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  1. Strategy Games - 10/15/19
  2. Administration Things
  3. Midterm Format
  4. Slide section: A picture of a key game where you need to give all the info for that game (dev, year, platform, name)
  5. Short answer: Similar to recitation quiz
  6. Multiple choice
  7. Small essay: Similar to CPRs but written in class
  8. It will be the duration of class- an hour and a half.
  9.  
  10. The final
  11. It will be happening in this room, Dec 16th
  12. Same room, on the first Monday of finals week, at 6 PM to 8 PM
  13. Strategy Games - Frank Lantz
  14. Little Wars by H.G. Wells
  15.  
  16. In 1913, was the origin of the strategy genre. It was the "first" tabletop strategy game of sorts.
  17. In this book, we see lots of features that are standard aspects of strategy games. hidden info, drama of moves, etc.
  18. Key Concepts
  19. War as a subject
  20. Decision-making under uncertainty
  21. Uncertainty as a key ingredient of game design)
  22. Thinking as experience - the "Cerebral" domain
  23. Some games themselves are about the cerebral aspect of decision-making and how strategy games embody that
  24. Time as a game design parameter - turn-based vs. real-time
  25. Macro vs Micro
  26. The importance of interface and control schemes
  27. The evolution of strategy games from Chess to e-Sports
  28. Kriegspiel ("War Game")
  29. Date: 1812
  30. Developer: George Leopold von Reiswitz
  31. Platform: Board game
  32. Region of origin: Prussia
  33.  
  34. Evolved out of prussian military school
  35. Essentially a mod of chess. Started out as a game you would play using mulitple chest boards, combining them to create a more complex and expansive version
  36. Part of the ongoing variants of chess. Still a variant you can play by putting two chess boards together
  37. It qualifies as a simulation of combat, as its own standalone game and having different and unique materials.
  38. Had its roots in the study of war by people who were in military schools/academies, training to become generals, etc. that saw the value of board games and wanted to expand them in order for them to be more specific.
  39. Making them more closely aligned with specific problem solving when managing troops in battle or something similar. You have all these aspects, such as terrain, and then extra rules including things like range, etc.
  40. A management of information; You don't know your opponents moves until a unit could see opponent's pieces. It was one of the main shifts from chess- in addition to adding more stuff, there is the idea of careful information management
  41. A "serious" game. Meant for serious usage, and played as an intellectual exercise in cognitive problem solving. The basic idea was to embody the necessary parts of cognitive problem solving one would need as a general. It was extremely popular, but its efficacy isn't really known.
  42. Why Kriegspiel
  43. It was the first "war game"
  44. First example of detailed combat simlulation
  45. First clear example of this
  46. The roots of D&D (and therefore an important influence on much of modern games)
  47. D&D emerged directly from tabletop combat simulations
  48. Little Wars
  49. More playful. About harnessing the simulations of war. It brought from Kriegspiel the attention to detail. Indulging in the pleasure of simulation was a large part of the aesthetic of Little Wars.
  50. Under the hood, Kriegspiel and Little Wars share their components with games like Go and Chess, but they bring so much more to the aesthetic of miniature simulation.
  51. Why do we care about indulging ourselves in this elaborate simulation of perhaps what is the worst thing we can do? Why is indulging in war so attractive?
  52. War was present to those in Europe as a culture of life that was fascinating and vivid
  53. In the theme of it, there is a lot of thinking and, well, strategy involved. Lots of complications that lend themselves to interesting problem solving.
  54. It has a win condition. It has discrete outcomes.
  55. In our culture, there is a certain status for military action. Although it varies
  56. Fog of War
  57. Carl von Clausewitz. Prussian Military.
  58. The Fog of War is a concept he coined. Quote on slides.
  59. The fog of war is that we don't know for sure on the right decision. We are in a darkness of information to make crucial decisions.
  60. In game design, fog of war is the management of hidden information. This marked the difference between chess and Kriegspiel.
  61. The situation is uncertain, but it doesn't truly matter. We drift through the ambiguity of life, but in the heat of battle the uncertainty is incredibly relevant to you and just how much it matters.
  62. Coming up with the best maneuver and making the right decision becomes an intensely present issue
  63. It can also be a sublime experience; There are some who go through combat and realize there were some aspects of it that were profoundly moving to them in that moment.
  64. One way to understand this as a theme to explore within games is as a sort of alchemy. Perhaps we can extract some good and valuable things from the horrible reality that is war.
