SLIDE 1 CIG 2012 Keynote September 13, 2012
Gillian Smith
gillian@ccs.neu.edu
SLIDE 2
Graphics-Driven Game Design
SLIDE 3
Graphics-Driven Game Design
SLIDE 4
Graphics-Driven Game Design
SLIDE 5
Graphics-Driven Game Design
SLIDE 6
Graphics-Driven Game Design
SLIDE 7 Advancing the “Fiction” of Games
- More immersive
- More detailed
- More complex
Jesper Juul (2005). Half-Real: Video Games between Real Rules and Fictional Worlds.
SLIDE 8 Advancing the “Rules” of Games?
combat statistics
- Explore scripted world
- Fight monsters, collect
treasure
Jesper Juul (2005). Half-Real: Video Games between Real Rules and Fictional Worlds.
SLIDE 9 Game Innovation through Technology
World of Goo, 2008 Flower, 2009 Foursquare, 2009 Kinect Star Wars, 2012
SLIDE 10 Technology-Driven Game Design
Tennis for Two, 1958
“The technology is essentially the medium in which the aesthetics take place, in which the mechanics will occur, and through which the story will be told.”
Jesse Schell (2008). The Art of Game Design: A Book of Lenses.
SLIDE 11
AI-Driven Game Design
What are the design implications of our work?
SLIDE 12 Asking Design Questions
How can we provide Super Mario players with more content that they enjoy?
SLIDE 13 Asking Design Questions
How can we provide Super Mario players with more content that they enjoy?
SLIDE 14 Asking Design Questions
What is a game that has meaningful personalization? How does that impact story? Shared player experiences?
SLIDE 15
Computer Science ≠ Games
SLIDE 16
Computer Science ≠ Games
SLIDE 17
Computer Science ≠ Games
SLIDE 18
Computer Science ≠ Games
SLIDE 19
Expressive Design Tools
Systems imbued with an understanding of a game’s design that are sufficiently controllable and expressive for use in the design process.
SLIDE 20
Expressive Design Tools
Systems imbued with an understanding of a game’s design that are sufficiently controllable and expressive for use in the design process.
SLIDE 21
Procedural Content Generation
Content Design Control
SLIDE 22
Procedural Content Generation
Content Design Control
SLIDE 23
Procedural Content Generation
Content Design Control
SLIDE 24 Aspects of Control
Representation
- Parameterized
- Indirect
- Direct
- Extent
- Indirect
- Compositional
- Experiential
SLIDE 25 Aspects of Control
Representation
- Parameterized
- Indirect
- Direct
- Extent
- Indirect
- Compositional
- Experiential
Martin, A., Lim, A., Colton, S. and Browne, C. 2010. Evolving 3d buildings for the prototype video game subversion. Proceedings of the 2010 international conference on Applications of Evolutionary Computation (Barcelona, Spain, 2010)
SLIDE 26 Aspects of Control
Representation
- Parameterized
- Indirect
- Direct
- Extent
- Indirect
- Compositional
- Experiential
Smelik, R.M., Tutenel, T., de Kraker, K.J. and Bidarra, R. 2011. A declarative approach to procedural modeling
- f virtual worlds. Computers & Graphics. 35, 2 (Apr. 2011), 352–363.
SLIDE 27 Aspects of Control
Representation
- Parameterized
- Indirect
- Direct
- Extent
- Indirect
- Compositional
- Experiential
SLIDE 28 Fun = ?
n frustratio fun * 3 . 2
3 2
SLIDE 29 Fun = ?
n frustratio fun * 3 . 2
3 2
no!
SLIDE 30 Experiential Control
- Level pacing
- Quest flow
- Challenge progression
- Gameplay constraints
SLIDE 31
Expressive Design Tools
Systems imbued with an understanding of a game’s design that are sufficiently controllable and expressive for use in the design process.
SLIDE 32
Expressive Design Tools
Systems imbued with an understanding of a game’s design that are sufficiently controllable and expressive for use in the design process.
SLIDE 33 Current Level Design Tools
- Can create unplayable levels
- No automation
- Hard to prototype
- Start from a blank screen
Torque 2D Level Editor
N level editor
SLIDE 34 A Mixed-Initiative Approach
Taking turns designing a level with the computer
Human Computer suggests content poses constraints
David G. Novick and Stephen Sutton (1997). What is Mixed-Initiative Interaction? Proceedings of the AAAI Spring Symposium on Computational Models for Mixed Initiative Interaction.
