SlideShare ist ein Scribd-Unternehmen logo
1 von 11
Comparing Computer and
Traditional Games
BY:
HASSAN AFTAB

AHMAD RAZA
INTRODUCTION


This topic is to convert non-computer based gameplay into
computer game designs.



We will explaing a game design patterns approach in a comparison
of the popular Real-Time Strategy (RTS) computer game,
Warcraft III by Blizzard, and the popular non-computer strategic
board game, Risk by Parker Brothers.



Existing non-computer games have often been a source of
gameplay ideas and concepts for computer games. These game
have proven themselves attractive to a large number of players,
and it makes sense to try to replicate the same attractiveness in a
computer-based medium.
Introduction


Our attempts are not always successful. This is due to attempting
to replicate the original game too rigidly without modifications
to accommodate the strengths and limitations of a computerbased format in comparison to the original format.



By comparing a popularly successful computer game and a
popularly successful non-computer game with similarities in core
gameplay, this paper aims to identify differences in game design
that allow the shared core gameplay to retain its
attractiveness despite the difference in medium. It is hoped thatthis
can then be used to develop translation techniques for more
successfully converting other non-computer gameplay to
computer game designs.
Identifications of games under discusstion



Comparing two games with close similarities in core gameplay
would allow easier identification of game design patterns that are
adaptations for the computer medium, avoiding confusion
between these and patterns that reflect differences in core
gameplay dynamics or genre-based difference.



Following games are under discussion:
1.

Game of Risk

2.

Warcraft III
Game of Risk

War Craft III
Risk


The standard version is played on a board depicting a political map
of the Earth, divided into forty-two territories, which are grouped into
six continents. The object of the game is to occupy every territory on
the board and in doing so, eliminate the other players. Players
control armies with which they attempt to capture territories from
other players, with results determined by dice rolls.



The official rulebook gives three basic strategy tips for the classic
rules:


First, players should control entire continents to get the bonus
reinforcement armies.



Second, players should watch their borders for buildups of armies that
could imply an upcoming attack.



Third, players should build up armies on their own borders for better
defense
The Game of Warcraft III


Warcraft III by Blizzard Entertainment is a good example of a
recent Real-Time Strategy (RTS) game and presents a very
popular refinement of the RTS format. While Warcraft III
contains both single-player and multi-player modes of play, the
structure, design, and resultant gameplay of the single-player
mode is markedly different, focusing more on narrative and
asymmetrical challenges or puzzles, and significantly differs from the
core multi-player strategic gameplay of Risk.
Methodology


Initial identification of presence of game design patterns was
performed by iteratively considering each game design pattern
from the context of both games, informed by playtesting. This
was supplemented with structural analysis based on the rules and
manuals of the games. Additional playtesting was undertaken to
confirm some patterns, together with the surveying of online
sources for player gameplay experiences.



Since some design patterns may exist only under certain
special conditions or be emergent only under rare
circumstances, this analysis attempts to characterize each game
only according to common ways by which they are played or
accepted to be played.
Analysis


The comparison between the two games reveals significantly more
game design patterns (Seamless game world, Adaptive Difficulty,
Slow) that are in Warcraft III, but not in Risk, than vice versa. This
implies an increase in the number of gameplay elements in Warcraft
III, and an examination of the differences reflects an increase in
the level of depth and complexity of gameplay.



In addition, a number of shared game design patterns, while
present in both games, had noticeable differences in the degree to
which they are implemented. In general, these can also be
described as being implemented with more complexityand depth in
Warcraft III than in Risk. For example, while a hierarchy of goalsmight
exist in both games, the hierarchy is much deeper and more complex
in Warcraft III, where goals not only include attacking and
defending territories, but also include securing resources, upgrading
units, building up the economy, exploring the map.
Analysis


In most cases, differences can be found to be related to the shift
from self-facilitated games to computer-facilitated games. The
computational power of a computer-based system allows games to
contain much more complex game mechanics and calculations as
they can be automatically handled by the computer without
overloading the player. This allows the many more patterns in the
Game Elements and Actions, Events categories, with more
realistic, complicated mechanics taking the place of more
simplistic dice and cards.



