Game Design Game History

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					                                             Game Design
                                             - Game History -



                                            Prof. Dr.-Ing. Andreas Schrader
                                           Media Technology and Communication Networks
                                                     Andreas.Schrader@isnm.de
                                                       Tel. +49 (0)451 296727
                                                       Fax: +40 (0)451 296740
                                                       www.isnm.de/~schrader
                                                      www.andreas-schrader.de




                                             Game History
         Some of the oldest known games are from ancient egypt
              Senet was played by people from all hierarchies
              The exact rules of this board game are not known
              It might be the predecessor of backgammon
              A very good overview of old games can be found at
              http://www.tradgames.org.uk/index.html



                                                                                                 Game from the grave of
                                                                                                    Tutanchamun




Queen Nefertari playing a single-player version of Senet            Oldest known drawing from the grave of Pharao Hesy
     Daughter-in-law of Egyptian Pharaoh Seti I,                              (ca. 2686-2613 B.C.) in Saqqara
           (ruling from 1314 to 1304 BC)

Source: http://www.homestead.com/wysinger/nefertari.html, http://home.t-online.de/home/Markus.Kantz/frsein.htm
Game Design                                                                                                               1




                                                                                                                              1
                                           Game History
        Most of the old games are today available as free software
              For example Senet ...




Source: http://home.t-online.de/home/Markus.Kantz/frsein.htm
Game Design                                                                                                            2




                                           Game History
        Many more ancient games are today available as shareware
              Patolli (kidney bean) is an ancient Aztec board game
              Played by Teotihuacanos,Toltecs, the inhabitants of Chizen Itza, the Aztecs,
              and the Mayans (from 200 B.C to 1521 A.D.)




                                                                                           Original Mehen Board Game



                                               Patolli Game                 Mehen
                                                                        God of the snake

              Mehen was the egyptian god of the snake
              The Mehen is probably from 3000 B.C.
              It was later on forbidden                                                                Mehen
                                                                                           The forbidden game of the snake




Source: http://www.xmission.com/~psneeley/Shareware/aztecpat.htm, http://www.xmission.com/~psneeley/Shareware/Mehen.htm
        http://www.artehistoria.com, http://www.crystalinks.com/egyptgods7.html
Game Design                                                                                                            3




                                                                                                                             2
                                    Game History
        Pin & Ball games
              Pin & ball games are considered to be the
              start of the computer game history
              The oldest machines are from 1870
              The first version where all
              purely mechanical
              Very soon electrical support
              (ringing bells, bumpers)
              and later on computer controlled items
              (scores) have been added

              A comprehensive collection of info
              can be found at the
              Internet Pinball Database at
              http://www.ipdb.org/



                                                            1871 Redgrave Parlor Bagatelle
                                                          The first with a spring-loaded plunger
Source: http://www.ipdb.org
Game Design                                                                                        4




                                    Game History
        Pin & Ball Games
              1932 Bally Manufacturing Co. was born
              Note the money slot at the front
              The machines were placed in
              saloons and bars and had to be robust




                                                                     1932 Bally BallyHoo
Source: http://www.ipdb.org
Game Design                                                                                        5




                                                                                                       3
                                       Game History
        Pinball
              1932 Mill‘s Oficial
              First use of the name Pinball
              The commercial aspect
              becomes more important




Source: http://www.ipdb.org
Game Design                                             6




                                       Game History
        Pinball
              1934 Pacific Amusement
              First use of electricity (ringing bell)
              Used dry cell battery




Source: http://www.ipdb.org
Game Design                                             7




                                                            4
                                         Game History
        Pinball
              1936 Bally Bumper
              First machine with electrical
              scoring bumpers




                              Tilt Sensor!
                              Cheating started ...




Source: http://www.ipdb.org
Game Design                                             8




                                         Game History
        Pinball
              1947 Gottlieb Humpty Dumpty




     First use of
      flippers




Source: http://www.ipdb.org
Game Design                                             9




                                                            5
                                   Game History
        Pinball
              1947 Gottlieb Humpty Dumpty
              View from inside




Source: http://www.ipdb.org
Game Design                                       10




                                   Game History
        Pinball
              2003 The Simpsons
              Stern Pinball Inc.




