Game technology system
Google Scholar Citation. Rafif Taqiuddin, Fitra A. Bachtiar, Welly Purnomo. Statistic: Oktriza Melfazen, M. Taqijuddin Alawity, Denda Dewatama. Windah Supartini, Hindarto Hindarto. M Fahruddin Ghozali, Ade Eviyanti. Wina Permana Sari, Hisyam Fahmi. Febri Liantoni, Rifki Indra Perwira.
Ade Nurhopipah, Nurriza Amalia Larasati. Rian Adam Rajagede. Kinetik's policies update Aug 28, Kinetik's policies update: 1. Christo says he adds design levers when he maps out his ideas in a flow diagram. Aim to think early on in your project about which switches and levers your system needs so that you can fine-tune it and explore gameplay possibilities without relying heavily on refactoring code later on.
The following image is of a graph representing simple gameplay wherein enemies are in-situ on start, and the player enters locked and loaded. Essentially, they have to kill enemies, but by manipulating the design levers you can transition the gameplay to shift the focus.
In one setup, gameplay is centered on high-score, rapid killing of many enemies in the time limit, while in another, the emphasis is on killing a set amount of enemies in a shorter time, leaving time for players to pick up dropped loot before being extracted.
This system could also be used to create a complete bullet storm with excellent drops and different ammo types with their own properties. By adding more design levers such as a timeout for the respawn, you can extend the system further. Escape from Tarkov by Battlestate Games provides another good example of systemic game design in Unity. The game has a crafting system for creating a weapon with its own data set, as seen in the image below.
If the player suffers a broken limb or ailment, their gun becomes harder to use, while a healthy player has better control over the weapon. The relationship between one system, weapons, and the other, health, encourages the player to not only value their life, but also better-performing weapons. No one wants an AK with no dust cover or stock bouncing around as they miss shot after shot, a clear sign that the weapon is a bad option in its current configuration.
There is also a wide selection of ammo types that have different properties , as well as of armor. The type of ammo and armor on your opponent determines where on their body you have to shoot them to inflict the most damage, creating meta gameplay. One way to set up design levers in Unity is with ScriptableObjects. These can be used as containers of data that are saved as assets and referenced from scripts without creating dependencies to other objects in a Scene.
You can create multiple ScriptableObject assets that hold different value sets that you can share and swap out to change entire sections of gameplay, similarly to presets. For example, when prototyping a character, you can change the feel of the character by replacing the ScriptableObject asset with one holding a different set of values. This is a potential gateway into prototyping buffs and debuffs or connecting character selection to profiles.
You can create any number of new gun profiles and adjust their settings in Play Mode, where your changes are saved, all at once. You can also send these preset ScriptableObjects to and from your team members for their feedback, which is useful when you are trying to find the right feel for the gameplay. In survival games, among other genres, a player expects a range of choices that result in logical and reasonable consequences, prompting them to come up with a solution to each challenge.
How could you design a system so that both the challenges and solutions are to some degree a result of emergence? The player can stay near a fire to prevent the enemy from attacking. The fire can also be used for cooking food and keeping players warm.
However, if the fire gets too close to the player, food, or flammable objects, it will burn them. What kind of system is needed to create chain reactions like the one described above? You could just create a Volume for the player to stand in that gives them heat over time, or make a linear fire propagation as a system.
But why not approach it with a more system-centric designer lens? You want to compel the player to react in a situation that is the result of a chain reaction of individual fire-propagation systems colliding with one another and with other systems that exist in the game world.
You could have a system in which trees grow in a defined area of terrain around a pond over time. These trees will sprout, then grow until the space limit is reached. When they mature, the trees can be cut down and turned into wood, which, of course, is also flammable. The equilibrium state for this game is for both players to pick a direction randomly on any given kick but to ensure that, overall, they choose both directions with equal frequency.
However, a shooter who noticed the shift could win every kick by going the opposite direction every time, so the goalie has no incentive to make this change. But the penalty-kick game is one of the simplest of games. Finding equilibria for even slightly more complex games can be enormously difficult.
That means game theorists need analytic tools other than the Nash equilibrium if they want any hope of describing the real world. Daskalakis and his students, for example, were able to find one for an economics problem that had stood for 30 years. That work helped earn him the Nobel Prize.
It also raised a related question: what is the best way to structure an auction for more than one item? To maximize revenue across multiple items, the seller probably has to sell each item at less than the highest price someone would be willing to pay. But the discount varies according to factors like the mix of items being sold and the populations from which the buyers are drawn.
Computer science offers a fresh perspective on the problem—what Daskalakis calls the approximation perspective. A somewhat different approach to auction problems characterizes the work of engineering professor Silvio Micali.
In large part, the award honors their work on so-called interactive proofs, in which a questioner with limited computational resources tries to elicit the result of a calculation from an unreliable interlocutor with unlimited computational resources. One example is a zero—knowledge proof, in which one of the participants establishes possession of a piece of information, like a cryptographic key, without revealing what it is.
Zero-knowledge proofs are used to secure transactions between financial institutions, and several startups have been founded to commercialize them. Micali is pursuing several game—theoretical research projects, but one of them is very close in spirit to zero—knowledge proofs. For many situations that can be expressed as games, the Nash equilibrium may be, as Daskalakis showed, nearly impossible to compute.
Consider a grid of city streets where drivers are making countless decisions at dozens of intersections. Dahleh has indeed applied the tools of game theory to the analysis of traffic flow, investigating the types of road layouts that can best accommodate the closing of particular routes.
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