Posts Tagged ‘time-study’

Gameplay / Paperboy

Paperboy is essential and has been ported endlessly.  Recently, I recorded gameplay from several of the ports: Atari ST, C64, NES, Sega Master System,  Atari Lynx, and Game Boy.  I quickly realized that the handheld ports are the most playable and rewarding.  Paperboy benefits from constraints in both graphics and gameplay.

Not only that, but the Averages from handheld recordings are stunning.  As the paperboy’s position rarely alters,  he appears to be breezing through a blurred neighborhood.  The similarity to long-exposure photographs, particularly with the Game Boy’s yellow-green display have encouraged further explorations which I will be posting over the next few months.

Paperboy/Lynx (Average)

Paperboy/Lynx (Average)

Paperboy/GB (Average)

Paperboy/GB (Average)

Gameplay / Excitebike

Last month, as an early time-study, I analyzed the first three stages of Excitebike. The Maximum representations—those which show everything all at once—produced beautiful results.

At first glance, you can easily understand the track design by way of the equalizer-like formation of overlapped ramps. Additionally, you can see an even distribution of jumps. And although you can press “B” for turbo, you never actually advance beyond the fixed horizontal constraint provided by the game designers.  I will create a more comprehensive study in the future including every stage as well as some track designer experiments.

Stage 1-1 (Maximum)

Stage 1-1 (Maximum)

Stage 1-2 (Maximum)

Stage 1-2 (Maximum)

Stage 2-1 (Maximum)

Stage 2-1 (Maximum)

Process / VGDb and time studies

As part of the Re:Game initiative at CRCA (UC San Diego), Jeremy Douglass and I are constructing the Video Gameplay Database (VGDb).

A significant component of the VGDb is representations of gameplay.  Jeremy has developed several methods to study time as it relates to gameplay sessions.  Together, we along with other interested researchers are beginning to explore the possibility of these representations.

For some, there’s an attraction to the ability to see a montage of gameplay situations, for others it’s the crop a particular section of screen geometry (such as the chords in Guitar Hero) and dissect the game design.  And of course, the combination of these will serve to provide an understanding of large-scale patterns in the canon of game design.

For my own sake, I am most compelled to explore two representations: Averages and MaximumsAverages produce a long-exposure type impression from the video while Maximums overlay every frame into one image and provide an all-at-once impression.  In the next few months, I will be recording and analyzing a great deal of gameplay using the “Video Game Sampling Unit” that we’ve devised at Re:Game.  While all of the results will end up in the VGDb, I also intend to post the highlights of my explorations here—the truly revelatory discoveries and the wowzers.

In the meantime, here are two recent prototypes of the VGDb interface:

VGDb Prototype: Gameplay Sessions

VGDb Prototype: Gameplay Sessions

VGDb: Gameplay Representations

VGDb: Gameplay Representations

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