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03/25/22 - Spring 2009 1 Meta-Information: Presentations Giving a talk Writing a game proposal Game History Game Genres

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04/19/23 - Spring 2009 1

Meta-Information: Presentations

Giving a talk Writing a game proposalGame HistoryGame Genres

Spring 2009 2

Giving a Talk

What to say and How to say it Getting through to the audience Visual and Aural aids Question Time

Spring 2009 3

What to say & How to say it

Communicate Key ideas Don’t get bogged down in details Structure your talk Use a Top-Down Approach

Spring 2009 4

The Introduction

Define the problem / issue / thingy Motivate the audience Introduce terminology Discuss earlier work Emphasize your new work contributions Provide a road-map For very short presentations, economize

on this section

Spring 2007 5

The Body

General– Abstract the major results / thoughts /

plans– Explain the significance of the results

Technicalities– Talk about the vital details that make the

general points true Conclusion

– Hindsight is clearer than foresight

Spring 2007 6

Know your audience

Who are they--– The Public?– Scientists?– Computer Scientists?– Computer Scientists in your area?– Classmates?

The more expert or familiar the audience, the more you can focus on details

Spring 2009 7

Getting Through

Use repetition Remind the audience Don’t Over-Run! Maintain eye contact Control your voice Be well-groomed! Avoid anxiety by Practice!

Spring 2009 8

Visual & Audio Aids PowerPoint slides

– Don’t overload them– Don’t write sentences– Allow 1-2 minutes per slide– Don’t cover slides

– No special fonts!!!

Don’t animate text!It’s irritating!!You waste time waiting for the text to show up

Spring 2007 9

Visual & Audio Aids

Use pictures! Show a picture as soon as

possible!

Use overlays for stop-frame animation of algorithms

Spring 2009 10

Visual & Audio Aids

Use pictures! Show a picture as soon as

possible!

Use overlays for stop-frame animation of algorithms

Use animation if appropriate

Spring 2009 11

Visual & Audio Aids

Beware the microphone– Don’t beat your chest!– Try turning it off while you are putting it

on or taking it off Test your video

– Cue it up– Be ready to switch from source to source– Be ready to adjust sound

Spring 2009 12

Question Time

Request for Information Implied request for adulation

– Come up with a complimentary answer Malicious question

– Be prepared– Be ready to take them off-line– “I don’t know”

Spring 2009 13

Spring 2009 14

How to write a Game Proposal

Today’s games have a production team– Artists– Designers– Musicians– Programmers– 20-100 experienced people

Spring 2007 15

How to write a Game Proposal

Think Small

Spring 2009 16

Think Small

Really, I mean it

Spring 2009 17

Do One Thing Well

Make the game stand out in one way Don’t do a mediocre job in all things

Do NOT to lots of levels in the game– One level will do nicely

Spring 2009 18

Do One Thing Well

Possible areas– Great graphics– Witty sounds– Clever puzzles– Compact concept

Spring 2007 19

Understand your Tools

The various tools have strengths & weaknesses

Don’t fight the tool Understand what the tool is good for

and tailor your project for that tool Also.. Don’t fight your team’s skills

– It’s understood that your team may be CS heavy

Spring 2007 20

Plan in Layers

Detailed development schedule:– Functional Minimum– Your Low target– Your Desirable target– Your High target– Your Extras

•Maybe do these after the term is done

Spring 2007 21

The Proposal

The game description– 5 pages of text– 1-3 pages of sketches/ mocked-up screens

Layered Development Schedule– As on previous slide

– Also state who is responsible for what Assessment

– What One Thing will be cool about your game

Spring 2009 22

The Presentation

7 minutes In class– Describe your game– Argue for the One Cool Thing– State what your primary development

environment will be and why– Show your development schedule

• Indicate why you think it’s do-able

Practice your talk!

Spring 2009 23

04/19/23 Spring 2009 24

Game History, Genres

Space Invaders… Pong… Grand Theft Auto…Action, Adventure, Puzzle, etc

Spring 2009 25

History

Spacewar 1962– PDP-1– 2 Ships controlled by 4 buttons each:– Rotate left, right, thrust, fire– http://lcs.www.media.mit.edu/groups/el/

projects/spacewar/ Adventure 1967

– Text-based adventure– “You are in a maze of twisty little

passages”

Spring 2009 26

History

Pong 1972– First arcade hit

Home version of Pong 1974 Fairchild Channel F 1976

– Cartridges! Hardware “Crash” 1977

– Millions of Pong clones saturate the market

Computer Game Design & Development 27

Some examples

Computer Game Design & Development 28

History

Space Invaders 1978 Activision 1979

– First software house makes Atari 2600 Cartridges

Asteroids 1979– Record score: 100,000,000– Two guys played it for a

week in 1982

29

Asteroids (Clone)

Computer Game Design & Development

30

Arcade Games 1980 Defender Missile Command Battezone Tempest Popular with Men AND

Women:– Pac-Man– Frogger– Centipede

Computer Game Design & Development

31

Defender / Stargate

Computer Game Design & Development

32

Missile Command

Computer Game Design & Development

33

Centipede

Computer Game Design & Development

34

Arcade Games 1981-83

Donkey Kong Q*Bert Tron Zaxxon Joust Pole Position Punch-Out

Computer Game Design & Development

35

Joust

Computer Game Design & Development

36

Pole Position

Computer Game Design & Development

37

Home Games Late 70s Early 80s

Atari 2600– 1.18MHz 6507, 128 bytes RAM, 4KB ROM

Atari 5200 (incompatible cartridge with 2600)– 1.8MHz 6502, 16KB RAM

Colecovision Mattel Intellivision Bally Astrocade

Computer Game Design & Development

38

Software Crash of 1983-84

Market of 1982: $3 billion Market of 1985: $100 million Millions of clones and lousy

cartridges– No rating system– No licensing system– Consumer confusion!