     Fully
 computerized
Inbuild displays




Source: http://www.ipdb.org
Game Design                                       11




                                                       6
                                              Game History
         Pinball Software Simulations
               EA Games - Pinball Construction Set (1982)
               Computer Games became a serious competitor for
               arcade game machines
               Soon, also pinball simulators came out
               The construction set was built by Bill Budge, who
               developed the Atari II
               A drag-and-drop editor allowed for designing your
               personal pinball set
               Remember: Windows was not born, neither was the
               MacIntosh!
               Most graphic cards had only 4 colors
               EA also published Music Construction
               Set & Adventure Construction Set
               Retro is still an issue, e.g. at
               http://www.pinmame.com/




Source: http://archive.gamespy.com/halloffame/september02/pcs/
Game Design                                                                                               12




                                              Game History
         Pinball Software Simulations
               Special Versions of Pinball Simulators are still developed today
               Sierra Nascar 3D Pinball (1998), Ubisoft – Flipnic (PS2, 2003)




Source: http://www.intelligamer.com/family/3dnp/3dnp.asp, http://www.playstation.jp/scej/title/flipnic/
Game Design                                                                                               13




                                                                                                               7
                                           Game History
        Noughts And Crosses (1952)
              A Tic-Tac-Toe game programmed in Cambridge University
              (England)
              A.S. Douglas used this game as part of his PhD thesis on
              human computer interfaces
              A CRT with 35x16 pixels on the EDSAC machine
              (3.500 vacuum tubes) was used as the display
              The game was played against the machine using a
              mechanical telephone dialer                                                   Simulation of Noughts and Crosses




Source: http://www.pong-story.com/1952.htm, http://www.dcs.warwick.ac.uk/~edsac/, www.cl.cam.ac.uk/Relics/archive_photos.html
Game Design                                                                                                                14




                                           Game History
        Tennis For Two (1958)
              The first documented electronic video game (analog)
              Developed by Willy Higinbotham for an exhibition
              at the Brookhaven National Laboratories
              He was a very serious man who built electronics
              for the first atomic bomb
              The people in the neighborhood didn‘t liked the
                                                                                                           Willy Higinbotham
              research lab for the nuclear stuff
              He decided to show the power
              of analog computers with
              a game on an oscilloscope




Source: http://www.emuunlim.com/doteaters/play1sta1.htm, http://www.heise.de/tp/deutsch/special/spiel/9043/1.html
        http://www.bnl.gov/bnlweb/history/higinbotham.asp
Game Design                                                                                                                15




                                                                                                                                8
                                           Game History
        Tennis For Two (1958)
              The computer was not very powerful
              Therefore a tennis game for two players
              1 horizontal & 3 vertical lines
              1 spot (ball) on a 12cm screen
              Two boxes with a dial and a button
              The dials affected the angle of the
              ball trajectory
              The buttons hit the ball back to the other side
              (or into the net ...)
              It was a major success, people
              waited for hours in the line to play
              It was improved for the next year,
              but Butingham didn‘t really liked it and
              did not made a patent on it




Source: http://www.emuunlim.com/doteaters/play1sta1.htm, http://www.heise.de/tp/deutsch/special/spiel/9043/1.html
        http://www.bnl.gov/bnlweb/history/higinbotham.asp
Game Design                                                                                                         16




                                           Game History
        Tennis
              Sega PlayStation2 Sports Tennis (2002)
                • Characters based on real tennis players
                • Audience simulated by agents
                • Augmented virtuality (commercial banner ads)




Source: http://www.gametrailers.com/gt_vault/t_sega_tennis.html
Game Design                                                                                                         17




                                                                                                                         9
                                       History of Games
         SpaceWar!




Image Source: http://www.thepocket.com/page7feb01.htm
Game Design                                                                                                                  18




                                            Game History
         SpaceWar! (1962)
               The first digital video computer game
               Written by Stephen Russel, Wayne Witanen
               and J. Martin Graetz
               Influenced by the science fiction stories of
               E.E. „Doc“ Smith
               Developed to show the new functions of a
               PDP-1 (DEC) minicomputer
               One of the first with a cathode-ray tube display
               Two-player game (due to multi-tasking OS)
               Spaceship could be maneuvered and
               missiles fired avoiding sun gravitation




