Wednesday, August 24, 2011

Outline


Social Responsibility and Peer Influence in Games

Introduction
Contemporary social games.
  1.  A proposed effect: self-centered and unlike real socializing
  2.  Unlimited personal gain without consequence

Real Life
  1.  It behooves us to form social relationships
  2.  Social relationships require fairness / good public relations

The future of games
  1. As games become more social it would be healthy for games to be more realistic in their social structures
  2.  Social responsibility would be something important to be considered in game design

I.                    Popular Games of Today and their features
  1.  Leveling up: personal gain totally limitless and inconsequential
  2.  Co-existing: lack of community influence
  3.  Teams: predetermined
  4.  Refer to World of Warcraft

II.                  Socializing through Games, Influence
  1.   Socializing is now very prominent in games, especially MMO’s.
  2.  Socializing misses responsibility and is therefore artificial
  3. In teams, the only responsibility is to be competent

III.                Real Life: Economic Conquest: Public Relations
  1.  Noam Chomsky: Unregulated market and global economy
  2.  Competitive Strategies allow corporate entities to gain
  3.  Social Responsibility is required to avoid shorting neighbors/ peers


IV.                   Structure and Meaningful Play
  1.  Capitalism hits the Fan: Design problems require design solutions
  2.  Rules of Play: How does complex gameplay create meaning?



Conceptualizing the Game Structure through Theory

In creating my outline for the theory behind the game, I have thought more and more about the meaning that the game conveys through its game mechanics. I have thought more in detail about the structure and how the rules create the meaning of the game.
 
I have found that poor designs and structures will allow certain players seeking more power to far transgress others, which eventually leads to taking away from their peers in order to be the most successful and keep their competitive status. This is why I have created the karma system in the game. When people play games in which their progress will never affect those around them, this is a major point that they miss.

Thinking about individuals and groups is a huge issue in the topics of power and influence. I cannot expect to have 100 players play my game but that would certainly bring more interesting results. I do expect a group to play and if there are enough players and the game requires a certain amount of time to get through, I'm sure groups or partnerships will form. I realize that favoritism plays a role in distribution of wealth, and players can certainly just share among a select few, in which case inequality is still an issue.

This helped me come up with my equation for determining karma, which is dependent on the total  number of players and the number of keys a person has. I will leave room for flexibility, but each player will have to share keys in some resemblance of an equal model in order to keep a decent karma score in the game. The model between x (total number of players), y (player's number of keys) and z(player's karma score) will be described tentatively as x/y=z. I have yet to decide if z is the total karma score of a player or if it is an amount added or subtracted to the karma score, each time keys are gained or shared. In that case it would be more like x/y = K(- or +) z.

What happens exactly when the karma score reaches 0 or a low range is also yet to be determined. This equation can be worked out with paper prototypes, including cards and chips that represent karma.



Thursday, August 11, 2011

Week 7

This week I am researching further for my thesis statement and working on my concept art.


I have begun to map out my user interface, although a few details and color changes will most assuredly be added:




A slightly updated view of where the concept art is going:

Saturday, August 6, 2011

Progress for Week 6


Thesis Statement and Abstract

I have re-written my abstract to include a more analytical process for the thesis paper. I now have a clearer thesis statement and a plan for discussing and analyzing the topics of power, influence and social interactivity.

I am also touching up my visual component into clear and more refined concept art.

Saturday, July 30, 2011

Characters / Avatar Visual Development

First look at the characters... in the main gameplay interface, they will look very cute, minimal and circular. The camera will be looking at them from overhead.
Their avatar will be a choice of silhouettes, and colors for hair, skin and clothes. If there's time, assets like hats can be added.


Thesis Draft 3



We are living in a high-tech, user-centered world where the levels of interactivity are increasing. Interactivity creates a great sense of connection between the author and the user.  Currently, popular multi-player games do not always create truly interactive gameplay. User’s actions do not always affect the outcome of their peers. In the real world, our actions are often noticed by others and influence their performance, especially in a collaborative or vocational environment, and certainly in the realm of economics. In my thesis project, I aim to create gameplay that is more social, promoting social responsibility, and that is overall more complex as far as interpersonal relationships between players.
My thesis project, a multiplayer game, will aim to re-create normal social spheres of influence in the every-day world. It will aim to create gameplay that invites users to team up, or team up against other players in a freelance way that is entirely their own choice at any given second. The users will need to stay on good terms with their peers if they want help later. Some users will inevitably get the chance to move ahead of the crowd, but this will render them vulnerable to attack.
I will now describe the game structure, players and assets in the game. I will include my predictions of how the gameplay will and should force the players to interact. In other words, my descriptions will include the intended purpose of the rules and features.
I.                    Story
The story is implicit and will be created by the user as they progress. The short-term goals will be implied by game assets, and the relationship between characters will not be pre-determined.
II.                  The World
The gameworld is comprised of a maze-like structure with many gates and halls to pass through. The closed gates may be opened, but when one gate opens, a different one closes.  There are levels or “layers”  that increase in size as the user progresses. The world will contain objects from the real world in the 19th century but will be boxy, perhaps resembling Pac Man levels, in structure.

III.                The Players
Users are assigned positions in which to generate randomly at the beginning of the game. Everyone will start out with an equal amount of energy and karma power. The characters will be humanoid but with a minimal, low-poly form. Player’s attire and body will be customized before the player begins.
                                              
IV.                Over view of Game Assets
There will be switches to stand on that open gates. Large switches require two or more people in order to open the gate.  There will be a portal in the center of each level map, that takes the player to the next level. There will also be a key to each portal, which allows the user who holds it to change the gameplay in the level.
V.                  Keys
The game’ s currency is in keys. Users will collect keys that are found scattered throughout the world in hidden corners. The keys will be necessary to progress, but players will often find themselves needing the keys that other players have. There are five different types of keys that correspond to the different levels.  However, there are only so many keys. The keys can be shared among users so that they can all progress together.
VI.                Karma Power
Players will have a meter that measures their karma power.  This karma power will go up when they ally with another player to progress in the game, either when they give someone a key, or step on a switch together to open a door. They can select a player to contact and communicate about a common goal through the chat feature. Their karma power will go down when they move to the next level and will decrease gradually as time goes, unless they redeem it by helping their peers. If their karma power is depleted, it becomes very easy for their keys to be stolen, in which case another user will change the gameplay for the benefit of themselves and hopefully others (unless that player wishes to lose their karma too).

VII.              Goal
A.      The goal in each level is to reach the center of the maze at which time they will gain the magic key that allows them to control the resources found in the next level.
B.      The end goal is to get to the last level, and earn a piece of the Pie. The size of the piece will be greater depending on what place you came in among your peers. Many players, especially those  who team up, will earn equal pieces of the Pie, thereby coming in “neck-and-neck.” It can be said that the goal will be to also help your peers do the same, avoiding “stepping on anyone’s toes” and trying not to sabotage other people’s efforts to succeed. To do this would be asking for trouble.  
C.      The karma score will not directly influence the amount of points earned at the finish.  It is simply there to determine the players’ vulnerability or status among his/her peers.

Through these constructs I aim to create gameplay that engages users in a world where their actions affect everyone on the game map, for better or for worse. Without a doubt this would indirectly cause users to interact in a way that, in my view, emulates real-world interaction within groups of people. Because users are designated as friend or foe to each other, they will be constantly defining and re-defining their relationships with other users.  Through the karma power, users are asked to think directly about how their actions will have an outcome that has to do with their peers, and that score will have a direct effect on their progress in the game. The Pie concept reinforces that each player is a piece of a greater whole. They can come in with equal pieces and there is not just one total winner.