SLIDE 35 A Mixed-Initiative Approach
- Benefits of procedural content generator
- Rapid variant viewing
- Generate content within designer constraints
- Enforce level playability
- Directly model pacing of the level
- Strengths of the novice human designer
- Sense of aesthetics
- Creative judgment
- Understanding of difficulty
- Know what they want when they see it
SLIDE 36
Tanagra - Video
SLIDE 37 Intelligent Assistance for Level Design
- Removing the “blank slate”
- Refocusing testing efforts
- Meta level edit operations
“The Tea Party”, by boum (DeviantArt)
SLIDE 38
Expressive Design Tools
Systems imbued with an understanding of a game’s design that are sufficiently controllable and expressive for use in the design process.
SLIDE 39 PCG-Based Game Design
A PCG-based game is…
a game in which the underlying PCG system is so inextricably tied to the mechanics of the game, and has so greatly influenced the aesthetics of the game, that the dynamics revolve around it.
Robin Hunicke, Marc LeBlanc, Robert Zubek (2004). MDA: A Formal Approach to Game Design and Game Research. Proceedings of the 2004 AAAI Workshop on Challenges in Game Artificial Intelligence (San Jose, California, July 2004)
SLIDE 40 The Power of PCG
Content Design Control
Designing a game that maximizes the impact of procedural content generation.
SLIDE 41
Building Polished Experiences
Understanding and evaluating a content generator by using it to create a new playable experience.
SLIDE 42 Kinds of PCG Use
- Data compression
- Replayability
- Enabling exploration
Elite, 1984 Diablo III, 2012 Terraria, 2011
SLIDE 43 Extent of PCG Use
non PCG-based PCG-based
Civilization IV, 2005 Robot Unicorn Attack, 2010
SLIDE 44
Co-Design of PCG and Game
SLIDE 45 Launchpad
- Rhythm-based
- Control type
Parameterized
Compositional Experiential
SLIDE 46
Endless Web
Player explores the Dream to find and rescue six dreamers trapped in their nightmares.
SLIDE 47 Themes: Exploration and Creation
- Players navigate physical space while
exploring generative space
- Choices lead the player to newly generated
terrain with different generation parameters
SLIDE 48
Guiding the Player
Goal-driven exploration of generative space
SLIDE 49 Dividing Control over the Generator
- Designer: experiential control
- Pacing
- Player: compositional and experiential control
- Content appearance
- Content difficulty
SLIDE 50
Endless Web - Video
SLIDE 51
PCG in Endless Web
Level segments
SLIDE 52
PCG in Endless Web
Art selection
SLIDE 53
PCG in Endless Web
Looping in music
SLIDE 54
Expressive Design Tools
Systems imbued with an understanding of a game’s design that are sufficiently controllable and expressive for use in the design process.
SLIDE 55 Shopping Around…
Content Design Control Content Design Control Content Design Control
SLIDE 56 Launchpad’s Expressivity
1 level >75 levels
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Linearity
SLIDE 58
Linearity
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Leniency
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Leniency
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Exploring Expressiveness
SLIDE 62 CLOSING THOUGHTS
new research directions
SLIDE 63
Mixed-Initiative Design
SLIDE 64 Negotiating High-Level Design Goals
- Awareness of additional constraints
- Present different “opinions” on design
- High-level understanding leads to better
communication
- Example: properties of a game level based on
current level progression
SLIDE 65 Overriding Human Decisions
- …but for a good, and well-explained, reason!
- Early decisions can become less important
- (Novice) designers struggle with undoing work
they have already done
- Example: removing a previously agreed-upon
game mechanic due to a change in the story
SLIDE 66 Moving Away from Turn-Taking
- Computer can work independently
- Computer is no longer purely reactive, must
be proactive in conversation
- Both parties may interrupt each other or
pause to think
- Example: interrupt a designer with a new idea
for a level during brainstorming
SLIDE 67
AI-Based Game Design
SLIDE 68 Signposting in a Procedural World
- Changing art style
- Music as a “fingerprint” of generative space
configuration
- Automatically generating signposts?
SLIDE 69 Keeping PCG Visible to the Player
- Player choices must be meaningful
- Subtle reveal of PCG vs. making the PCG
system obvious
SLIDE 70 Building Support for Art
- Design for variable-size art assets
- Control over level appearance as well as structure
SLIDE 71
Analyzing Expressivity
SLIDE 72 Future Work
- New metrics for levels
- Difficulty
- Suitability for artists
- Models of player behavior
- Comparing to different generation techniques
- Online content selection
- Evolving content
- New visualization methods
SLIDE 73
Computer Science ≠ Games
SLIDE 74
What is the Future of Games?
Designing new game technologies that can support mechanics as playable as combat.
SLIDE 75
Questions
Thank you! Gillian Smith gillian@ccs.neu.edu http://www.sokath.com