Source: http://inventors.about.com/gi/dynamic/offsite.htm?site=http://www.wheels.org/spacewar/creative/SpacewarOrigin.html
Game Design                                                                                                                  19




                                                                                                                                  10
                                          Game History
        SpaceWar! (1962)
              As with Higinbotham, Russel did not patented
              the game (why, if the system is big as a
              refridgerator and costs US $120.000,-)
              SpaceWar! was a big success,
              used by DEC as marketing for their machines
              and influenced many further computer games

              The original game converted to
              JAVA is available at:
              http://spacewar.oversigma.com/




Source: http://www.emuunlim.com/doteaters/play1sta1.htm
Game Design                                                                                   20




                                          Game History
        Atari Star Wars (1982)
              Vector Graphic Console Games
              One of the first games with speech output




Source: http://www.arcadeflyers.com/index.php?page=flyerdb&subpage=thumbs&id=1076
        http://www.system16.com/atari/hrdw_vector.html, Sounds: http://www.gamearchive.com/
Game Design                                                                                   21




                                                                                                   11
                                          Game History
        Star Wars is still a topic today
               Lucas Arts Star Wars Battlefront (2004)




Source: http://www.gamershell.com/hellzone_Action_Star_Wars_Battlefront.shtml
Game Design                                                                                         22




                                          Game History
        Games on TV                                                                    Ralph Bear
              Ralph Bear (born 1922, Germany)                                            (1972)

              In 1966 he thought about using a TV as
              a computer game display
              Developed the Brown Box (1967)
              Contained a Joystick, changeable cartridges
              for different games (ping pont, volley-ball,
              football) and a light gun for gun games
              Transparent colored overlays were used as
              variable backgrounds




                     Brown Box                            Bear at the Game Expo 2000


Source: http://www.emuunlim.com/doteaters/play1sta1.htm, http://www.ralphbaer.com/
Game Design                                                                                         23




                                                                                                         12
                                          Game History
        Games on TV
              Magnavox ODYSSEY (1971)
              Magnavox signed an exclusive License Agreement
              with Bear for the Brown Box and produced a
              commercial product: ODYSSEY
              12 different plug-in boards for different games
              Advertisement with Frank Sinatra in 1972
              boosted sales for up to 100.000 units!




                                                               ODYSSEY Tennis


Source: http://www.emuunlim.com/doteaters/play1sta1.htm, http://www.ralphbaer.com/
Game Design                                                                                           24




                                          Game History
        Nolan Bushnell – Computer Space (1971)
              Bushnell studied at the University of Utah
              He played Russell‘s Spacewar on the PDP-1
              (one of three Universities in the US that can afford
              the computer monitor)
              He also worked in a Salt Lake City amusement park
              His idea: create a reasonably compact version of space war!            Nolan Bushnell
              for arcade halls
              8 years later he released
              Computer Space (the first
              coin operated video game)
              The cabinet was made
              of fiber glass




Source: http://www.emuunlim.com/doteaters/play1sta1.htm
Game Design                                                                                           25




                                                                                                           13
                                           Game History
        Nolan Bushnell – Computer Space (1971)
              Computer Space was great for science fiction movies and computer freaks at the
              universities, but too complex for the drunken beer bar visitors
              It was quite unsuccesful
              Bushnell searched for a
              simpler game ...




                                                                                             Scenes from the movie
                                                                                             Soylent Green (CED)


Source: http://www.2001exhibit.org/arts/soylent_green2.html, http://www.chud.com/chudvd/reviews/soylent.php3
        http://users2.ev1.net/~curtishart/badger/history.html
Game Design                                                                                                               26




                                           Game History
        Atari Inc. – Pong (1972)
              Bushnell visited an exhibition of the ODYSSEY and
              created PONG
              He also founded Atari Inc. (which is a special term in
              the GO game)
              PONG is the first real succesful digital computer game
              ever ...
              Many versions have been produced
              Magnavox raised a lawsuit against Atari for copyright
              violation and got 700.000 US$ (and another 100
              Million US$ from others ...)




