Methods and Implementations of Historically Accurate Game ...

Methods and Implementations of Historically Accurate Game Design for First Person Shooter Video Games by David Matthew Holmes

A thesis submitted in partial fulfillment of the requirements for the degree of Master of Arts

Humanities Computing University of Alberta

? David Matthew Holmes, 2017

Abstract

Video games have become a common and often consumed medium to portray and to learn about history. Building on the work done by historians to understand historical accuracy on film, I design and built a first person shooter (FPS) video game that could be considered historically accurate by the historical community. The game centres on Operation Deadstick, an opening mission of the Normandy landings on D-Day, 6 June 1944. To portray accurately the historical content I designed the game using a Mechanics-Dynamics-Aesthetics (MDA) game design framework. This framework guided the implementation of the historical elements in all aspects of the game's design including its cosmetics, gameplay mechanics, and themes. I evaluated the game by examining its historical content through these same elements. Although the game was incomplete, I believe it represents a positive first step towards the design of historically accurate interactive content.

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Preface

This is an original work by David Holmes. No part of this thesis has been previously published.

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For Lawrence Holmes who inspired my love of history and Lundy Sanderson who inspired my love of technology. For my parents and for Ashley.

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Acknowledgements

I would like to thank Sean Gouglas, Geoffrey Rockwell, and Harvey Quamen for their guidance and support.

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Table of Contents

Abstract

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Preface

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Acknowledgements

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Table of Contents

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List of Figures

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Chapter 1: Introduction

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Chapter 2: Theory

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Towards a Definition for Serious Games

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Serious Games vs. Simulations

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How to Design a Game

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A Serious Game that Works - Contextualization

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Historical Films

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Historical Accuracy on Film

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Games and History

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Historians and Games

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Historical Accuracy in Games

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Historical Accuracy in Game Content

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Historical Accuracy in the Game System

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Chapter 3: Design

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Tools

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The Game

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Gameplay Framework

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Gameplay Objectives

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Scale

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Game Map

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Game Mechanics

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Movement Mechanics

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Weapon Mechanics

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Overview

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Firing Weapons

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Fire Spread

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Ammunition

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Projectile Velocity

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Character Health and Player Character Death

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Health

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Mental Health

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Mental Health Counter and Mental Health Modifier

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Affecting Character's Mental Health

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Physical Health

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Removing Characters From Play

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User Interface

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Chapter 4: Evaluation

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Operation Deadstick as a Historical Object

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The accuracy of Operation Deadstick

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Issues of Cosmetics

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Visual cosmetic Issues

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Auditory Aesthetic Issues

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Issues of Strategic Importance

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Environment

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Weapon Mechanics

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Issues of Game Systems and Balance

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Physics

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Environment

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Character Health

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AI

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Areas For Improvement

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Chapter 5: Conclusion

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Operation Deadstick

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Future Work

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Works Cited

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List of Figures

Figure 3.1: A Heightmap

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Figure 3.2: Aerial reconnaissance photograph of the Caen canal bridge

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Figure 3.3: Aerial reconnaissance photograph of the positions of the crashed gliders

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Figure 3.4: Modern day reconstruction of the area surrounding the Caen canal

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bridge

Figure 3.5: Modern day digital map of the Caen canal bridge

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Figure 3.6: Reference map created for environment modeling in Operation

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Deadstick

Figure 3.7: Modeling the Caen canal in Operation Deadstick

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Figure 3.8: Standing on the canal bridge facing the Caf? Gondr?e and the barn

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Figure 3.9: Graph of spread angle

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