Re: [IxDA Discuss] tools and langages to model the interaction of a game.

2008-04-08 Thread Jarod Tang
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
[EMAIL PROTECTED] 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)!
  To post to this list ... [EMAIL PROTECTED]
  Unsubscribe  http://www.ixda.org/unsubscribe
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-- 
Designing for better life style.

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

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Re: [IxDA Discuss] tools and langages to model the interaction of a game.

2008-04-02 Thread Peter
Edson,

there isn't much in terms of published work on game specific
interaction design. My colleague and I recently picked up the only
two books she'd found, which are:

http://www.amazon.com/Game-Development-Essentials-Interface-Design/dp/1418016209
(Overview of the field, rather glossy)

http://www.amazon.com/Game-Interface-Design-Brent-Fox/dp/1592005934/ref=pd_bbs_sr_1?ie=UTF8s=booksqid=1207124267sr=1-1
(Uses rather simple little games as example, goes into more detail)

I haven't had the time to read them thru yet, so I can't endorse
any of them.

If you find the game design patterns-paper interesting, Staffan and
Jussi released their work in book form a few years ago:

http://www.amazon.com/Patterns-Game-Design-Development/dp/1584503548/ref=sr_1_1?ie=UTF8s=booksqid=1207124371sr=1-1

On a personal note, I find the notion of verbs in game design helpful
for game interaction design. I also use a game design model that I
myself created a few years ago to aid me in the process I will
hopefully have time to publish it RSN. Send me a note if you want me
to let you know when that happens.


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Re: [IxDA Discuss] tools and langages to model the interaction of a game.

2008-04-02 Thread Tim Makoid
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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[IxDA Discuss] tools and langages to model the interaction of a game.

2008-04-01 Thread edson rufino de souza
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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Re: [IxDA Discuss] tools and langages to model the interaction of a game.

2008-04-01 Thread Jeff Howard
Hi Edson,

I'd explore Ralf 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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Re: [IxDA Discuss] tools and langages to model the interaction of a game.

2008-04-01 Thread Itamar Medeiros
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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