                                                                                The Atari Logo              PONG
                                             PONG Home System                shows Mount Fujiyama        ARCADE Console
Source: http://www.pong-story.com/
Game Design                                                                                                               27




                                                                                                                               14
                                               Game History
         PONG influenced the game and art scene for decades




            http://centerclick.org:81/videos/archive/commercials/             www.blinkenlights.com
            http://www.infogrames.com/                                               (2002)
            http://oska.com/




 Game Design                                                                                          28




                                               Game History
         PONG was also the start for the arcade industry in Japan
               Playing for money is illegal in Japan
               So they invented smart voucher systems
               Pachinko as a kind of pinball system is
               the most often played game for people of all ages
               Search for „Pachinko“ in YouTube.com




                                            Pachinko Gambling Hall in Tokyo

Source: http://www.thejapanfaq.com/pics.html
 Game Design                                                                                          29




                                                                                                           15
                                            Game History
        PUCK-MAN, PAC-MAN (Namco, 1980)
              Most games before the 80s were inspired from sports & science fiction
              Toru Iwatami (Namco, Japan) wanted to build a non-violant game
              He was inspired by a pizza which he turned into a hungry character
              Midway for the US market changed the name from PUCK-MAN to PAC-MAN to
              avoid randals altering the letters to something else ...




Source: http://www.emuunlim.com/doteaters/play2sta4.htm, http://www.mamehot.net/rom-archive/cabinet/puckman.png,
    http://emulazione.multiplayer.it/stgraveyard/Articles/Pac-Man/ToruEatsPizza.jpg, http://retrogamer.merseyworld.com/iwatani.htm
Game Design                                                                                                                   30




                                            Game History
        PAC-MAN
              PAC-MAN is the first video game ever featuring
                 • a real character (all figures had names)
                 • toys, lunchboxes, cereals, popular songs and a TV show
                 • PAC-MAN was the first electronic game superstar
              It definitely influenced the creation of later “stars“ like Mario,
              Donkey Kong, Lara Croft etc.
              A female version (Ms. PAC-MAN) was developed 1982 by
              Midway
              It was the best selling arcade game in the U.S. history
              (115.000 units)




                                                                                             7 Up commercial ad
Source: http://www.arcadedepot.com/HTML/cabinets_mspacman.html
Game Design                                                                                                                   31




                                                                                                                                     16
                                             Game History
          PAC-MAN
               Still new versions or adoptions are developed, e.g.
               PAC-MAN VR (Virtuality Inc. 1996)
               PAC-MAN World (Namco, 1999)
               PAC-MAN World 2 (Namco, PS2, 2003)
               PAC-MAN for Nintendo Gamecube (Namco, 2003)

                                                                                               PAC MAN World 2




      Ronald Reagan about PAC MAN                   PAC MAN Gamecube


Source: http://www.nintendo.com/gamemini?gameid=m-Game-0000-1844, http://www.reagan.com/ronald/video.shtml,
http://bestcovers.tgnetwk.com/p.htm
 Game Design                                                                                                        32




                                             Game History
          PAC-MANHATTAN
               Pervasive Game with real persons in Manhattan
               www.pacmanhattan.com



                                                                                             Pacmanhattan (Afro House)




Source: http://www.excal.cz/excalsite/hv14.html
 Game Design                                                                                                        33




                                                                                                                         17
                                          Game History
        Marble Madness (1984 – Atari)
              My personal favourite ... on Commodore Amiga ...
              One of the first with 3D graphics
              A nice story can be found at
              http://www.bodenstaendig.de/marble/index.htm




                                                    Marble Madness
                               Atari System 1          Cartridge
                                Circuit Board

Source: http://www.system16.com/atari/hrdw_system1.html
Game Design                                                                34




                                          Game History
        Racing Games
              Atari: Night Driver (1976)
              Developed by Rob Fulop (University of Berkeley)
              The first first-person shooter and the first sit-down game




Source: http://www.geocities.com/arcadeclassics.geo/NIGHTDRIVER.html
Game Design                                                                35




                                                                                18
                                       Game History
         Racing Games
               Codemasters: Colin McRae Rally 04 (2004)