  65. Strategies
  66. Digging deep
  67. Persevering through difficult and challenging problems
  68. Being able to attempt to come to the correct outcome
  69. Representation of War
  70. Strategy games, at the top
  71. High leven plans
  72. Long term predictions
  73. General principles
  74. Abstract logic
  75. "Attack where the enemy is weakest" (PLaying things smart)
  76. Tactics, lower down to reality
  77. Short-term predictions
  78. Concrete turn-by-turn calculations
  79. "Move the archers back" (Specifics of how you'll maneuver)
  80. Action, more to the immediate experience
  81. Immediate, in-the-moment execution
  82. Skill
  83. "Don't shoot until you see the whites of their eyes!" (Moment execution)
  84. Strategy and tactic bullets are what we are considering in the world of the Strategy Game genre
  85. The core ingredients pf strategy gameswe are worrying about are
  86. COnscious
  87. Deliberate
  88. "Cerebral"
  89. In action games, things are more
  90. Subsconscious
  91. Automatic
  92. Instinctive
  93. Three ways to win a game
  94. Luck
  95. being
  96. fate determining who will win
  97. Actions
  98. doint
  99. skill determining who will win
  100. Strategy
  101. thinking
  102. (deeper) intelligence determining who will win
  103. While COD might require intelligence and brain training, it isn't particularly "cerebral"
  104. The conscious deliberate choices (who goes where, etc.) is what we think of for "cerebral"
  105. Strategy as an ingredient in games
  106. Conscious deliberate choices
  107. Claculation
  108. Planning and prediction
  109. Cerbral style
  110. Strategy as a game genre
  111. Competitive decision making
  112. (Often) military simulations
  113. Top-down general's eye view
  114. Abstraction, systems, rules
  115. M.U.L.E. -
  116. Date: 1983
  117. Developer: Danielle Bunten Berry w/ Ozard Softscape Platform: Atari 400/800 Region of origin: USA
  118.  
  119. Players are playing on an alien planet and fighting over spots of land for resources which they can sell.
  120. It is a resource management and economics game
  121. It's a board game on steroids
  122. Innovative and ahead of its time.
  123. It's not mecessarily focused on military combat but more economic combat.
  124. The heart of the game is where you trade resources with other players. It is an incredibly clever way of live real time trading.
  125. Top of the screen sell, bottom of the screen buy. The vertical location is the price, i.e. the players walk up/down to change the price they're willing to buy/sell at.
  126. Part of this strategy is sort of like faking someone out, and this movement system can help you show intentions. A visualization of this market game.
  127. Some inspiration taken from Monopoly
  128. Why M.U.L.E. -
  129. Deeply respected and influential among game designers
  130. Advanced ideas - far ahead of it's time
  131. Economic conflict
  132. Deep multiplayer interaction
  133. Real-time auction mechanic (people stil think of it as a very clever mechanic)
  134. Civilization (Series)
  135. Date: 1991 - present Developer: Sid Meier w/ MicroProse Platform: PC Region of Origin: USA
  136.  
  137. Civ is based on a specific board game that Meier took as inspiration. A bunch of different designers had considered making a game out of it.
  138. 4X Games
  139. Explore
  140. Expand
  141. Exploit
  142. Exterminate 😟
  143. A simulation of a country/nation starting out as a single location. It then expands and grows to occupy the entire map.
  144. It also evolves over time to become more and more sophisticated in time. You move through historical eras
  145. One of the first games to introduce a multimodal interface
  146. Multiple windows to do different parts of the game
  147. A sophisticated diplomatic system, where you have to negotiate with various players.
  148. Negotiating diplomatically was just as important, if not more important, than just war
  149. Deep, detailed, complex, layered ruleset
  150. Multiple paths to victory
  151. Instead of defeating your enemy by destroying them, you can build 'Wonders' to win peacefully
  152. You still need to think about military if you're going for this, though
  153. Tech tree
  154. When your nation starts out, it has a set of simple technologies that are game mechanics.
  155. They are the ways which you can itneract with the board
  156. What type of structures you can build and units you can order, etc.
  157. Evolving these technologies over time
  158. Choosing which technologies and branches to go down
  159. The decisions you make early on continue to unfold. Once you continue going down a certain path it determines the rest of the course of that path
  160. A way to embody the idea that decisions you make early on in the game resonate down through the game
  161. It manifests the idea that decisions matter. Your choices and decisions will continue to reverberate down many hours of play. The decisions will remain to be important and continue to have influence over the rest of the game.
  162. "A game is a series of interesting decisions." - Sid Meier
  163. Very narrow though, for example we can also say games that are more about experience and less about player agency
  164. Player choice is the core aspect of Civ. It is about making the player's choices matter- what makes their choices interesting
  165. What makes a choice meaningful? What makes a game not boring?
  166. An interesting question whilst you play Civ V: Why is this game referred to as among the best video games of all time?