Computer-facilitation also allows more and smaller details and
gameplay-related numbers to be accurately taken into
account, with much less possibility of cheating. This enables the
move to a continuous non-discrete playing field, instead of a
tile-based world map with discrete territories.
Analysis contd



The computational power of the computer also allows the
introduction of artificial intelligence agents that can take the place
of players, allowing players to play with computer-controlled
players, both as team-mates or as opponents. This allows the
multi-player game to be played by a single human player, and is
what enables the development of an asymmetrical singleplayer mode in Warcraft III.



Real time games are enabled by the introduction of the computer
as it is able to handle simultaneous moves and other inputs from
players, resolving any conflicts with undisputed impartiality. This
allows the pace of the game to be effectively controlled,
introducing a sense of urgency in line with the game design
pattern of the show must go on. Turn-taking, downtime, and the
possibility of analysis paralysis are also eliminated. These greatly
contribute to a sense of excitement.

Weitere Àhnliche Inhalte

Was ist angesagt?

New microsoft word document
New microsoft word documentNew microsoft word document
New microsoft word documentMahesh Reddy
 
DeepStack: Expert-Level Artificial Intelligence in Heads-Up No-Limit Poker
DeepStack: Expert-Level Artificial Intelligence in Heads-Up No-Limit PokerDeepStack: Expert-Level Artificial Intelligence in Heads-Up No-Limit Poker
DeepStack: Expert-Level Artificial Intelligence in Heads-Up No-Limit PokerOfir Shalev
 
Game Theory Strategic Decision Making
Game Theory Strategic Decision MakingGame Theory Strategic Decision Making
Game Theory Strategic Decision MakingCaner Erden
 
Mass effect 3 analysis
Mass effect 3 analysisMass effect 3 analysis
Mass effect 3 analysishaverstockmedia
 
Exposé biad game-theory
Exposé biad game-theoryExposé biad game-theory
Exposé biad game-theoryMalak Souf
 
Learning Through Gaming
Learning Through GamingLearning Through Gaming
Learning Through GamingColin Smith-Clark
 
ARENA - Dynamic Run-time Map Generation for Multiplayer Shooters [Full Text]
ARENA - Dynamic Run-time  Map Generation for Multiplayer Shooters [Full Text]ARENA - Dynamic Run-time  Map Generation for Multiplayer Shooters [Full Text]
ARENA - Dynamic Run-time Map Generation for Multiplayer Shooters [Full Text]Anand Bhojan
 
Game Balance 3: Player Equality and Fairness
Game Balance 3: Player Equality and FairnessGame Balance 3: Player Equality and Fairness
Game Balance 3: Player Equality and FairnessMarc Miquel
 
MMORPG economics
MMORPG economicsMMORPG economics
MMORPG economicsChris Brown
 
SeemakurtyEtAlHCOMP2010
SeemakurtyEtAlHCOMP2010SeemakurtyEtAlHCOMP2010
SeemakurtyEtAlHCOMP2010Jonathan Chu
 
Lecture 3 MMX3043 Game Design and Development
Lecture 3 MMX3043 Game Design and DevelopmentLecture 3 MMX3043 Game Design and Development
Lecture 3 MMX3043 Game Design and DevelopmentLaili Farhana M.I.
 
Rebel scrum prototype_1214
Rebel scrum prototype_1214Rebel scrum prototype_1214
Rebel scrum prototype_1214Shawn Neal
 
Standard Deviation1
Standard Deviation1Standard Deviation1
Standard Deviation1biggysmalls22
 

Was ist angesagt? (19)

Fmp theory
Fmp theory Fmp theory
Fmp theory
 
New microsoft word document
New microsoft word documentNew microsoft word document
New microsoft word document
 
DeepStack: Expert-Level Artificial Intelligence in Heads-Up No-Limit Poker
DeepStack: Expert-Level Artificial Intelligence in Heads-Up No-Limit PokerDeepStack: Expert-Level Artificial Intelligence in Heads-Up No-Limit Poker
DeepStack: Expert-Level Artificial Intelligence in Heads-Up No-Limit Poker
 
Game Theory Strategic Decision Making
Game Theory Strategic Decision MakingGame Theory Strategic Decision Making
Game Theory Strategic Decision Making
 