Source: www.codemasters.com
Game Design                                                                         36




                                       Game History
         Sport Simulations are still very popular and succesful




                                                                  Showdown Legends
  All Star Baseball 2005                                             of Wrestling
         (Acclaim)                                                    (Acclaim)




                                                                     Tiger Woods
   UEFA EURO 2004                                                   PGA Tour 2004
      (EA Sports)                                                    (EA Sports)




Source: http://www.gametrailers.com/
Game Design                                                                         37




                                                                                         19
                                            Game History
         Other typical genre: Adventures
               Example: Myst, Myst II (Riven), Myst III (Exile),
               Myst IV (Revelation), Myst V (End of Ages), Uru
               Miller Brothers (Cyan Soft) started 1993
               Idea: Making an interactive book
               Outstanding rendering quality in 3D lookarounds
               Professional music tracks (symphonic orchestra)
               Integrated movie scenes (hollywood actors)
               One of the best selling games ever




Source: http://www.myst.com, http://www.myst3.com, http://uru.ubi.com/us/, http://www.cyanworlds.com/
Game Design                                                                                             38




                                            Game History
         Myst 4 (Revelation) (2004)
               Even more augmented virtuality
               Music: Peter Gabriel




Source: http://www.mystrevelation.com, http://mystobsession.com/?page=Movies
Game Design                                                                                             39




                                                                                                             20
                                       Game History
        Myst 5 (End of Ages) (2006)
              The final end of the sequence
              Soundtrack: Tim Larkin




Source: http://www.mystobsession.com
Game Design                                                     40




                                       Game History
        The Neverhood
              Dreamworks Interactive Games (1996)
              Completely made out of clay!
              Started in 1988 as an art work depicting a town
              Shown to Steven Spielberg, who was convinced
              to produce a game out of it.
              Clay puppets are modeled and the camera
              was moved frame by frame like a cartoon
              Not very succesful but defined a new genre

              Some scenes available at
              http://www.wiadp1.zoltaturnia.pl/neverhood_tv/
              neverhood_tv.htm




Source: http://www.dreamworksgames.com/Games/Neverhood
Game Design                                                     41




                                                                     21
                                            Game History
         Political War Games
               Published by US Army: America's Army: Operations
                 • Players can train military action (eliminating terrorists in Iraq and Afghanistan) and can link
                   to the army recruiting office
                 • 1.5 million registered users, 35.000 daily players




               Published by Israel Army: Israeli Airforce
                 • Player is pilot in israelic war plane
                   (either in 1967 war or Libanon 1982)
                 • Options, like “carpet bombin over Beirut“
                 • Got high ratings of realistic visualization of
                   israel military operations



Source: http://www.heise.de/tp/deutsch/special/game/15669/1.html
Images: http://www.totalfree.at/covers/Games/GrafikS/israeli%20air%20force%20%20f.jpg
         http://www.freenet.de/freenet/computer/software/spiele/americas_army/01.html
Game Design                                                                                                          42




                                            Game History
         Political War Games
               Hisbolla published Special Force (February 2003)
                 • Bilal Zein from the Internet Office of Hisbollah says they wanted to set something
                   against the dominance of pro-western games
                 • Instead of anonymous enemies, the player has to train shooting on pictures of israelic
                   prime minister Ariel Scharon und Ex-prime minister Barak
                 • Afterwards, israelic soldiers have to be killed in the Bekaa valley based in real events
                   during the israelic invention 1982 in south libanon




Source: http://www.heise.de/tp/deutsch/special/game/15669/1.html, http://www.specialforce.net/
Game Design                                                                                                          43




                                                                                                                          22
                                          Game History
        Trends:
              Cross-marketing of films, books, accessories and games
              Example: Van Helsing (Sierra Games)
              Blockbuster Movie of Universal Studios (May 2004)
              Others: SpiderMan, Shrek, Harry Potter, Jurassic Park and many more
              Sometimes movies are made after game (e.g. Laura Croft)




Source: http://www.vanhelsingmovie.com/, http://www.vanhelsinggame.com/us/
Game Design                                                                                44




                                          Game History
        Dedicated Hardware allows for much better graphics
              Example: Nintendo Game Cube (since Xmas 2001)
                • 485MHz IBM Processor, 162MHz Graphic Chip
              Pikmin – Game by Myamoto (2004)
                • To save the company he works for from bankruptcy, Olimar and his new
                  assistant, Louie, must salvage treasure buried all over the planet. Of
                  course, they'll need the help of the Pikmin.




