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Subject: The Art of Computer Game Design- Chapter 3
Date: Sat, 15 Jan 2005 13:06:16 +0800
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<HTML><HEAD><TITLE>The Art of Computer Game Design- Chapter 3</TITLE>
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G>
<UL>
<DIV align=3Dright>
<P><A name=3Dtop></A><FONT size=3D+3>A Taxonomy of Computer=20
Games<BR></FONT><B>Chapter Three</B></P></DIV></UL>
<P>
<HR width=3D"100%">
<P></P>
<CENTER>
<TABLE cellPadding=3D10>
<TBODY>
<TR vAlign=3Dtop align=3Dleft>
<TD><B><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html#=
SKILL">SKILL-AND-ACTION=20
GAMES<BR></A><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html#=
Combat">Combat=20
Games<BR></A><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html#=
Maze">Maze=20
Games<BR></A><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html#=
Sports">Sports=20
Games<BR></A><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html#=
Paddle">Paddle=20
Games<BR></A><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html#=
Race">Race=20
Games<BR></A><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html#=
Miscellaneous">Miscellaneous=20
Games</A></B></TD>
<TD><B><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html#=
STRATEGY">STRATEGY=20
GAMES<BR></A><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html#=
Adventures">Adventures<BR></A><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html#=
D&D">D&D=20
Games<BR></A><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html#=
Wargames">Wargames<BR></A><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html#=
Chance">Games=20
of Chance<BR></A><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html#=
Educational">Educational=20
and Children=92s Games<BR></A><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html#=
Interpersonal">Interpersonal=20
Games</A></B>=20
<P><B><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html#=
CONCLUSIONS">CONCLUSIONS</A></B><BR></P></TD></TR></TBODY></TABLE></CENTE=
R>
<UL>
<P><B><FONT size=3D+2>T</FONT></B>housands of computer games are =
commercially=20
available on a variety of hardware configurations. These games present =
a=20
bewildering array of properties. Many show close similarities. Most =
possess=20
some unique design feature. Given this large sample of games, we can =
learn a=20
great deal about game design by establishing a taxonomy of computer =
games. A=20
taxonomy would illuminate the common factors that link families of =
games,=20
while revealing critical differences between families and between =
members of=20
families. A well-constructed taxonomy will often suggest previously =
unexplored=20
areas of game design. Most important, a taxonomy reveals underlying =
principles=20
of game design. In another field of study, Charles Darwin=92s =
meticulous=20
taxonometric work while on the Beagle led almost inevitably to his =
development=20
of the theory of evolution. While we cannot hope that taxonometric =
work in=20
computer game studies will be so spectacularly productive, it =
certainly seems=20
worth the effort.</P>
<P>I will insist on an important qualification: I do not claim that =
the=20
taxonomy I propose is the correct one, nor will I accept the claim =
that any=20
correct taxonomy can be formulated. A taxonomy is only a way of =
organizing a=20
large number of related objects. If there were some organizing agent, =
some=20
underlying process that created the group of objects, then we could =
reasonably=20
expect to be able to find a single correct taxonomy embodying the =
central=20
organizing principle in its structure. For example, the wide array of =
living=20
creatures on this earth did not arise by chance; this array is the =
product of=20
natural selection. Natural selection is a reasonable, understandable,=20
nonarbitrary process. Therefore, there is only one reasonable taxonomy =
for=20
life on earth, the taxonomy that embodies the principles of natural =
selection.=20
In the shape of an airplane we can see the principles of aerodynamics; =
so too=20
in a taxonomy of living creatures can we see the hand of natural=20
selection.</P>
<P>Such is not the case with computer games. The field is too young, =
the=20
sample too small, for whatever organizing principles there may be to =
have=20
asserted themselves. The games we now have are more the product of=20
happenstance than the inevitable result of well-established forces. =
Without a=20
wide array of games there is little opportunity to choose between =
games;=20
without choice there can be no natural selection. It is therefore =