Mass effect 3 analysis
Mass effect 3 analysisMass effect 3 analysis
Mass effect 3 analysis
 
Gears of war 2 (wick)
Gears of war 2 (wick)Gears of war 2 (wick)
Gears of war 2 (wick)
 
Adversarial search
Adversarial search Adversarial search
Adversarial search
 
Research FMP Year 2
Research FMP Year 2Research FMP Year 2
Research FMP Year 2
 
Got game
Got gameGot game
Got game
 
Exposé biad game-theory
Exposé biad game-theoryExposé biad game-theory
Exposé biad game-theory
 
Learning Through Gaming
Learning Through GamingLearning Through Gaming
Learning Through Gaming
 
ARENA - Dynamic Run-time Map Generation for Multiplayer Shooters [Full Text]
ARENA - Dynamic Run-time  Map Generation for Multiplayer Shooters [Full Text]ARENA - Dynamic Run-time  Map Generation for Multiplayer Shooters [Full Text]
ARENA - Dynamic Run-time Map Generation for Multiplayer Shooters [Full Text]
 
Game Balance 3: Player Equality and Fairness
Game Balance 3: Player Equality and FairnessGame Balance 3: Player Equality and Fairness
Game Balance 3: Player Equality and Fairness
 
MMORPG economics
MMORPG economicsMMORPG economics
MMORPG economics
 
SeemakurtyEtAlHCOMP2010
SeemakurtyEtAlHCOMP2010SeemakurtyEtAlHCOMP2010
SeemakurtyEtAlHCOMP2010
 
Lecture 3 MMX3043 Game Design and Development
Lecture 3 MMX3043 Game Design and DevelopmentLecture 3 MMX3043 Game Design and Development
Lecture 3 MMX3043 Game Design and Development
 
Rebel scrum prototype_1214
Rebel scrum prototype_1214Rebel scrum prototype_1214
Rebel scrum prototype_1214
 
Game theory
Game theoryGame theory
Game theory
 
Standard Deviation1
Standard Deviation1Standard Deviation1
Standard Deviation1
 

Ähnlich wie Comparing computer and traditional games

Gaming powerpoint, summer holiday
Gaming powerpoint, summer holidayGaming powerpoint, summer holiday
Gaming powerpoint, summer holidayNathanielW
 
TIáčŹAL – Asynchronous multiplayer shooter with procedurally generated maps
TIáčŹAL – Asynchronous multiplayer shooter with procedurally generated mapsTIáčŹAL – Asynchronous multiplayer shooter with procedurally generated maps
TIáčŹAL – Asynchronous multiplayer shooter with procedurally generated mapsAnand Bhojan
 
Developers vs Cybercriminals: Protecting your MMO from online crime
Developers vs Cybercriminals: Protecting your MMO from online crimeDevelopers vs Cybercriminals: Protecting your MMO from online crime
Developers vs Cybercriminals: Protecting your MMO from online crimeEn Masse Entertainment
 
Can a Paper-Based Sketching Interface Improve the Gamer Experience in Strateg...
Can a Paper-Based Sketching Interface Improve the Gamer Experience in Strateg...Can a Paper-Based Sketching Interface Improve the Gamer Experience in Strateg...
Can a Paper-Based Sketching Interface Improve the Gamer Experience in Strateg...Matthieu Macret
 
Videogames
VideogamesVideogames
Videogamesdidacpower
 
Videogames
VideogamesVideogames
Videogamesdidacpower
 
Game Design 1 - Intro and Game Engines
Game Design 1 - Intro and Game EnginesGame Design 1 - Intro and Game Engines
Game Design 1 - Intro and Game EnginesJay Crossler
 
Introduction To My Graduation Project
Introduction To My Graduation ProjectIntroduction To My Graduation Project
Introduction To My Graduation ProjectAbdelrahman Al-Ogail
 
Motivations for AR Gaming - Presentation at NZ GDC 2004
Motivations for AR Gaming - Presentation at NZ GDC 2004Motivations for AR Gaming - Presentation at NZ GDC 2004
Motivations for AR Gaming - Presentation at NZ GDC 2004Trond Nilsen
 