Source: http://www.nintendo.com/gamemini?gameid=m-Game-0000-1727
Game Design                                                                                45




                                                                                                23
                                            Game History
         Augmented Reality in Game Design




Source: http://www.infotech.oulu.fi/Annual/2000/VIRGIN.html
Game Design                                                                                                          46




                                            Game History
         Augmented Reality in Game Design
               Example: PingPong Plus (MIT Tangible Media Lab)
                 • Full-body motion in physical space with digital augmentation
                 • Sound-based ball tracking technology
                 • The ping pong game is augmented and transformed with dynamic graphics and sound,
                   determined by the position of impact, and the rhythm and style of play




                    Ishii, H., Wisneski, C., Orbanes, J., Chun, B., and Paradiso, J.,
                    PingPongPlus: Design of an Athletic-Tangible Interface for Computer-Supported Cooperative Play
                    in Proceedings of Conference on Human Factors in Computing Systems (CHI '99),
                    Pittsburgh, Pennsylvania USA, May 15-20, 1999, ACM Press, pp. 394-401.

Source: http://tangible.media.mit.edu/projects/PingPongPlus/PingPongPlus.htm
Video at http://tangible.media.mit.edu/projects/PingPongPlus/mpeg_hires.mov
Game Design                                                                                                          47




                                                                                                                          24
                                             Game History
         Augmented Reality in Game Design
               Example: Three Angry Men
                 • Interactive Media Technology Center, Atlanta and
                   Augmented Environments Lab, Georgia Institute of
                   Technology
                 • AR version of the 20th century play “Twelve Angry
                   Men“ (Reginald Rose)
                 • Experiment to present a dramatic narrative to
                   experience the same story from multiple points of
                   view
                 • The participants are in a physical “jury-room“ with
                   3 virtual characters (augmented videos through
                   HMD) debate a trial on murder
                 • Goal: dramatize the idea of different people
                   perceiving events differently
                 • Participants can occupy the position of each juror
                   and temporarily enter the character‘s mind and
                   hear the inner thoughts (location tracking
                   technology)
                 • Six minute scene is not perceived linearly but as a
                   mixture of the three points of view
                 • Each participant has a different experience
                   depending on her movement


Source: http://www.imtc.gatech.edu/projects/technology/3angry.html, http://www.cc.gatech.edu/projects/ael/
Game Design                                                                                                  48




                                             Game History
         Augmented Reality in Game Design
               Example: Virtual Moskity Hunting (Siemens)
                 • Game on mobile phone SX1
                 • Embedded camera shows real world
                 • Virtual moskitos (mozzies) are superimposed
                 • Players have to turn around the see all moskitos
                 • Moskitos get killed by pressing the joystick button
                 • 1 Minute time




                                            Augmented Reality
                                               Soccer on PDA
                                               Siemens C-LAB
   http://mb5.net/images/game_design/images/praxissemester.pdf




Sources: http://www.siemens.com/index.jsp?sdc_p=t8c175suo1064046pnfl0m&sdc_sid=15545872840&
Game Design                                                                                                  49




                                                                                                                  25
                                             Game History
          Augmented Reality in Game Design
               Example: Studierstube - Tangible Augmented Reality
               (University of Vienna)
                  •   A combination of a tangible user interface with augmented reality
                  •   Players see a 3-dimensional graphical presentation
                  •   Special interfaces allow for easy manipulation of objects
                  •   Several computer games have been implemented to test the concept




Sources: http://www.cg.tuwien.ac.at/~cu/tangibleAR/
 Game Design                                                                                    50




                                             Game History
          Augmented Reality in Game Design
               Example: Studierstube
                  • More intuitive way of interaction between
                    machine and users
                  • Supports several players since it is not                              camera
                    restricted to a single screen/keyboard
                  • Three-dimensional presentation increases
                    the realism of the game
                  • Glass table with camera below avoids
                    occlusion of markers by users                                         marker
                                                                                          for AR
                  • Marker-based optical tracking                                         Toolkit
                  • Virtual objects are placed on top of the
                    markers
                  • Only visible through HMD
                  • Developed using the ARToolkit




