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The sound design of the game is gritty and realistic, like the audio from a nature documentary film’s closeup scenes of insects. In contrast, the music is cheerful and eclectic, pairing exotic acoustic and percussive instruments with electronic embellishments. The audio design is intended to give Leafcutters the feeling of a window into the real world, but with some reference to its video game heritage. The overall aesthetic is designed as a vignette into a world which is both familiar and alien, to present the real world as a space for exploration. The Game System We will now examine the game system of Leafcutters, based on Tracy Fullerton’s list of formal elements of games.46 Leafcutters is a single-player, player-vs-system game, the objective of which is to grow a colony population of 50 ants. In this description, the syntax “Trigger → Urge” represents a trigger and urge pairing, such that when the trigger is true, the ant will experience the listed urge. The term “cooldown,” applied to urges and behaviors, refers to the amount of time which must pass between executions of the same behavior by a given ant. In Leafcutters, ants are delineated into four castes: forager, midden worker, nurse, and queen. While the names and physical appearances of these castes are based on scientific knowledge of leafcutting ants, the three worker castes (forager, midden worker, and nurse) are functionally equivalent in the game. Because each caste can be given its own set of triggers and urges, the separation of castes allows the player to create specialized groups of workers. The appearances and names of the castes, while not systemically significant, hint to the player how such groups of workers might be specialized, and they are meant to prompt the user’s curiosity regarding the roles of these castes in real ant colonies. 16 46 Fullerton, Tracy. Game Design Workshop. 2nd. Elsevier, Inc., 2008. Print.
Object Description
Title | Leafcutters: life simulation gameplay designed to evoke engagement with real-world subject matter |
Author | Graner, William B. |
Author email | granerw@gmail.com; bill@bgraner.com |
Degree | Master of Fine Arts |
Document type | Thesis |
Degree program | Interactive Media |
School | School of Cinematic Arts |
Date defended/completed | 2011-05-05 |
Date submitted | 2011 |
Restricted until | Unrestricted |
Date published | 2011-05-05 |
Advisor (committee chair) | Gibson, Jeremy |
Advisor (committee member) |
Fullerton, Tracy Anderson, Steven F. |
Abstract | Leafcutters is a life simulation game about leafcutting ants which is designed to evoke engagement with real world subject matter. In this game, players shape the behaviors of a colony of ants in order to establish complex behaviors such as foraging and fungus farming. The game system in Leafcutters is adapted from existing biological research on ants, with an emphasis on the accurate adaptation of a natural system into a game system. This project draws on previous works in artificial life, life simulation games, swarm games, virtual pets, and virtual ants. Leafcutters is a work of expressive AI, an evocative knowledge object, and an educational game. |
Keyword | simulation game; evocative knowledge object; educational game; video game |
Language | English |
Part of collection | University of Southern California dissertations and theses |
Publisher (of the original version) | University of Southern California |
Place of publication (of the original version) | Los Angeles, California |
Publisher (of the digital version) | University of Southern California. Libraries |
Provenance | Electronically uploaded by the author |
Type | texts |
Legacy record ID | usctheses-m3919 |
Contributing entity | University of Southern California |
Rights | Graner, William B. |
Repository name | Libraries, University of Southern California |
Repository address | Los Angeles, California |
Repository email | cisadmin@lib.usc.edu |
Filename | etd-Graner-4578 |
Archival file | uscthesesreloadpub_Volume40/etd-Graner-4578.pdf |
Description
Title | Page 21 |
Contributing entity | University of Southern California |
Repository email | cisadmin@lib.usc.edu |
Full text | The sound design of the game is gritty and realistic, like the audio from a nature documentary film’s closeup scenes of insects. In contrast, the music is cheerful and eclectic, pairing exotic acoustic and percussive instruments with electronic embellishments. The audio design is intended to give Leafcutters the feeling of a window into the real world, but with some reference to its video game heritage. The overall aesthetic is designed as a vignette into a world which is both familiar and alien, to present the real world as a space for exploration. The Game System We will now examine the game system of Leafcutters, based on Tracy Fullerton’s list of formal elements of games.46 Leafcutters is a single-player, player-vs-system game, the objective of which is to grow a colony population of 50 ants. In this description, the syntax “Trigger → Urge” represents a trigger and urge pairing, such that when the trigger is true, the ant will experience the listed urge. The term “cooldown,” applied to urges and behaviors, refers to the amount of time which must pass between executions of the same behavior by a given ant. In Leafcutters, ants are delineated into four castes: forager, midden worker, nurse, and queen. While the names and physical appearances of these castes are based on scientific knowledge of leafcutting ants, the three worker castes (forager, midden worker, and nurse) are functionally equivalent in the game. Because each caste can be given its own set of triggers and urges, the separation of castes allows the player to create specialized groups of workers. The appearances and names of the castes, while not systemically significant, hint to the player how such groups of workers might be specialized, and they are meant to prompt the user’s curiosity regarding the roles of these castes in real ant colonies. 16 46 Fullerton, Tracy. Game Design Workshop. 2nd. Elsevier, Inc., 2008. Print. |