Game playing in artificial intelligent technique
Game playing in artificial intelligent technique Game playing in artificial intelligent technique
Game playing in artificial intelligent technique syeda zoya mehdi
 
Game Behavioral Analytics
Game Behavioral AnalyticsGame Behavioral Analytics
Game Behavioral Analyticsmdk8989
 
Similar Games Research
Similar Games ResearchSimilar Games Research
Similar Games ResearchVictory Media
 
Mmorpg 111102073728-phpapp02
Mmorpg 111102073728-phpapp02Mmorpg 111102073728-phpapp02
Mmorpg 111102073728-phpapp02pumascomm
 
R.A.W - THE GAME
R.A.W - THE GAMER.A.W - THE GAME
R.A.W - THE GAMEIRJET Journal
 
Presentation app
Presentation appPresentation app
Presentation appSoham Mondal
 

Ähnlich wie Comparing computer and traditional games (20)

Gaming powerpoint, summer holiday
Gaming powerpoint, summer holidayGaming powerpoint, summer holiday
Gaming powerpoint, summer holiday
 
TIáčŹAL – Asynchronous multiplayer shooter with procedurally generated maps
TIáčŹAL – Asynchronous multiplayer shooter with procedurally generated mapsTIáčŹAL – Asynchronous multiplayer shooter with procedurally generated maps
TIáčŹAL – Asynchronous multiplayer shooter with procedurally generated maps
 
Pg9 9 27
Pg9  9 27Pg9  9 27
Pg9 9 27
 
Pg9 9 27
Pg9  9 27Pg9  9 27
Pg9 9 27
 
Developers vs Cybercriminals: Protecting your MMO from online crime
Developers vs Cybercriminals: Protecting your MMO from online crimeDevelopers vs Cybercriminals: Protecting your MMO from online crime
Developers vs Cybercriminals: Protecting your MMO from online crime
 
The Game
The GameThe Game
The Game
 
Can a Paper-Based Sketching Interface Improve the Gamer Experience in Strateg...
Can a Paper-Based Sketching Interface Improve the Gamer Experience in Strateg...Can a Paper-Based Sketching Interface Improve the Gamer Experience in Strateg...
Can a Paper-Based Sketching Interface Improve the Gamer Experience in Strateg...
 
Videogames
VideogamesVideogames
Videogames
 
Videogames
VideogamesVideogames
Videogames
 
En game hacking
En game hackingEn game hacking
En game hacking
 
Game Design 1 - Intro and Game Engines
Game Design 1 - Intro and Game EnginesGame Design 1 - Intro and Game Engines
Game Design 1 - Intro and Game Engines
 
Introduction To My Graduation Project
Introduction To My Graduation ProjectIntroduction To My Graduation Project
Introduction To My Graduation Project
 
Motivations for AR Gaming - Presentation at NZ GDC 2004
Motivations for AR Gaming - Presentation at NZ GDC 2004Motivations for AR Gaming - Presentation at NZ GDC 2004
Motivations for AR Gaming - Presentation at NZ GDC 2004
 
Game playing in artificial intelligent technique
Game playing in artificial intelligent technique Game playing in artificial intelligent technique
Game playing in artificial intelligent technique
 
Game Behavioral Analytics
Game Behavioral AnalyticsGame Behavioral Analytics
Game Behavioral Analytics
 
Similar Games Research
Similar Games ResearchSimilar Games Research
Similar Games Research
 
Mmorpg 111102073728-phpapp02
Mmorpg 111102073728-phpapp02Mmorpg 111102073728-phpapp02
Mmorpg 111102073728-phpapp02
 
Mmorpg
MmorpgMmorpg
Mmorpg
 
R.A.W - THE GAME
R.A.W - THE GAMER.A.W - THE GAME
R.A.W - THE GAME
 
Presentation app
Presentation appPresentation app
Presentation app
 

Mehr von Hassan Aftab

Introduction to Objective C
Introduction to Objective CIntroduction to Objective C
Introduction to Objective CHassan Aftab
 
Steganography
SteganographySteganography
SteganographyHassan Aftab
 
Introduction to Microeconomics
Introduction to MicroeconomicsIntroduction to Microeconomics
Introduction to MicroeconomicsHassan Aftab
 