Sources: http://www.cg.tuwien.ac.at/~cu/tangibleAR/
 Game Design                                                                                    51




                                                                                                     26
                                                  Game History
         Augmented Virtuality in Game Design
                Example: CamBall (VTT Information Technology – Multimedia Group)
                   • Augmented virtual table tennis game
                   • Internet/LAN based using real rackets
                   • Only web camera is necessary
                   • The camera image is streamed in real time
                   • The rackets have paper stickers in green
                     to detect player movements
                   • Multicast version allows others to watch the
                     game online




Source: http://www.vtt.fi/multimedia/index_iv.html, http://www.vtt.fi/multimedia/camball/camball.html
Game Design                                                                                                                            52




                                                  Game History
         Augmented Virtuality in Game Design
                Example: AquaGauntletTM
                National Japan Research Project (1997-2001)
                AquaGauntlet utilizes 3D mixed reality spaces
                   •   Video see-through HMD
                   •   Multi-player
                   •   Reflection of real world scenes onto virtual objects
                   •   Spatial sound effects
                   •   Gunshots and explosions are sensable physically through speaker vibrations
                   •   Gesture-based action commands
                   •   Opponent actions are visualized (gun fire, shields, etc.)




Source: www.mr-system.com/project/aquagauntlet/, webster.fh-hagenberg.at/staff/haller/cgr2_20032004/09-Concepts-AugmentedReality.pdf

Game Design                                                                                                                            53




                                                                                                                                            27
                                            Game History
         Mixed Reality in Game Design
                Example: Gulliver‘s Box
                Mixed Reality Lab of the National University of Singapore, the Human Interface Lab
                of Osaka University’s Graduate School of Engineering Science, the Ars Electronica
                Futurelab and Zaxel Systems Inc.




Source: http://www.aec.at/en/center/project.asp?iProjectID=12286
Game Design                                                                                              54




                                            Game History
         Mixed Reality in Game Design
                Example: Gulliver‘s Box
                Recording Room
                 • Visitors can record themselves (green screen effect)
                 • A transparent box („Magic Cup“) as a tangible interface houses the figures from the
                   recording room or other animated characters
                Stage – The main playing space
                 • Scenery can be decided
                 • Characters can be placed by changing the position of the box




    Magic Cup
                      Recording Room                                              Stage


Source: http://www.aec.at/en/center/project.asp?iProjectID=12286
Game Design                                                                                              55




                                                                                                              28
                                             Game History
         Mixed Reality in Game Design
               Example: Gulliver‘s Box
               If two figures approach one another, they interact
               The characters and recordings can be viewed on the stage using a HMD
               The objects can be picked up, moved, set down, copied or erased using the magic
               cups – shaking changes the function




Source: http://www.aec.at/en/center/project.asp?iProjectID=12286
Game Design                                                                                      56




                                             Game History
         Virtual Reality – Should we replace our boring reality with a more
         exciting one?




Source: Schmalstieg (University of Vienna)
Game Design                                                                                      57




                                                                                                      29
                                           Game History
        Virtual Reality tries for eliminating the reality
        Goal
              Create a perfect aural, visual, and other media sensation such that people forget the
              real environment and dive into another world




                          Virtual Weddings                                         Virtual Bungee Jumping



Game Design                                                                                                 58




                                           Game History
        Why?
              Participants can join at distant locations
              Physical limitations can be avoided
              Dangerous situations can be trained




                                 Humphrey Flight Simulator, Ars Electronica Center, Linz, Austria

Source: http://www.aec.at/en/center/project.asp?iProjectID=12280
Game Design                                                                                                 59




                                                                                                                 30
                                           Game History
        Virtual Reality in Gaming
              Example: Games in the CAVE
                •   CAVE Quake III Arena
                •   Gladiator
                •   CAVE Doom
                •   Battalion
                •   Jacks




Source: http://www.ncsa.uiuc.edu/VR/cavernus/shared.html
Game Design                                                                                                       60




