CSCI 171 Prep for (optional) midterm
The midterm will be held in the classroom during our regular
lecture time on February 18th.
The midterm is optional. If you choose to write it, it will
be worth 15%, and I will take the better of your midterm mark
or the combined mark from the three lab exercises.
The exam will be open book and open notes,
but no calculators or other electronics
will be permitted.
There will be a total of five questions, worth nine marks each,
for a total of 45 marks.
Plan on spending about fifteen to twenty minutes per question.
The exam will generally be essay and analysis questions, based on
the material discussed in lectures.
Question styles will largely be essay based,
e.g. "discuss the challenges associated
with ...", "discuss the advantages/disadvantages of ...", "describe a good approach
to the following problem ...", etc.
General advice:
(1) Use your time wisely - spend a few minutes to read through the exam first,
then go through and answer the questions that seem easiest (for you) first.
Don't spend more than twenty minutes on any one
question unless you've already got a partial answer for at least nine questions.
(2) Part marks are available for almost all questions, so be sure to give as much
of a solution or approach as you can provide -- you can't get any marks for leaving the
question blank!
(3) Review the material before the exam - generally in an open book exam you still
don't have much time to spend flipping through notes trying to find an answer. You're much
better off if you only need the notes to look up the odd bit of logic/content to support
your answer.
(4) Try the practice questions below sometime prior the exam, and talk to
your instructor about any questions/doubts you have about your answers.
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Practice questions
The questions below should give a good general feel for the different styles or kinds
of problem that are likely to appear in the final exam.
- Project assessment:
Complete the following review based on the game project
you are working on for this course. For each question, answer yes, no, or sometimes,
and provide a short sentence of explanation/clarification:
- Did you have a clear, unambiguous vision statement for the game?
- Was this vision realistic?
- Was the core gameplay and user interface fleshed out early in the project,
so that you clearly understood what the game is and why it would be fun?
- Did the team members think the game will be fun?
- Does the game have a detailed, written game design document?
- Did you keep a detailed project schedule, listing
all of the tasks that needed to be performed and the dependencies between them?
- Were all the design and planning documents (including readme files,
user manuals, etc) kept thoroughly up to date throughout the project?
- Were all the features of the game prioritized (e.g. core, secondary, and tertiary)
to make it easy to trim features if necessary to maintain the schedule?
- Did the project have a written test/QA plan?
- Were all game deliverables submitted on time, according to the original project deadlines?
- Were sources and rights for all artwork (sound, images, etc) clearly documented
and tracked throughout the project?
- Was a clear plan followed throughout development to create and track backups of source
code and documentation, and track changes made from one version to another?
- Did you create and maintain a list of risks or potential problems associated with
the project?
- Project staffing:
Suppose you were given a budget to hire six additional people to work on an expanded version of your
game project for the period of one year. Describe the six positions you would choose to hire them in
(e.g. software developer, manager, artist, etc) and justify your decision.
- Game description:
One of the components sometimes recommended for the early stages of
a game design document is "60 seconds of gameplay": a detailed written description
of one minute of "typical" gameplay, identifying everything the user sees and does
during that minute. Discuss the potential advantages and disadvantages of including
something like this in your game design document.
- Game challenge and difficulty:
In a recent game development article, Daniel Boutros focused on the following two ideas:
Provide reasoned arguments either in support of or in opposition to those two ideas.
- Save game mechanisms: the mechanisms used to determine how and when a player
can save a game can have a remarkable impact on the difficulty of progressing through
a game. Discuss the relative impact the following three mechanisms have on game
difficulty and fun:
(1) Save anywhere, anytime: the player can always invoke the save game option,
and save the exact currentstate of the game.
(2) Triggered saves: the game is automatically saved when key events take place,
the player can only load games stored from those points.
(3) Save locations: the player can save whenever they reach certain states or location
(e.g. they can save when in a city, but not when in combat).
- Playtesting:
One of the biggest problems in playtesting is identifying what should be tested
at each point during development. Testing some aspects of gameplay too early means
testers spend much of their time reporting issues that would naturally have been fixed
later in the development process anyways, but leaving testing too late may cause key
problems to go unnoticed so long that it becomes much more difficult to fix them.