ISO Standard 9241-11
ISO Standard 9241-11ISO Standard 9241-11
ISO Standard 9241-11Hassan Aftab
 
ISO Standard 9241
ISO Standard 9241ISO Standard 9241
ISO Standard 9241Hassan Aftab
 
Improving Validation Activities
Improving Validation ActivitiesImproving Validation Activities
Improving Validation ActivitiesHassan Aftab
 
Poverty in Pakistan
Poverty in PakistanPoverty in Pakistan
Poverty in PakistanHassan Aftab
 

Mehr von Hassan Aftab (7)

Introduction to Objective C
Introduction to Objective CIntroduction to Objective C
Introduction to Objective C
 
Steganography
SteganographySteganography
Steganography
 
Introduction to Microeconomics
Introduction to MicroeconomicsIntroduction to Microeconomics
Introduction to Microeconomics
 
ISO Standard 9241-11
ISO Standard 9241-11ISO Standard 9241-11
ISO Standard 9241-11
 
ISO Standard 9241
ISO Standard 9241ISO Standard 9241
ISO Standard 9241
 
Improving Validation Activities
Improving Validation ActivitiesImproving Validation Activities
Improving Validation Activities
 
Poverty in Pakistan
Poverty in PakistanPoverty in Pakistan
Poverty in Pakistan
 

KĂŒrzlich hochgeladen

AWS Community Day CPH - Three problems of Terraform
AWS Community Day CPH - Three problems of TerraformAWS Community Day CPH - Three problems of Terraform
AWS Community Day CPH - Three problems of TerraformAndrey Devyatkin
 
Platformless Horizons for Digital Adaptability
Platformless Horizons for Digital AdaptabilityPlatformless Horizons for Digital Adaptability
Platformless Horizons for Digital AdaptabilityWSO2
 
WSO2's API Vision: Unifying Control, Empowering Developers
WSO2's API Vision: Unifying Control, Empowering DevelopersWSO2's API Vision: Unifying Control, Empowering Developers
WSO2's API Vision: Unifying Control, Empowering DevelopersWSO2
 
MINDCTI Revenue Release Quarter One 2024
MINDCTI Revenue Release Quarter One 2024MINDCTI Revenue Release Quarter One 2024
MINDCTI Revenue Release Quarter One 2024MIND CTI
 
JohnPollard-hybrid-app-RailsConf2024.pptx
JohnPollard-hybrid-app-RailsConf2024.pptxJohnPollard-hybrid-app-RailsConf2024.pptx
JohnPollard-hybrid-app-RailsConf2024.pptxJohnPollard37
 
Apidays New York 2024 - Passkeys: Developing APIs to enable passwordless auth...
Apidays New York 2024 - Passkeys: Developing APIs to enable passwordless auth...Apidays New York 2024 - Passkeys: Developing APIs to enable passwordless auth...
Apidays New York 2024 - Passkeys: Developing APIs to enable passwordless auth...apidays
 
How to Troubleshoot Apps for the Modern Connected Worker
How to Troubleshoot Apps for the Modern Connected WorkerHow to Troubleshoot Apps for the Modern Connected Worker
How to Troubleshoot Apps for the Modern Connected WorkerThousandEyes
 
Why Teams call analytics are critical to your entire business
Why Teams call analytics are critical to your entire businessWhy Teams call analytics are critical to your entire business
Why Teams call analytics are critical to your entire businesspanagenda
 
Finding Java's Hidden Performance Traps @ DevoxxUK 2024
Finding Java's Hidden Performance Traps @ DevoxxUK 2024Finding Java's Hidden Performance Traps @ DevoxxUK 2024
Finding Java's Hidden Performance Traps @ DevoxxUK 2024Victor Rentea
 
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...apidays
 
Apidays New York 2024 - Accelerating FinTech Innovation by Vasa Krishnan, Fin...
Apidays New York 2024 - Accelerating FinTech Innovation by Vasa Krishnan, Fin...Apidays New York 2024 - Accelerating FinTech Innovation by Vasa Krishnan, Fin...
Apidays New York 2024 - Accelerating FinTech Innovation by Vasa Krishnan, Fin...apidays
 
