TerpGames
by Richie Cresswell (rjc@wam.umd.edu)
and Dan Goldstein (dlg@wam.umd.edu)
Abstract
The main lobby of the soon-to-be completed Computer Science Instructional Center (CSIC) will contain two big-screen TVs. Possible creative and informative uses for these TVs have been open to some debate. We propose that one use for them would be a two-player gaming system. While displays of factual information – such as class schedules or current events – could be useful, competitive games would capture the interest of students and create an environment that would bring the department’s community together. We have designed a system called TerpGames that connects the two computers to play a game and could be modified to allow more games in the future. We intend to include designs for three games to get the system started. As of this time we have designed one game, Terrapin Takeover.
Credits
Terrapin Takeover by Richie Cresswell
TerpGames front end by Dan Goldstein
Survey conducted by Richie Cresswell
Written Material by Richie Cresswell and Dan Goldstein
Introduction
The main lobby of the soon-to-be
completed Computer Science Instructional Center (CSIC) will contain two
big-screen TVs. Possible creative and
informative uses for these TVs have been open to some debate. We propose that one use for them would be a
two-player gaming system. While displays
of factual information – such as class schedules or current events –could be
useful, competitive games would capture the interest of students and create an
environment that would bring the department’s community together.
Our project goal is to provide an
interface for launching multi-player games that will be easily accessible to
anyone walking through the lobby: students, teachers, and visitors. The interface must be easy to use and allow
players to get into a game quickly. It
should be both
The games themselves will all have
a
“Terrapin Takeover” will be a
turn-based “virtual board” game in which a player can control either the black
turtles or the red turtles. The rules
are simple: during his or her turn, a player can either create a new turtle
next to any existing turtle or have any turtle jump two spaces on the map. Any of the opposing team’s turtles that are
touching a turtle that you have just created or moved will be turned to your
side. The first player to take every
Terrapin on the board wins the game.
There are four main categories of target users:
·
Students – Students will be the main users of
the system. A student will be able to
logon to the system with a user ID and a password (possibly their SID or WAM
account). Students will most likely prefer faster-paced games and games where
they can match their wits with others.
·
Teachers – Teachers will be provided with
special IDs and passwords. They can
challenge their own students to games such as trivia sessions that review
materials from class.
·
Visitors – Visitors will be able to logon by
selecting a “guest” option. They can
play all the games but will not have their high scores recorded.
·
System
Administrators – Administrators
will be able to add and remove games and maintain the high score lists. In addition, system administrators may ban
certain student accounts from using the system if trouble arises.
The system will most likely be used
by people walking into the building, waiting for classes to start, or looking
for some recreation in their spare time.
Furthermore, there likely will be a relatively high volume of traffic in
and out in the lobby area where the TVs are located. These circumstances require that the games be
accessible in as short an amount a time as possible. Ideally the system will allow for a high
turnover of users, so that as many people as possible are given a chance to
play.
No special keystrokes or complicated controls can be used as
we want this system to be open to first-time users and complete novices. Ideally, trivia games will also be developed
to help students study for exams.
The major tasks this program will
need to perform can be divided into the following general categories:
·
Administrative: This covers various system
maintenance tasks which may be performed, such as establishing and modifying
user accounts, setting up and reconfiguring available games, and so forth. Access to such functions will be limited, of
course; general users will only have control over their own account settings,
while only system administrators will have access to all administrative
functions.
·
Game Setup / Matchmaking: This covers the
pre-game configuration steps necessary before an actual game is played. This includes selecting a suitable game,
choosing an opponent, setting any game-play options (where applicable), and so
forth.
·
Game-play: The actual games will have their own
interface, of course, for inputting commands and obtaining help, where
appropriate.
Here are some concrete task
examples for the TerpGames multiplayer interface:
Example
1: Mrs. Jones, the system administrator, decides to replace the game “Doom
2” with “Cuckoo for C++.” She logs into
the system with her administrative account name and password. As an administrator, she is given the option
to add or remove games. Once in the
add/remove games menu, she presses the remove button and chooses “Doom 2.” She then presses the add button, types in the
path to “Cuckoo for C++,” keys in the name of the game that will be seen by
users, and assigns it to the spot vacated by “Doom 2.” Mrs. Jones logs out.
Example
2: John logs into the system using his assigned user ID and password. He is the first one logged into the system,
so he is the server user. He chooses to
start a game of “Terrapin Takeover.”
John must now wait for a client user to join his game.
Example
3: Anna logs into the system using the Guest option, since she is a visitor
to campus and does not have her own user ID.
John has already started a game of “Terrapin Takeover,” so Anna is the
client user and is automatically placed into the game.
Here are a couple of simple
examples of the game interface for “Terrapin Takeover” in action, to give one a