  167. Partly about the theme. In a hobby dominated by vulgar or silly thematic (not always, but often), Civ has a sober presentation- a more sophisticated theme. It's grounded in a sense of realism, and not abstract.
  168. The depth of the systems- i.e. the tech tree, complex interlocking rules- is important.
  169. Idea of exponential growth; start small and get big. It's just a good/fun feeling
  170. It has a steady rhythm of making moves and seeing hte outcome of those moves in such a way that is always overlapping
  171. Why Civilization
  172. Widely considered one of the greatest games of all time
  173. SOphisitcated theme
  174. Deeply compelling single-player game ("one more turn!")
  175. Highly influential (i.e. tech trees)
  176. X-COM (series)
  177. Date 1993 - Present
  178. Developer: Julian Gollop w/ MicroProse
  179. Platform: PC
  180. Region of origin: England
  181.  
  182. Pointed to as one of the greatest games of all time
  183. Turn-based, tactical battles. You control humans who are fighting back against invading aliens within a larger, global strategy game
  184. There is a large scope
  185. Overall grand scope like base-building and adding specific rooms to your base for the kinds of technology you can develop
  186. Also recruiting individual fighters to join the force, but their persistence over time adds to the game
  187. The units are simply like chess pieces; very simple and abstract. Yet, you give them a name and in that persistence of the chess pieces where over time, they get experience that makes them feel like real people
  188. They might be just chess pieces- no dialogue, stories, etc.- but they somehow manage to feel like little characters
  189. It is conjured by the mechanics of the game. The story the player makes up is a consequence of the mechanics, not of a backstory within the game
  190. This concept is a good example of an emergent narrative
  191. Fog of war - You can't see what's out in the darkness (it's a bunch of aliens)
  192. Why X-COM
  193. Beloved example of deep gameplay
  194. Representing really crunchy, deep gameplay
  195. Two-teired experience/structure; Tactical and Strategic levels
  196. Base building and battle
  197. Powerful example of emergent emotional attachment
  198. Given the right framing structures, stories can percolate up
  199. Fire Emblem (Series)
  200. Date: 1990 - Present
  201. Developer: Intelligent Systems
  202. Platform: Famicom (NES)
  203. Region of origin: Japan
  204.  
  205. Animation was top-tier, especially in binding blade
  206. There was the design goal that encapsulates the strategy game aesthetic but apply to a much broader audience
  207. Intersection of a composed narrative and tactical gameplay
  208. Why Fire Emblem
  209. Accessible and deep
  210. One of the all-time great turn-based tactics games
  211. Up there with 'Advanced Wars' (game out the 9/10/11)
  212. Successful blend of strategy and storytelling
  213. Modular story and character death
  214. Quick Aside: Game Theory
  215. Game theory game out of strategy games, deeply related
  216. It's the logic of interacting choices
  217. Comes out of mathematics and economics
  218. A mathematical analysis of decision-making
  219. Developed by studying poker and other games
  220. Influential in economics, political science, and biology (!)
  221. Soemthing is up? Time is up!
  222.  
  223. Populous
  224. Date: 1989
  225. Developer: Peter Molyneux w/ Bullfrog Productions
  226. Platform: PC, Amiga
  227. Region of origin: England
  228.  
  229. Started out as an experiment with a little terrain generator, a toy-like thing where you could move people around and change the little world
  230. Built a little game around this activity- this little isometric engine he made- designing a game where you were essentially a god over the little world where the people were worshipping you.
  231. More worship led to more power
  232. There are later enemy tribes, and all these various sorts of mechanics
  233. The whole thing unfolds in real time. One of the first examples with strategic decision making, unfolding in real-time
  234. Why Populous
  235. Great example of Molyneux' genius
  236. Had important status in game design. He made a lot of games- many good, many terrible
  237. First "god game"
  238. All these strategy games imply some sort of god-like perspective, and in this one it literally makes you that 'god'
  239. Early real-time strategy (RTS)
  240. Isometric 3D terrain
  241. Other early RTS games
  242. Herzog Zwei, 1989
  243. Often referred to as a precursor to current RTS games
  244. You're flying around and commanding different units
  245. Dune 2, 1992
  246. Considered the first official RTS game. It sets down the blueprint for what is now considered to be RTS
  247. Autonomous units with controls, context sensitive mouse commands, sophisticated modal structure, fog of war, tech trees, etc.