Web Form Automation for Bonterra Impact Management (fka Social Solutions Apri...
Web Form Automation for Bonterra Impact Management (fka Social Solutions Apri...Web Form Automation for Bonterra Impact Management (fka Social Solutions Apri...
Web Form Automation for Bonterra Impact Management (fka Social Solutions Apri...Jeffrey Haguewood
 
Vector Search -An Introduction in Oracle Database 23ai.pptx
Vector Search -An Introduction in Oracle Database 23ai.pptxVector Search -An Introduction in Oracle Database 23ai.pptx
Vector Search -An Introduction in Oracle Database 23ai.pptxRemote DBA Services
 
CNIC Information System with Pakdata Cf In Pakistan
CNIC Information System with Pakdata Cf In PakistanCNIC Information System with Pakdata Cf In Pakistan
CNIC Information System with Pakdata Cf In Pakistandanishmna97
 
Polkadot JAM Slides - Token2049 - By Dr. Gavin Wood
Polkadot JAM Slides - Token2049 - By Dr. Gavin WoodPolkadot JAM Slides - Token2049 - By Dr. Gavin Wood
Polkadot JAM Slides - Token2049 - By Dr. Gavin WoodJuan lago vĂĄzquez
 
Understanding the FAA Part 107 License ..
Understanding the FAA Part 107 License ..Understanding the FAA Part 107 License ..
Understanding the FAA Part 107 License ..Christopher Logan Kennedy
 
Connector Corner: Accelerate revenue generation using UiPath API-centric busi...
Connector Corner: Accelerate revenue generation using UiPath API-centric busi...Connector Corner: Accelerate revenue generation using UiPath API-centric busi...
Connector Corner: Accelerate revenue generation using UiPath API-centric busi...DianaGray10
 
Cloud Frontiers: A Deep Dive into Serverless Spatial Data and FME
Cloud Frontiers:  A Deep Dive into Serverless Spatial Data and FMECloud Frontiers:  A Deep Dive into Serverless Spatial Data and FME
Cloud Frontiers: A Deep Dive into Serverless Spatial Data and FMESafe Software
 
Exploring Multimodal Embeddings with Milvus
Exploring Multimodal Embeddings with MilvusExploring Multimodal Embeddings with Milvus
Exploring Multimodal Embeddings with MilvusZilliz
 

KĂŒrzlich hochgeladen (20)

AWS Community Day CPH - Three problems of Terraform
AWS Community Day CPH - Three problems of TerraformAWS Community Day CPH - Three problems of Terraform
AWS Community Day CPH - Three problems of Terraform
 
Platformless Horizons for Digital Adaptability
Platformless Horizons for Digital AdaptabilityPlatformless Horizons for Digital Adaptability
Platformless Horizons for Digital Adaptability
 
WSO2's API Vision: Unifying Control, Empowering Developers
WSO2's API Vision: Unifying Control, Empowering DevelopersWSO2's API Vision: Unifying Control, Empowering Developers
WSO2's API Vision: Unifying Control, Empowering Developers
 
MINDCTI Revenue Release Quarter One 2024
MINDCTI Revenue Release Quarter One 2024MINDCTI Revenue Release Quarter One 2024
MINDCTI Revenue Release Quarter One 2024
 
JohnPollard-hybrid-app-RailsConf2024.pptx
JohnPollard-hybrid-app-RailsConf2024.pptxJohnPollard-hybrid-app-RailsConf2024.pptx
JohnPollard-hybrid-app-RailsConf2024.pptx
 
Apidays New York 2024 - Passkeys: Developing APIs to enable passwordless auth...
Apidays New York 2024 - Passkeys: Developing APIs to enable passwordless auth...Apidays New York 2024 - Passkeys: Developing APIs to enable passwordless auth...
Apidays New York 2024 - Passkeys: Developing APIs to enable passwordless auth...
 
