Download - Gfh 2009 Slides Ppt
Games Matt is Playing
Active Game Development Process
• Identify Health Goal / GoalsExerciseBehavior ChangeEducational
• Identify Audience• Identify Game Goals• Select Delivery Platform
Health Goals• Exercise
• Behavior Change• Educational
Identify your Audience
Identify the Game Goals
• Fun• Type of game play• Fun• Type of Movements• Fun• Challenge worth time invested, Social,
Networked• Fun
PC Platform• Open System• Low Distribution Barriers• Expensive• Not in most players family rooms.
Console Platform• Difficult to become developer• Submission restrictions• In the family room• Portable
Develop Initial Design
Need a map to find the fun?
What’s missing from this Fishing Game?
• Huge Auto Loading Lake System• Boat Driving• Weather System• Customizable Boats / Players• Sports Announcer Commentary• Morning, Day, Night system
Active Play Motions
• Core Movements• Duration• Control Feedback
Review and Refine
Apply Movements
• Develop the game prototype.
Work With Health Experts
• Physical Therapists• Nutritionists• Doctors• Nurses• Adminstrative• Target Audience
Constant Measure
• Does the health goal interfere with the game?
• Does the game get in the way of the health goal?
Prototype #1: ExerVenture Soccer Blast
• Soccer style game• Controlled by
DDR pad• Two control
methods– Standard game
pad– Run & jump capture
DDR Run & Jump Controls
• Original intent of project• Excellent for exercise– Up to 100+ steps per minute
• Design controls around DDR pad layout– Captures run, turn & jump actions• Walk/jog/run uses either pair of front buttons• Turning uses front + side buttons• Spin blast uses jump on corner buttons
Soccer Blast Demo
ExerVenture Soccer Blast: What We've Learned
• Can create fun games using DDR pad• Tune down difficulty for pad• 15-30 minute learning curve
Prototype #2: Karate Bears
• Karate move game• Controlled by
Wii Remote& Nunchuck– No joystick, buttons,
or pointer control– Only accelerometer data
• Two types of action
Gesture Actions
• Common in Wii games (waggle)• Used for strike and kick moves• Five actions in Karate Bears– Four slices + forward thrust– Five one-hand actions (right and left)– Up to 25 combo gestures possible
Gesture Actions (Continued)
• Limitations– Controller frame of reference– Small wrist motions vs. ideal motions
• Mapping onto karate moves– Good for hand strikes– Arbitrary for kicks
Pose Actions
• Less common in Wii games• Used for blocking moves in Karate Bears• Detect direction of gravity + acceleration• Pose defined by gravity direction vector– Angle tolerance determines nearest match• Could adjust for player skill level
• Always uses both hands in combination
Pose Actions (Continued)
• Limitations– Only works well when controller not moving• Could be fixed with Wii Motion Plus
– Difficult to teach correct poses– Can achieve pose with only wrist motions
• Mapping of poses to karate blocks– Good for hand orientation– No way to track foot stance
Karate Bears: What We've Learned
• Need multiple methods to demonstrate correct motions– Wooden avatar– Animated 3D controllers– Tutorial and practice modes
• Show players full body moves– Most players have more fun using whole body,
even if they know they don’t need to