Computer Game Design & Development

39

Mid 80s

8-bit Home Games:– Nintendo Entertainment System

(NES)• 1.8MHz 6502 256x240 pixels• Released 1986• Most popular toy of 1988• Mario Bros.

– Sega Master System• Released 1986

Computer Game Design & Development

40

Late 80s

16-bit Home Games – Sega Genesis

• 7.8MHz 68000 + 4MHz Z80, 1MB Rom, 64KB Ram

• Released 1989

– NEC TurboGrafx-16• 16MHz 65802

Game Boy TetrisComputer Game Design & Development

41

Early 90s

Super NES (16 bit), 1990– 3.58Mhz 65C816, 128KB Ram

Game Gear Software

– Street Fighter 2• First decent fighting game

– Super Mario Bros. 3– Sonic the Hedgehog– Mortal Kombat 1992

Computer Game Design & Development

42

Mid 90s

Sega CD (1992) PC CDROM (1994)

Software– NBA Jam (1993)

• Earned $1 billion in arcades• First franchise

– Virtua Fighter (1995)

Computer Game Design & Development

43

Mid 90s

Playstation (1995)– 33 MHz R3900 32bit CPU – 24 bit framebuffer

Sega Saturn (1995)– Two 28.8MHz 32bit Hitachi SH2s – 24 bit framebuffer– Hardware textures

Nintendo 64 (1996)– 93MHz R4300 64bit CPU

Computer Game Design & Development

44

Mid 90s

Networked Games Ultima Online, Everquest, etc

Computer Game Design & Development

45

Late 90s Sega Dreamcast (1999)

– 200MHz 128bit NEC PowerVR Playstation2 (2000)

– 294MHz R12000 CPU, – 3.2GB/sec memory b/w, 6.2GFlops peak

XBox (2001)– 733MHz Celeron– nVidia GeForce4– 6.4GB/sec memory b/w, maybe 1TFlops peak

GameCube (2001)– 485MHz PowerPC– Flipper (ATI) Graphics (on-chip DRAM)

Computer Game Design & Development

46

Late 90s

Software– Very strong 3D!– Decent sports games– Soul Caliber, Shenmue …

PC Software– Graphics no longer 100% of the challenge– Consumer demand for 3D causes cheap

3D graphics!

Computer Game Design & Development

47

2000’s

Cell phone games– DoCoMo phones 2001– Java J2ME, BREW 2002

Computer Game Design & Development

48

Game Genres

Name some!

Computer Game Design & Development

49

Genres

Action 1st Person Shooter Adventure Fighting Puzzle Racing Role-Playing

Simulations Sports Strategy

Music Dance Artificial Life Quiz Show

Computer Game Design & Development

50

2D Action Games

Shoot the horde of aliens– Shoot the horde of aliens

• Shoot the horde of aliens– Shoot the horde of aliens

• Shoot the horde of aliens

Space Invaders, Galaga, Defender/Stargate,

Mario Bros

Computer Game Design & Development

51

1st Person Shooter

3D Shoot the horde of aliens– 3D Shoot the horde of aliens

• 3D Shoot the horde of aliens– 3D Shoot the horde of aliens

• 3D Shoot the horde of aliens

Wolfenstein, Doom, Quake, Half-Life, Max Payne

Computer Game Design & Development

52

Adventure

Follow the trail Solve puzzles Nice scenery Inventory Learning Examples: Zelda, Metroid, Myst,

ShenmueComputer Game Design & Development

53

Fighting

Pluses:–KILL!!!– Short games– Stress reliever, flow experience

Minuses– Arcane knowledge– Limited virtual space– Clone factor

Computer Game Design & Development

54

Puzzle

Solving the puzzle is the primary goal

Gives feelings of mastery

Computer Game Design & Development

55

Racing

First past the post Fairly strong simulation element Fine motor control

Computer Game Design & Development

56

Role-Playing

3rd person adventure Strong story component (potentially) Learn the virtual world/environment Players are free to act within the

world’s constraints Diablo, MMORPGs (EverQuest,

UltimaOnline…)

Computer Game Design & Development

57

Simulations

Flight Sim SimAnt, SimCity, Railroad Tycoon,

Roller Coaster Tycoon, ... Focus on details Training could be the goal

Computer Game Design & Development

58

Sports

Armchair coach Abstract war Abstract team fighting games

Computer Game Design & Development

59

Strategy

Same components as Sim games Historical simulation Puzzles may play a part A light story element No twitch in turn-based strategy

Computer Game Design & Development

60

Music

“Name that Tune” Repeat a piece of music that the

game plays for you Play along musically

Computer Game Design & Development

61

Dance

Dance Dance Revolution Dance kiosk type games (popular in

Korea!)

Computer Game Design & Development

62

Artificial Life

Tamagotchi, Creatures, Black & White

Computer Game Design & Development