How to Troubleshoot Apps for the Modern Connected Worker
How to Troubleshoot Apps for the Modern Connected WorkerHow to Troubleshoot Apps for the Modern Connected Worker
How to Troubleshoot Apps for the Modern Connected Worker
 
+971581248768>> SAFE AND ORIGINAL ABORTION PILLS FOR SALE IN DUBAI AND ABUDHA...
+971581248768>> SAFE AND ORIGINAL ABORTION PILLS FOR SALE IN DUBAI AND ABUDHA...+971581248768>> SAFE AND ORIGINAL ABORTION PILLS FOR SALE IN DUBAI AND ABUDHA...
+971581248768>> SAFE AND ORIGINAL ABORTION PILLS FOR SALE IN DUBAI AND ABUDHA...
 
Why Teams call analytics are critical to your entire business
Why Teams call analytics are critical to your entire businessWhy Teams call analytics are critical to your entire business
Why Teams call analytics are critical to your entire business
 
Finding Java's Hidden Performance Traps @ DevoxxUK 2024
Finding Java's Hidden Performance Traps @ DevoxxUK 2024Finding Java's Hidden Performance Traps @ DevoxxUK 2024
Finding Java's Hidden Performance Traps @ DevoxxUK 2024
 
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...
 
Apidays New York 2024 - Accelerating FinTech Innovation by Vasa Krishnan, Fin...
Apidays New York 2024 - Accelerating FinTech Innovation by Vasa Krishnan, Fin...Apidays New York 2024 - Accelerating FinTech Innovation by Vasa Krishnan, Fin...
Apidays New York 2024 - Accelerating FinTech Innovation by Vasa Krishnan, Fin...
 
Web Form Automation for Bonterra Impact Management (fka Social Solutions Apri...
Web Form Automation for Bonterra Impact Management (fka Social Solutions Apri...Web Form Automation for Bonterra Impact Management (fka Social Solutions Apri...
Web Form Automation for Bonterra Impact Management (fka Social Solutions Apri...
 
Vector Search -An Introduction in Oracle Database 23ai.pptx
Vector Search -An Introduction in Oracle Database 23ai.pptxVector Search -An Introduction in Oracle Database 23ai.pptx
Vector Search -An Introduction in Oracle Database 23ai.pptx
 
CNIC Information System with Pakdata Cf In Pakistan
CNIC Information System with Pakdata Cf In PakistanCNIC Information System with Pakdata Cf In Pakistan
CNIC Information System with Pakdata Cf In Pakistan
 
Polkadot JAM Slides - Token2049 - By Dr. Gavin Wood
Polkadot JAM Slides - Token2049 - By Dr. Gavin WoodPolkadot JAM Slides - Token2049 - By Dr. Gavin Wood
Polkadot JAM Slides - Token2049 - By Dr. Gavin Wood
 
Understanding the FAA Part 107 License ..
Understanding the FAA Part 107 License ..Understanding the FAA Part 107 License ..
Understanding the FAA Part 107 License ..
 
Connector Corner: Accelerate revenue generation using UiPath API-centric busi...
Connector Corner: Accelerate revenue generation using UiPath API-centric busi...Connector Corner: Accelerate revenue generation using UiPath API-centric busi...
Connector Corner: Accelerate revenue generation using UiPath API-centric busi...
 
Cloud Frontiers: A Deep Dive into Serverless Spatial Data and FME
Cloud Frontiers:  A Deep Dive into Serverless Spatial Data and FMECloud Frontiers:  A Deep Dive into Serverless Spatial Data and FME
Cloud Frontiers: A Deep Dive into Serverless Spatial Data and FME
 
Exploring Multimodal Embeddings with Milvus
Exploring Multimodal Embeddings with MilvusExploring Multimodal Embeddings with Milvus
Exploring Multimodal Embeddings with Milvus
 