Pick a style/genre of game you are familiar with, and outline a preliminary test plan
that you would recommend for testing different typical features. These features may
include the user controls, the interface and display, the sound and graphics effects,
the user guidance, setting of difficulty levels, the effectiveness of the AI,
the game speed, game stability, "fun", etc).
- Objectives, information, choice and tension: (version 1)
Using one of the five games listed below,
discuss the dramatic elements of the game in terms of
the player's objectives, the choices they have to make,
the information available to them,
and the means used to escalate tension during the game.
Game Choices: poker, backgammon, go, risk, battleship
- Objectives, information, choice and tension: (version 2)
Name your favorite computer/console game of all time,
and describe the dramatic elements of that game in terms of
the player's objectives, the choices they have to make,
the information available to them,
and the means used to escalate tension during the game.
- Self interest and survival:
Many games increase tension by encouraging players
to pursue paths that could become mutually self destructive.
Perhaps the simplest example is "chicken", where two players
race towards one another risking a head on collision: if one
player turns away the other gains a small victory, but if
neither turns away they both suffer a major loss. Discuss
how similar ideas can be used on a much larger scale to
produce tension in mainstream games.
- Schelling points and behaviour:
In lectures we discussed the concept of Schelling points - values or decisions
whose outcome is based on group behaviour, when individuals must make their own
decisions independantly and without shared information.
One example is the "two-thirds average" game: everyone participating must
guess a number between 0 and 100, and the winner is the person whose guess
is closest to two-thirds of the average of all guesses.
Describe strategies you would recommend for a player (or an AI) to use
in this game, and justify these strategies.
- Interfaces:
In lectures, we discussed several different approaches to visual interfaces for games:
- minimalist interfaces, in which no actual controls are shown on-screen
- total control interfaces, in which controls for all player actions are always on screen
- accessible option interfaces, in which access to the seperate control modes or panels are always on screen
For each of the three modes, describe a style of game and a target audience the mode
would be most appropriate for, and a a style of game and a target audience the mode
would be inappropriate for.
- Dynamic game balancing:
Dynamic game balancing is the process of automatically updating the
state of a game to keep the game interesting - e.g. keep it from getting
too easy (boring) or too difficult (frustrating). This can involve
giving the player or the AI a wide range of handicaps or advantages,
increasing or decreasing the hazards a player must face, etc.
However, dynamically altering the balance needs to be done quite subtely,
otherwise the player's actual skill/involvement seems less important
("If I play really poorly the game will just dumb down the AI for me,
or if I play really well the game will give the AI a huge boost
that wipes out the advantage I gained through all my hard work.")
In the context of a racing game, discuss ways in which the game
difficulty can be dynamically balanced to keep interest levels up,
but without making the dynamic balancing obvious to the
player.
- Structured testing:
The IGDA Quality Assurance group includes the following in
its "Ten commandments of QA":
"Understand the difference between playing a game and
testing a game. Spend most of your time doing the latter."
Explain what this means, and its importance in the development
process for commercial games.
- Social/ethical concerns
One area of concern in the industry is the topic of "game addiction".
Many games now incorporate features that encourage players to
limit (within reason) the time they spend playing the game.
Discuss two possible ways of encouraging players to limit their
playing time, and discuss the advantages and disadvantages of each.
- Controllers:
Below you will find a list of adventure game actions (in no particular order)
that must be supported using a typical 10 button controller with a D-pad and two analog sticks.
(A snapshot of a sample controller is also supplied below.)
Identify either one or two modes of operation for the game controls,
map the individual actions to specific controls, and provide a
set of justifications for your choices.
Supported list of actions |
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move forward
jump
switch weapon
zoom in
fire weapon
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move backward
crouch
switch item
zoom out
use item
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move left (sideways)
run
grasp or pick up item
turn left
view objectives
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move right (sideways)
climb
drop or release item
turn right
aim weapon
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Mapping of actions to controls |
Control |
Mode: |
Mode: |
Button 1 | | |
Button 2 | | |
Button 3 | | |
Button 4 | | |
buttons 5,7 are front left, 6,8 are front right,
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Button 5 | | |
Button 6 | | |
Button 7 | | |
Button 8 | | |
buttons 9, 10 and mode selection are on top |
Button 9 | | |
Button 10 | | |
extra space is provided for describing analog/d-pad use |
D-pad | | |
Left analog | | |
Right analog | | |
Justification:
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