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 To portray accurately the historical content I designed the game using a Mechanics-Dynamics-Aesthetics (MDA) game design framework.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 I evaluated the game by examining its historical content through these same elements.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
ii
Preface
iii
Acknowledgements
v
Table of Contents
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List of Figures
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Chapter 1: Introduction
1
Chapter 2: Theory
5
Towards a Definition for Serious Games
5
Serious Games vs. Simulations
6
How to Design a Game
7
A Serious Game that Works - Contextualization
9
Historical Films
13
Historical Accuracy on Film
15
Games and History
16
Historians and Games
16
Historical Accuracy in Games
17
Historical Accuracy in Game Content
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Historical Accuracy in the Game System
20
Chapter 3: Design
23
Tools
24
The Game
26
Gameplay Framework
27
Gameplay Objectives
29
Scale
30
Game Map
31
Game Mechanics
40
Movement Mechanics
40
Weapon Mechanics
41
Overview
41
Firing Weapons
44
Fire Spread
45
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Ammunition
47
Projectile Velocity
49
Character Health and Player Character Death
49
Health
50
Mental Health
51
Mental Health Counter and Mental Health Modifier
51
Affecting Character's Mental Health
52
Physical Health
53
Removing Characters From Play
54
User Interface
56
Chapter 4: Evaluation
58
Operation Deadstick as a Historical Object
58
The accuracy of Operation Deadstick
60
Issues of Cosmetics
64
Visual cosmetic Issues
64
Auditory Aesthetic Issues
66
Issues of Strategic Importance
66
Environment
66
Weapon Mechanics
68
Issues of Game Systems and Balance
69
Physics
69
Environment
70
Character Health
71
AI
72
Areas For Improvement
72
Chapter 5: Conclusion
74
Operation Deadstick
75
Future Work
78
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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