford me the ability to create functionality but I don't have the experience necessary to structure a complex program such that games are. A software program does more than execute functionality; it provides the user with a framework to operate in; within the context of a game this structure is called the "Game Loop". The game loop accounts for any interaction that occurs after the game has been initialized, including functionality, scoring, win conditions etc, and finally the ending screen that feeds the player back into the pre-game interaction. The games I produced were an exercise in creating the components of this loop and structuring them in such a way that they could be extended.

I found a new major resource in Katie Salen and Eric Zimmerman's "Rules of Play". This week I read the "Systems" chapter and the "Emergent Games" chapter. This reading effected my prototyping and informed my writing by giving me depth of understanding in complexity and games as systems. I did experiments in complexity in an effort to begin thinking about the algorithms that would eventually produce levels. The complexity experiments were of limited success I wasn't able to create even an analogy of the algorithms that would produce levels however the experiments are something I plan on continuing to help progress my thinking.

I have included my writing below:

I have realized that I should describe my project from a different point of view. I plan to make a 2D side scrolling platforming game with levels that generate dynamically based on player performance and decisions. Traditionally Platformers have simple narratives that play themselves out through world themes and simple cut scenes. The game I make will follow in this tradition however the level themes and the cut scenes will be generated dynamically based on user performance and decisions. The main focus of this thesis is technical. Randomly generated level design is always a dicey proposition. Without the hand of a designer guiding the production levels can become monotonous and disorganized, lacking flow and an organized structure. I can see several ways to solve these problems. The first comes through research the second comes through untested assumption.

1. randomly generate levels from terrain chunks and features. This is the method utilized in Dino Run and to a less successful degree in Infinite Mario. Part of the reason this method works so well in Dino Run is the nature of the game play experience. Dino Run is a fast paced game, you must save your Dino from the apocalypse by running as fast as possible, to the right. The game play does not promote lingering or wandering. This provides a forgiving canvas for the random level generator.
Another reason Dino Run works is that the terrain features are well designed. Each level has it's own distinct set of features. For instance a particular level might have a brontosaurus bridge or a tar pit with scattered rocks. These features are not made of discreet objects they are large chucks of designed terrain. They provide a designed experience for the player to navigate. These features are placed randomly in a level amongst smaller more generic terrain pieces.

The benefits of the approach of using terrain chunks is that it is easy to control...

2. Other method is similar but leaves more up to the engine. In this version I would provide the engine with granular level elements; platforms, enemies, items, in combination with distinct rules. Platforms maybe no further than X pixels apart, there may be no more than X number of items and they should be spaced X distance from one another. This is similar to the method employed by "Infinite Mario." Here the results are incredibly varied but also completely random. Random is often uninteresting, this is proven in "Infinite Mario." After only a few levels of play, the game becomes tedious and boring, there is very little variation from one level to the next because there is no pacing, no guiding hand. To remedy this I would need to develop an algorithm that would guide the pacing of each level. The

benefit of this approach is more variation.

This lead me to think further about my project and it gave me a new direction. I wrote this paragraph as a result:

I propose to create a game with a built in editor that will sit inside of a dynamic and ever expanding narrative. The editor will initially be built as a tool for me to use to develop a game concept that I have been developing for some time. The editor will allow users to add chapters to an ever growing story. The story is flexible and may branch in myriad directions. The editor will allow players to add to the story line, inset pieces of the story to provide finer detail or branch off in a completely new direction.

My writing expanded the possibilities of what I the final form my thesis project might take. I will continue

Saturday, August 30, 2008

Look and Feel Prototype:


Ah, the Jesrey Shore

I have developed a few characters and a basic story structure that could be the structure of a dynamic narrative. The story framework I’d like to use as a base is one that I have been working for a long time. It involves two character, Beppo a human, and Üter a talking car. The story takes place on the New Jersey Turnpike with all of it's dense industrial and urban complexity.

Below, some artwork that describes the look and feel that I envision for the game. The scenery is from the Mother released on the SNES the characters are my own design. Beppo borrows from two of my all time favorite characters, Mario and Mega Man (Rock Man in Japan).


Üter is based on a 1976 BMW 2002.


Imagine this is somewhere like jersey city or Newark (not New York).


Typical Suburban Jersey Town.


This is in there too, somewhere...


Sunday, August 24, 2008

Passage Survey

After playing Passage a few times I wanted to see what emotional responses others might have. I devised this survey and sent it around. The survey is below.

Before you play:

how much gaming experience do you have?

what are your favorite types of games?

What games have you spent the most time playing?

Have you spent anytime playing action or role playing games?

have you played passage before?


Post play:
Briefly state your general feelings towards this game. (did you like it?)

Did this game elicit an emotional response?

If yes can you rate your emotional response according to intensity on a scale from 1 to 5 one being none 5 being very intense?

Can you identify what caused this response?

Do you have any criticism about the game?


Post play multiple plays:
Did you infer a narrative from your experiences?

Can you briefly describe some of the narratives you can think of?