In game design class, we have been looking at the effects of rewards on gameplay. We were asked to do some research on the psychologist B. F. Skinner. Skinner is notable for his innovation of a new philosophy of science called radical behaviorism. This theory is based in the idea of operant conditioning, where one's behaviors can be modified by their consequences. Central to all of this is Skinner's principle of reinforcement. In psychology, reinforcement is the strengthening of a behavior due to its association with a stimulus, as opposed to punishment, which weakens a behavior. Skinner's principle of reinforcement says that if the consequences are good, then one's actions will be reinforced, while if the consequences are bad, one's actions will be punished.
Skinner tested his ideas in his "Skinner Box," more scientifically known as the operant conditioning chamber. This apparatus allows researchers to expose animal test subjects to stimuli like lights and sound signals. The chamber delivers a reward to the animal, such as food, after it successfully performs a behavior. These devices allow for experimentation in behavior and conditioning through reward and punishment mechanisms.
I suppose the idea of the Skinner Box can be applied to game design and testing. Reinforcement and punishment can work very well in giving the game an interesting balance. For example, the game Dishonored makes good use of this idea by offering the player different sets of rewards and punishments depending on if they want to approach the game violently or nonviolently. A game is a lot like a Skinner Box. Players are conditioned by the rules and mechanics of the game, which they must follow in order to receive a reward. This means that there is a lot of potential for experimentation in the conditioning that a game allows, and by experimenting, maybe developers can find new ways to influence player motivations.
Wednesday, September 18, 2013
Sunday, September 15, 2013
Thoughts on Steve Hickner's Lecture
I think Steve Hickner's lecture last week was a great introduction for me to some of the ideas behind storyboarding. He gave a list of storyboarding dos and don'ts, such as don't underboard, don't field too tightly, don't cutoff the characters in an awkward place (such as a joint), don't push the character or action too far out of the "golden egg" (this is an oval shape within the frame that characters should stay in to attract the viewer's attention), don't be afraid to move the camera, don't keep every shot at eye level, don't move everything (it's hard to create a single focal point when everything is moving) do watch eye trace, do separate planes tonally, do watch perspective. I haven't done much storyboarding or video editing before, so it was great to learn about these general guidelines.
It was also great to see Steve Hickner's reworked versions of the CA senior storyboards. The storyboard revisions helped me to see how some of the story boarding theory presented can be put into practice. Something that I really liked was Hickner's attempts to give every shot a purpose within the context of the entire story. In one of the storyboards, he eliminated a setting to be replaced with a single recurring location. This serves the dual purpose of saving time by having to create one less scene, as well as making all of the events in the story more strongly connected.
So overall I thought that this lecture was very informative. It was a great first look for me into the process of storyboarding and how to convey narrative to an audience. The next step for me is to start putting these ideas into practice in my own work to build a better understanding through experimentation.
It was also great to see Steve Hickner's reworked versions of the CA senior storyboards. The storyboard revisions helped me to see how some of the story boarding theory presented can be put into practice. Something that I really liked was Hickner's attempts to give every shot a purpose within the context of the entire story. In one of the storyboards, he eliminated a setting to be replaced with a single recurring location. This serves the dual purpose of saving time by having to create one less scene, as well as making all of the events in the story more strongly connected.
So overall I thought that this lecture was very informative. It was a great first look for me into the process of storyboarding and how to convey narrative to an audience. The next step for me is to start putting these ideas into practice in my own work to build a better understanding through experimentation.
Sunday, September 8, 2013
3D Game Environment Concept
Wednesday, August 28, 2013
Some Drawings From Last Semester
Here are a few drawings that I made last semester
I think one of the most vital things that I learned about in drawing II was the process of thumb nailing ideas and creating color and value roughs before approaching the final composition. This process makes a lot of sense to me personally and helps me stay more focused then if I was approaching a piece from a more freeform approach. I think drawing II was a great opportunity for me to work at improving my abilities with perspective, composition, color, and idea generation, and I'm determined to continue developing my skills in those areas.
I think one of the most vital things that I learned about in drawing II was the process of thumb nailing ideas and creating color and value roughs before approaching the final composition. This process makes a lot of sense to me personally and helps me stay more focused then if I was approaching a piece from a more freeform approach. I think drawing II was a great opportunity for me to work at improving my abilities with perspective, composition, color, and idea generation, and I'm determined to continue developing my skills in those areas.
Sunday, August 25, 2013
Game Trailer Analysis
The interesting thing to me about these trailers is how they serve the purpose of exclusively showcasing the story and mood of the game without offering any information about the game play. Many would argue that the purpose of a game trailer is to show at least in someway how the game will be played. However, I personally think that these trailers are strengthened by the choice of not including any game play. In doing this, the creators of this trailer could more effectively create an animation that represents what the game is intended to feel like. The choice in making the visual style of these shorts so different from that in the actual game also allowed the creators to add their own unique interpretations as to what it feels like to experience the world of Dishonored.
I think that the essential purpose of a game trailer should be to communicate to its audience the compelling experience that a game can offer. This experience can be communicated by showcasing the game play and story. I don't think that both of these elements must be shown in a trailer so long as it succeeds at enticing its viewers with evidence of an engaging experience. In limiting the scope of the information presented I think these trailers very effectively achieve their intended purpose of conveying to the viewers that the world of Dishonored has a very rich history and troubling conflicts that the player will explore through his or her own experience of the game.
Thursday, May 2, 2013
Thursday, March 21, 2013
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