Comparing computer and traditional games

  • 1. Comparing Computer and Traditional Games BY: HASSAN AFTAB AHMAD RAZA
  • 2. INTRODUCTION  This topic is to convert non-computer based gameplay into computer game designs.  We will explaing a game design patterns approach in a comparison of the popular Real-Time Strategy (RTS) computer game, Warcraft III by Blizzard, and the popular non-computer strategic board game, Risk by Parker Brothers.  Existing non-computer games have often been a source of gameplay ideas and concepts for computer games. These game have proven themselves attractive to a large number of players, and it makes sense to try to replicate the same attractiveness in a computer-based medium.
  • 3. Introduction  Our attempts are not always successful. This is due to attempting to replicate the original game too rigidly without modifications to accommodate the strengths and limitations of a computerbased format in comparison to the original format.  By comparing a popularly successful computer game and a popularly successful non-computer game with similarities in core gameplay, this paper aims to identify differences in game design that allow the shared core gameplay to retain its attractiveness despite the difference in medium. It is hoped thatthis can then be used to develop translation techniques for more successfully converting other non-computer gameplay to computer game designs.
  • 4. Identifications of games under discusstion  Comparing two games with close similarities in core gameplay would allow easier identification of game design patterns that are adaptations for the computer medium, avoiding confusion between these and patterns that reflect differences in core gameplay dynamics or genre-based difference.  Following games are under discussion: 1. Game of Risk 2. Warcraft III
  • 5. Game of Risk War Craft III
  • 6. Risk  The standard version is played on a board depicting a political map of the Earth, divided into forty-two territories, which are grouped into six continents. The object of the game is to occupy every territory on the board and in doing so, eliminate the other players. Players control armies with which they attempt to capture territories from other players, with results determined by dice rolls.  The official rulebook gives three basic strategy tips for the classic rules:  First, players should control entire continents to get the bonus reinforcement armies.  Second, players should watch their borders for buildups of armies that could imply an upcoming attack.  Third, players should build up armies on their own borders for better defense
  • 7. The Game of Warcraft III  Warcraft III by Blizzard Entertainment is a good example of a recent Real-Time Strategy (RTS) game and presents a very popular refinement of the RTS format. While Warcraft III contains both single-player and multi-player modes of play, the structure, design, and resultant gameplay of the single-player mode is markedly different, focusing more on narrative and asymmetrical challenges or puzzles, and significantly differs from the core multi-player strategic gameplay of Risk.
  • 8. Methodology  Initial identification of presence of game design patterns was performed by iteratively considering each game design pattern from the context of both games, informed by playtesting. This was supplemented with structural analysis based on the rules and manuals of the games. Additional playtesting was undertaken to confirm some patterns, together with the surveying of online sources for player gameplay experiences.  Since some design patterns may exist only under certain special conditions or be emergent only under rare circumstances, this analysis attempts to characterize each game only according to common ways by which they are played or accepted to be played.
  • 9. Analysis  The comparison between the two games reveals significantly more game design patterns (Seamless game world, Adaptive Difficulty, Slow) that are in Warcraft III, but not in Risk, than vice versa. This implies an increase in the number of gameplay elements in Warcraft III, and an examination of the differences reflects an increase in the level of depth and complexity of gameplay.  In addition, a number of shared game design patterns, while present in both games, had noticeable differences in the degree to which they are implemented. In general, these can also be described as being implemented with more complexityand depth in Warcraft III than in Risk. For example, while a hierarchy of goalsmight exist in both games, the hierarchy is much deeper and more complex in Warcraft III, where goals not only include attacking and defending territories, but also include securing resources, upgrading units, building up the economy, exploring the map.
  • 10. Analysis  In most cases, differences can be found to be related to the shift from self-facilitated games to computer-facilitated games. The computational power of a computer-based system allows games to contain much more complex game mechanics and calculations as they can be automatically handled by the computer without overloading the player. This allows the many more patterns in the Game Elements and Actions, Events categories, with more realistic, complicated mechanics taking the place of more simplistic dice and cards.  Computer-facilitation also allows more and smaller details and gameplay-related numbers to be accurately taken into account, with much less possibility of cheating. This enables the move to a continuous non-discrete playing field, instead of a tile-based world map with discrete territories.
  • 11. Analysis contd
  The computational power of the computer also allows the introduction of artificial intelligence agents that can take the place of players, allowing players to play with computer-controlled players, both as team-mates or as opponents. This allows the multi-player game to be played by a single human player, and is what enables the development of an asymmetrical singleplayer mode in Warcraft III.  Real time games are enabled by the introduction of the computer as it is able to handle simultaneous moves and other inputs from players, resolving any conflicts with undisputed impartiality. This allows the pace of the game to be effectively controlled, introducing a sense of urgency in line with the game design pattern of the show must go on. Turn-taking, downtime, and the possibility of analysis paralysis are also eliminated. These greatly contribute to a sense of excitement.