Showing posts with label game development. Show all posts
Showing posts with label game development. Show all posts

Wednesday, 12 March 2014

Opening Doors with Udacity

About a week ago I restarted my attempt to learn to program. There are a lot of great and free tutorials to get you started. The one I'm following is "Introduction to Computer Science" by Udacity. It's a decent challenge, might be a bit too challenging for total noobs though. The only thing I miss is some more practice material. Still the instruction and explanation material is great.

It's basic setup is to allow you to create a basic search engine with an index, crawler etc. Today I'll start with the lessons of week four. By now all kinds of interesting things have passed by, like a sudoku checker. Of course several programming operations have already passed by like declaring statements, if statements and for loops.

Another advantage that Udacity has in my opinion is that it offers follow up courses, which are already in my agenda. All accessible anytime, anywhere. Free knowledge, to free creativity!

Source: Taina B. and V. van Gogh
Who know I might even create a game of my own....

Monday, 16 September 2013

Rewards and Punishment

This post is a bit behaviouristic oriented to keep it simple. Simplified; to stimulate behaviour you can follow it up with a reward, and if you want to discourage behaviour you can deliver punishment to an actor. One condition is to deliver the reward or punishment directly after the behaviour it is contingent to.



Rewards: Positive Reinforcement; I'll give you Money if you do x
This is one of the most familiar forms of reinforcement in games, rewarding good behaviour. Achievements, unlockables, points, item rewards, temporary boosts are almost always contingent to behaviour desired within a game. Most of the time these rewards are also used to make taking risks more interesting like the bonus point fruits in Pac-Man.Still the most common mistake is not clarifying to a player how they can increase their reward.



Rewards: Negative Reinforcement; I'll take your money till you do x
I never quite know why this is considered a reward, because basically you start with a reward but it diminishes before you perform a certain action. I don't recall this reward being used a lot in games, there must be some time trial fun hiding in this form of reinforcement.

Punishment: Positive Punishment; I will take your Money if you do x
This is the most straightforward form of punishment, obey the rules or be punished. If you're not shooting people in shooters, your punishment is digital death. If you pickpocket someone with witnesses, you'll be fined in some rpg's like Skyrim. Ofcourse there are other forms of punishment like the loss of money after losing a pokemon battle : (  In the end punishment also got to be contingent to behaviour, and clear. Even though you lose half your money if you lose a pokemon battle, the punishment is not clearly visualised and the contingency remains unclear.

Punishment: Negative Punishment; I will not give you money if you do x
This is a fleeting punishment and even seems like a reward with prerequisite. You are promised a reward, but won't get it if you perform a forbidden action. In certain stealth games you might lose the reward for your mission if detected. In an RPG you might break a piece of important armor to be looted from a boss if you are careless in battle. But in the end this form of punishment is not implemented a lot (or is it?).

Well next time I might combine these forms of behaviour reinforcements or speculate on their relation to intrinsic motivation. Game on.

Literature:
http://psychology.about.com/od/behavioralpsychology/a/introopcond.htm

Tuesday, 10 September 2013

The art of Collecting

One of the game mechanics that is used both in games and gamification is collecting. Collecting has such a nostalgic feeling, between the ages of 9 and 12 my collecting behavior exploded. I grabbed whatever I could get and arranged it in a hundred different ways (arranging is important). I still have coins, pottery, gems, minerals and hundreds of stamps lying around from that period. Even games I play now want me to collect, for example in Skyrim (I've played a bit to much lately) I collect books with ingame lore, within the game.



Flickr: What What
However every forum seems to spawn badges to collect. Mostly they are so uninspiring, that I wonder why they bother to put them there in the first place. Badges used to mean something, like military medals or boyscout awards. Basically they have to be really cool (why only make a picture badge on the internet if you can make them interactive?).

Interestingly collecting behavior gets triggered from the age of 9 or a bit before. It's an emerging form of behavior in the concrete operational stage of human development.The brain is developing rapidly around this age. Collecting fits the demand for stimuli very well. First of all it stimulates memory strategies of organizing, kids can rearrange their marbles in hundreds of different categories. The ability of selectivity developing, by discerning one collection piece from others. Collecting certain tokens also increases control of cognitive processes by training to ignore distractions. It's quite a feat to select a blue cat eye marble from a pile of mixed ones. Even at later stages of life this may be quite interesting, Lego-holics seem to keep selecting and rearranging the cubes. What about the hoby clock-maker? Collecting parts of machines just add layers of complexity to overcome.

So collecting badges can be much more than just collecting dull pictures, they can stimulate development of several kinds of behavior.


Literature
Bukatko, D. (2007). Child and adolescent development: A chronological approach. Houghton Mifflin College Div.