My Photo

Out Now!


Or Our First Book...

Blog powered by TypePad

« Play Spec Symposium | Main | Symposium (3) »

TrackBack

TrackBack URL for this entry:
http://www.typepad.com/services/trackback/6a00d83452030269e200d834c4bca469e2

Listed below are links to weblogs that reference Symposium (2):

Comments

Feed You can follow this conversation by subscribing to the comment feed for this post.

Addenda: I shouldn't have associated the Breakout play spec with the 1976 Atari cabinet (although it was the first of the block breaking games), because it doesn't have any of the power up architecture included in this spec. Also, the screenshot is from the 1979 Super Breakout cabinet; the 1976 Breakout was in black and white.

In addition to liking that game (Breakout), I was in fact interested to see how this 'tangential' genre linking would wash with you :D
Its a reflection of the tenuous nature of genre definition, and since genre preference came up as a possible tool in your grand player typology experiment, I'm interested to know if anyone would accept the reasoning I used in redefining genre. I wouldn't, if I was of a mind to be rigid in my definitions.

Playing Devil's advocate a little, perhaps.

I thought about speccing F.E.A.R. which adds some neat play variations to the standard shooter format with bullet-time style capability (eg you can throw a grenade, go into slow-mode, and auto-detonate the grenade when its in the middle of your enemies with a single shot) and psychologically reactive enemies (they basically panic and run away if you overwhelm their squad with fire). But it seemed to obvious :)

Hey, I figured I'd give my shot at a play spec. I know it's not a full fledged shooter, but I love Resident Evil 4 (Capcom 2005), so I'm doing it, and you can't stop me!

VERBS:
move {walk, run, strafe, step backwards, 180 turn)

context sensitive actions {climb, dodge, swim, jump, roll, open, close, push, pull, hide Ashley, and various other specific tasks which all involve pushing one button or a combination of buttons when the game tells you to. This includes the interactive cutscenes}

aim and shoot
snipe (a variation of aim and shoot)
grenade (a variation of aim and shoot)
knife (a variation of aim and shoot)
reload
stay/follow (commands for Ashley)
kick (even though it is context sensitive, kinda, it is a part of combat and not only used in special circumstances)

pick up item
use item {heal, special items, read notes}
combine/mix items
arrange items
look around
look at map

shop {buy item, buy weapon, upgrade weapon, buy special item}

NOUNS:
Leon
Ashley
enemies
vendor
animals (you can interact with them, but most don't do that much. A few animals when interacted with provide items, like fish and chickens)

environmental "obstacles" {fences, windows, doors, ladders, etc. Most environmental obstacles are interacted with using the context sensitive verbs}

items {health, ammo, special items, notes}
weapons

ADJECTIVES:
health {Leon's and Ashley's}
ammo


I think this is all of it. Let me know if I left anything out; I haven't played the game in a while : )

zenBen: the point of the symposium is to get different people playing with play specs; I don't really mind what people choose to spec, although I'm hopeful to explore patterns in verbs if we get enough games in a similar space. Thanks for taking part!

Don: RE4 so clearly has Move, Shoot and Aim in its play spec that it's indisputably fair game! :)

Hi,

I'm not all that familiar with temperament theory. But, at first glance, it doesn't quite fit to well.

When I first thought about the issue, the word that popped to mind was "strategic" but I changed it to "tactical" in an attempt to reflect the fact that they still refer very much to "little picture" verbs. By this I mean that if you were to consider, say, a short time-slice of play (30 seconds), these verbs would easily have been carried out by the player many times!(How many times do you dodge in 30 seconds of Space Invaders?)

This is in contrast to "very high" verbs that might apply to a much longer segment of gameplay. For example, we could argue that Donkey Kong has only 1 high level verb: rescue (the damsel in distress). (a separate, yet related, discussion would be how the higher-level the verb, the more similar it becomes to a goal)

Anyways, I think that for now we should pick a term to refer to the level directly above the micro-micro verbs and that having multiple categorizations is perhaps too soon. As we start to come up with more and more verbs we can organically see what new categories we might need to refer to them.

So, "maneuvres" doesn't work for me due to its implication of some kind of movement. I'll admit that "tactical" still works for me, but if not I'd be willing to go with macroverbs.

However, lets think about the relation between verbs and the game interface. (ie, what does the player press/move/etc. on his physical hardware input device to get things done in the game) Due in part to their immediacy, it seems that all microverbs have a 1:1 relationship with the input interface. In other words, one input results in one microverb being carried out. In this case, one input would be equal to one button press, one movement of the joystick, two buttons pressed at the same time, etc.
However, combo moves that require multiple sequential button presses (typical in fighting games), would end up being considered as macroverbs.

Hmmm..that doesn't feel right.

So, how about considering different verbs from the perspective of WHO assigns their meaning. We can consider as microverbs those verbs that are interpreted by the computer. Based on the input received from the player, the computer/progam decides what verb is carried out in the game.

Macroverbs, on the other hand, are interpreted by humans. (ooh! you're dodging! fleeing! preparing an ambush!). The computer doesn't really have any semantinc understanding of what is going on.

So, perhaps we could use "semantic verbs" to refer to macroverbs! I think I actually prefer that to tactical verbs...sorry for the roundabout discussion to get to that point!


Jose: never apologise to me for rambling! I'm always delighted to see other people engage in my verbal vice. :) I'm going to pick up a lot of your points here in today's post. Thanks for continuing to contribute!

Verify your Comment

Previewing your Comment

This is only a preview. Your comment has not yet been posted.

Working...
Your comment could not be posted. Error type:
Your comment has been posted. Post another comment

The letters and numbers you entered did not match the image. Please try again.

As a final step before posting your comment, enter the letters and numbers you see in the image below. This prevents automated programs from posting comments.

Having trouble reading this image? View an alternate.

Working...

Post a comment