                                           Game History
        Why not?
              Expensive Equipment with complex setup
              Usually many helping hand needed
              Some people get sick




                                                                                  The R&R Virtual Reality Chair




               Humphrey Flight Simulator, Ars Electronica Center, Linz, Austria



Game Design                                                                                                       61




                                                                                                                       31
                                            Game History
         Tangible Games
               Example: Jam-O-Drum / CircleMaze
                 •   Tina Blaine, Clifton Forlines (Independent Artists, former Carnegie Mellon)
                 •   An interactive musical multi-player game
                 •   Each player has a turntable input device
                 •   Goal: direct the game pieces into the middle of the labyrinth
                 •   Maze is divided into concentric rings, the peaces must pass through each ring
                 •   Formation of teams is required, since the goal can only reached by cooperation
                 •   Successful collaboration also modifies the musical arrangement




Source: http://www.aec.at/en/center/project.asp?iProjectID=11194
Game Design                                                                                                    62




                                            Game History
         Tangible Games
               Example: Tug of War
                 •   Peter Higgins, Joachim Smetschka, Gerfried Stocker (AEC)
                 •   Built for the Playscape Zone of Milleniums Dome, London, 2000
                 •   Goal: pulling a rope against virtual opponents
                 •   First the player is asked to pull the rope as hard as possible so that the computer can
                     choose his opponent. Then the game starts. The object is to pull as many opponents off
                     the screen as possible in two minutes




Source: http://www.aec.at/en/center/project.asp?iProjectID=11194
Game Design                                                                                                    63




                                                                                                                    32
                                             Game History
         Tangible Games
               Example: Fooswars
               University of Calgary (www.phidgets.com)




Source: http://www.cpsc.ucalgary.ca/grouplab/phidgets/gallery/fooswars.html
Game Design                                                                           64




                                             Game History
         Pervasive Games
               Example: Smart Playing Cards
                 • ETH Zürich
                 • Playing cards are equipped by RFID labels
                 • RFID antenna is placed under the table
                 • Example game: whist
                 • Players use PDAs to
                        – learn the rules of the game
                        – get hints for playing
                        – get warnings in case of cheating
                 • The System
                        – generates scores
                        – determines winners




 Kay Römer, Svetlana Domnitcheva, Smart Playing Cards: A Ubiquitous Computing Game.
 In: Journal for Personal and Ubiquitous Computing (PUC), Vol. 6, pp. 371-378, 2002
Game Design                                                                           65




                                                                                           33
                                              Game History
        Pervasive Games
              Example: Smart Jigsaw Puzzle
                • Jürgen Bohn (ETH Zürich)
                • Goal: create a novel game by reshaping a traditional
                  real-world game
                • Augmenting a jigsaw puzzle with RFID tags (each
                  peace has a unique tag ID)
                • The well-known user interface is maintained
                • New application functions:
                       – Help finding the missing piece
                       – Showing position of piece in the puzzle
                       – Monitor game status and “score“
                       – Singleplayer against the clock
                       – Multiplayer games
                       – Etc.




Jürgen Bohn, The Smart Jigsaw Puzzle Assistant,
Workshop for Pervasive Gaming, PERVASIVE‘2004, Vienna, Austria, April 2004.
www.ipsi.fraunhofer.de/ambiente/pervasivegaming/index.html
Game Design                                                                                     66




                                              Game History
        Pervasive Games
              Example: Smart Jigsaw Puzzle
                • Game cards match user interface symbols
                • Scanning of a card triggers the respective game function
                • Technology based on Hitachi RFID readers
                • The game preserves social compatibility through unobstrusive technology


                             Game Card (back side)


                            Hitachi µ-Chip
                                      Inlet
                                External µ-Chip
                                      Antenna

                            Hitachi µ-Chip (size 0.4 mm2,
                             128 bit ROM, 2.4 GHz band)




                                        Game Cards (front side)


                                  Playing Cards                                User Interface

Game Design                                                                                     67




                                                                                                     34
     Game Design
                                                                            So let‘s play !!!




     68




                   Source: http://caal.jmu.edu/Masterpiece/images/Nun.jpg




35

				
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