  248. Common Features (the hallmarks) of Real-Time Strategy
  249. Resource Management
  250. Base Building
  251. Tech-trees
  252. Making mutually exclusive decisions that affect what happens down the road
  253. Indirect control / semi-autonomous units
  254. Pathfinding or own types of behavior
  255. COntext-sensitive cursor-based controls
  256. Brett Sperry
  257. Westwood Studios
  258. Dune II, Command & Conquer
  259. Sort of invented RTS but not very popular. This really came out of an individual.
  260. The inspiration from Dune II was partially from Populous, but also from the Mac OS (interface within games, away with hotkeys)
  261. Chuck thought war games sucked due to lack of innovation and design, but Brett took it to the next level with RTS
  262. RTS in the 90s (Westwood / Blizzard Rivalry)
  263. Command & Conquer (Westwood)
  264. Warcraft (Blizzard)
  265. Starcraft (Series)
  266. Date: 1998 - present
  267. Developer: Blizzard Entertainment
  268. Platform: PC
  269. Region of origin: USA
  270.  
  271. Comes out of this active period of competition
  272. Started with Warcraft/Warcraft II engine, but with a cosmetic difference
  273. The key ingredient to Starcraft was thinking about three different sides that all play intensely differently
  274. A strong commitment to asymmetry
  275. Each one (3 diff) has different tech trees, units, etc.
  276. Each side had characteristic match ups against the other two or players playing the same side
  277. All combined to lead to a rich strategic experience
  278. All these games were competitive and played against each other, but Starcraft was the first game to get a serious, high level competitive game scene.
  279. Similar to the relationship of chess, go, tennis, etc. Getting good at Starcraft could become a full-time application
  280. Eventually led to the development of contemporary e-Sports - South Korea = ground zero
  281. Korean commitment to broadband culture
  282. Needed PC games (not Japanese arcade games)
  283. There already was a culture of serious, professional, competitive strategy game playing (i.e. Go)
  284. Starcraft has openings that you study, like in chess
  285. There is a very important between micro and macro
  286. Micro: What you are doing when controlling individual units
  287. Macro: What you are oding when you are doing base building, tech-trees, etc.
  288. You have to balance both very carefully in Starcraft because it is entirely both of them
  289. APM = Actions per Minute
  290. A little technical skill of moving hands around fast enough
  291. In Starcraft II, each of the 3 races has a special unit
  292. The terren special limit is called the Mule (a direct reference!)
  293. Why Starcraft
  294. Greatest RTS game of all time
  295. Macro/Micro balance - Deep strategy and high skill simultaneously
  296. Pioneering ESport
  297. Global cultural impact
  298. League of Legends
  299. Date: 2009 (Released today, Oct 15th, 10 years ago!)
  300. Developer: Riot Games
  301. Platform: PC
  302. Region of Origin: USA
  303.  
  304. A 5v5 real-time strategy game
  305. Started out as a mod of Warcraft III
  306. Some games are the individual works of authors, this game came out of the community in Battle.net and to Blizzard's commitment to open process
  307. Blizzard would ship a game and tools to mod and work on this game.
  308. Tower defense as a genre came out of this process of modifying and tinkering and sharing of ideas and collaboration
  309. Now the most dominant eSport
  310. Defense of the Ancients (DOTA)
  311. Sort of a mixture of chess, basketball, and Pokemon
  312. Chess from tabletop
  313. Basketball team-based
  314. Pokemon from its deep complexity
  315. Even though you are controlling individual units, you can trace back some details to tabletop history and working with essences of military conflicts
  316. The team-based aspect is a really important aspect of this game
  317. The intricacies of coordinating actions amongst an entire team happens in real time and takes deep skill
  318. Deliberate, conscious decision-making involved, but also immediate skill at various points
  319. The game is so hard to play, memorizing items and units is easy in contrast
  320. The strategic came play is the core connection with the rest of the games in this lecture
  321. Why League of Legends
  322. Biggest, most popular video game in the world?
  323. Complex, deep, difficult, challenging, and beautiful!
  324. For the first many hours, there is struggling and losting to learn in order to understand the intracacies of the games; akin to the mind of Shakespeare
  325. Team-based strategy game
  326. Most advanced expession of real-time "Action RPG" combat
  327. Often involves tank, dps, healer, crowd control, etc.
  328. The legacy of Kriegspiel continues to evolve (full circle!)
  329. Note to self: Maybe playing strategy games will help you make decisions when there is a darkness of information... Like if someone really likes you back or not and what the right decision is! It's all about not knowing.
  330.  
  331. Fire Emblem (!)
  332. Civ V
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