PSYC445 Midterm Terms Flashcards
Atari
Nolan Bushnell & Ted Dabney
Magnavox
Released the first ever home console known as the Magnovox Odyssey
Nintendo
Japanese gaming system which gave way to characters such as Mario and Donkey Kong
Steve Jobs and Apple Computer
Groundbreaking/innovative
William Higinbotham
Created the first video game in 1958 (“tennis for two”)
Ken and Roberta Williams
Created the first ever adventure game called “mystery house” in 1980
Company known as On-line systems and later Sierra Entertainment
Tony Hawk
Video Game Invasion Series
“Golden Age of Video Games”
First generation
MUDs and MMMORPG
Fantasy role playing games in which different users would interact with one another (“multi-user dungeons”)
ESRB
Entertainment Software Rating Board (Everyone, Everyone 10+, Teen, Mature) The Entertainment Rating Board Rating Categories: - Early Childhood - Everyone - Everyone 10+ - Teen - Mature - Adults only - Rating Pending Interactive Elements - inform about interactive aspects of product, including users’ ability to interact, the sharing of users’ location with other users, or fact that personal info may be shared with 3rd parties Content Descriptors - list that details specific elements that might be considered offensive (violence, alcohol references, nudity, etc)
Video Game Genre
- Puzzles
- Racing
- Sports
- Violence
- Fighting
- Action
- Role playing
- Search and Explore
- Add more…
Task Analysis
How are tasks accomplished in video games
Screen Space
No visual space, all text based
- game involves only typing text as input and reading text as output
One screen contained
- graphics are confined to 2-dimensional space; objects confined to move around or to appear on one side and disappear at the other
One screen contained with wrap around
- moving objects can move off screen in one direction and re-appear on the other side maintaining their speed and trajectory
Scrolling on one axis
- games that require a long strip of space us horizontal scrolling synchronized with the player’s speed with stationary objects appearing on the right and disappearing on the left
Scrolling on two axes
- games that involve terrain maps typically require scrolling side to side and up and down
Adjacent spaces displayed one at a time
- continuous spaces are presented as a series of non-overlapping static screens cut one to the next without scrolling. When the character moves off-screen in one direction the scene changes instantaneously from one screen to the next
Layers of independently moving planes
- the space of made of layers of overlapping and independently moving planes of graphics. Front layer contains player-character, while the back layer contains background graphics and scrolls at a slower rate than foreground creating illusion of depth
Spaces allowing Z-axis movement out of frame
- a 3D effect created using Z-axis movement showing objects grow in size as they move up the tunnel to where the player’s character is
Multiple, non-adjacent spaces displayed on-screen simultaneously
- two or more independent points of view are shown in tiles for each competing playe. Each tile is one screen but players can see all screens
Interactive 3D environment
- first person perspective is shown that allows player to look around in a 3D environment on 2D screen
Represented or “mapped” spaces
- off-screen spaces are represented as a map on the screen to help the player navigate the whole space of the game and to reveal objects and events occurring in the off-screen space
Multiple screens for one player
- two or more screens may be available to the player to provide one screen for a shared game space and another for personal views and game options often on a handheld device
Multiple screens across players
- each player has his or her own personal screen on a network and a shared or common screen for all to view
Screen Space
Stages of video game development
Pre-production
- planning phase focused on idea or concept development and production of initial design documents (describes tasks, schedules, and estimates for the development team)
- High concept, pitch, concept, game design, document, prototype
Production
- main stage of development, when assets and source code for game are produced
- period of time in which project is fully staffed
- Design, programming, level creation, art production, audio production, testing
Post-production
- after game goes gold and ships, developers give game team members compensation time
- Maintenance
Game engines
- A system designed for the creation and development of video games
- The core functionality provided by a game engine includes a rendering engine for 2D or 3D graphics, a physics engine or collision detection, sound, scripting, animation, artificial intelligence, networking, streaming, memory management, threading, localization support, and a scene graph.