impossible=20
for us to devise a single, absolute taxonomy. Many taxonomies are =
admissible.=20
Indeed, attempting to construct several alternative taxonomies is a =
useful way=20
to examine the common traits of computer games. I am not so ambitious; =
I shall=20
be happy to propose just one taxonomy. I divide computer games into =
two broad=20
categories: skill-and-action ("S&A") games (emphasizing perceptual =
and=20
motor skills) and strategy games (emphasizing cognitive effort). Each =
major=20
category has several subcategories. <FONT size=3D-1><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html#=
top">Top</A>=20
</FONT></P>
<P><A name=3DSKILL></A><B>SKILL-AND-ACTION GAMES</B></P>
<P>This is easily the largest and most popular class of computer =
games.=20
Indeed, most people associate all computer games with skill-and-action =
games.=20
All arcade games are S&A games and almost all games for the ATARI =
2600 are=20
S&A games. This class of games is characterized by real-time play, =
heavy=20
emphasis on graphics and sound, and use of joysticks or paddles rather =
than a=20
keyboard. The primary skills demanded of the player are hand-eye =
coordination=20
and fast reaction time.</P>
<P>I group skill-and-action games into six categories: combat games, =
maze=20
games, sports games, paddle games, race games, and miscellaneous =
games. <FONT=20
size=3D-1><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html#=
top">Top</A>=20
</FONT></P>
<P><A name=3DCombat></A><B>Combat Games</B></P>
<P>Combat games all present a direct, violent confrontation. The human =
player=20
must shoot and destroy the bad guys controlled by the computer. The =
challenge=20
is to position oneself properly to avoid being hit by the enemy while =
shooting=20
him. These games are immensely popular; they are Atari=92s forte. =
There are many=20
variations on this theme, most arising from variations on the geometry =
of the=20
situation or the weaponry of the opponents.</P>
<P>STAR RAIDERS and SPACEWAR can be compared on these bases of =
geometry and=20
weaponry. In both games the player files through space in a rocket =
ship and=20
engages enemy spaceships in real-time cosmic dogfights. STAR RAIDERS =
presents=20
the conflict in first-person geometry (that is, the television screen =
shows=20
the same scene that the pilot would see.) SPACEWAR uses much the same =
weaponry=20
and mechanisms with one crucial difference: the geometry of the game =
is=20
third-person rather than first-person (that is, the player sees his =
own and=20
his opponent=92s spaceships from a distance.) The difference in result =
is obvious=20
to anyone who has played both games. The first-person game is more =
exciting=20
and compelling than the third-person game. Unfortunately, the =
first-person=20
geometry is so technically difficult to execute that it has been =
implemented=20
on only a few games. Most games use third-person geometry. </P>
<P>ASTEROIDS is a shoot-em-up game that uses the same space environ =
that STAR=20
RAIDERS uses. The primary difference between the two games is in the =
nature of=20
the opposition. The enemy in ASTEROIDS is not a small number of =
intelligent=20
opponents armed with weapons identical to the player=92s; instead, the =
enemy is a=20
large number of stupid rocks armed only with their ability to =
destructively=20
collide with the player.</P>
<P><IMG height=3D126 alt=3Dasteroids-logo=20
=
src=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/asteroidslogo.g=
if"=20
width=3D434></P>
<P><IMG height=3D326 alt=3Dasteroidsscreen.gif=20
=
src=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/asteroidsscreen=
.gif"=20
width=3D434></P>
<P>MISSILE COMMAND is another combat game with several interesting =
twists.=20
First, the player must defend not only himself but also his cities =
from=20
descending nuclear bombs. Second, the game is a purely defensive game =
in that=20
the player never has the opportunity to attack his enemy. Third, while =
shots=20
in other games are very rapid events, the shooting process in this =
game is=20
slower and takes time to develop because the missiles must fly to =
their=20
targets before detonating. Because the time between firing and impact =
is so=20
long, the player must plan his shots with greater foresight and make =
use of=20
multiple explosions. Thus, although this is a skill-and-action game, =
there are=20
more strategic elements involved than in many games of this =
category.</P>
<P><IMG height=3D165=20
=
src=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/misslelogo.gif"=
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