Re: [IxDA Discuss] tools and langages to model the interaction of a game.
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 List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help -- Designing for better life style. http://jarodtang.spaces.live.com/ http://jarodtang.blogspot.com Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] tools and langages to model the interaction of a game.
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. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Posted from the new ixda.org http://www.ixda.org/discuss?post=27814 Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] tools and langages to model the interaction of a game.
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 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Posted from the new ixda.org http://www.ixda.org/discuss?post=27814 Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
[IxDA Discuss] tools and langages to model the interaction of a game.
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 List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] tools and langages to model the interaction of a game.
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 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Posted from the new ixda.org http://www.ixda.org/discuss?post=27814 Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] tools and langages to model the interaction of a game.
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 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Posted from the new ixda.org http://www.ixda.org/discuss?post=27814 Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help