general idea as to how the system will function:
Example
1: John and Anna are playing a game. John moves first and moves his turtle
over one space. His turtle replicates and now John has two turtles. Anna then
moves her turtle two spaces. Her turtle does not replicate so she still has
only one turtle. On John's turn five rounds later, John moves his turtle one
space next to one of Anna's turtles. Anna's turtle get converted over to John's
team. On Anna's turn, she moves a turtle next to three of John's turtles. All
three of these turtles change to Anna's team. After several rounds, every space
on the board is filled and John has more turtles than Anna. John is declared
the winner and adds his name to the high score list.
Example
2: Bob and Carl begin playing a game. Carl has 10 minutes before his next class
but Bob is taking a long time for each move. Eight minutes later, the game is
not over and Carl has to go to class. There are two ways this could be
resolved. Carl could hit the "quit" button and forfeit the game to
Bob. Carl could also just walk away and let someone else finish his game.
However, the win or loss still goes on Carl's record.
There are many precedents that have
been set forth for game design and for TerpGames multiplayer interface
design. Here is a list of some of the
past work that we drew upon in our design (all references are listed at the end
of this document; please visit the web pages for further information):
·
Pedersen's Principles on Game Design and
Production – Pedersen provided valuable insight on how a team should tackle a game
design project. Most game projects fail
because the design team members do not properly define their roles or set
limits for themselves.
·
Board Game Design – Terrapin Takeover is
essentially a glorified board game. We
wished to study the aspects that make a board game fun. To do this, you must break down the game into
its atomic elements, and analyze the pieces, patterns, paths, probabilities,
prizes, and principles. There should be
multiple ways to move and there must be multiple strategies that can be
employed to play the game, some riskier than others.
·
Educational Game Design – Since this system is
to be used within a University setting, we studied several topics in
educational game design. Although we did
not complete an educational game for the initial prototype, we learned valuable
pointers that we can use in future games like Terrapin Trivia. It is important to mix the fun and
educational factors in such a way that users may not even realize that they are
learning.
·
Multiplayer Interface Design – In addition to
reading several papers on the topic, we studied many multiplayer systems that
are already in use, such as Blizzard’s battle.net. The most important factor here was
simplicity.
·
Real World Examples – We wanted to see how
people played multiplayer games in a close area, as opposed to over the
Internet, since the computer science building kiosks will be located within
sight of one another. For instance, the
Wizards of the Coast stores have set up successful multiplayer games on a
private network in a public environment.
Another example we looked at was the gaming system used in many bars, which
had many parallels to our system, since many different games could be played
multiplayer on one system.
Design Overview
There are two parts to the system, the
front end and the games. The front end
is a program written in Visual Basic that handles logging in, connecting the
two computers, choosing a game and the administrative tasks. It can carry up to fifteen games. Each game is a seperate
program that is run externally from the front end. It must be able to input players that have
logged in. The first and only game
included with the system is called Terrapin Take over and will be explained.
Multiplayer Interface
Task-Centered Walkthrough
Logging In - At the “login screen” you are given three choices.
1) Log
in. There are two ways to allow users to
login. Our first choice is to email
everyone with a WAM or GLUE account his or her own randomly generated password. They may login normally by entering their WAM
or GLUE ID and the password that we email them.
Administrators and professors will be given special logins and
passwords. Alternately, if the
technology is available we will give access through a card-reader, in which
students and professors can use their campus ID cards.
2) Quit. After confirming that the user wishes to
quit, this will close the multiplayer interface.
3) Login as a guest. The university might want only students and
faculty to be able play the games but the system is prepared to handle either
decision.

Login
Screen Design

Login Screen Design
with Sample Input
Connecting
There are two computers, and all
games will be designed for two players.
The first user that logs in (on either computer) is the “server
user.” When the second user logs in, his
or her computer will detect that the other computer is the server and the
second user will be the “client user.”
If the client user logs in before the server user chooses a game, a
screen instructing the client to wait for the game selection will be
shown. If the server user chooses a game
before the client logs in, the server will be shown a screen telling him or her
to wait for another player to log in.
Both of these wait screens offer a “logout” button to logout from the
system. In addition, the server wait
dialog includes a choice to quit back to the games selection menu.
The following screens are the two "please wait" screens that the
users will see.

Client Waiting for
Server to Choose Game

Server Waiting for
Client to Connect After Game is Chosen
Choosing a Game
The “choose game” screen offers a list of games with a short
description of each. This screen is only
available to the server user. Each game
represented by a button that when pressed will directly bring the user to the
game. This approach has been shown to be
more efficient because the buttons are big enough to avoid errors. The server user can always press the “logout”
button to cancel game selection and logout.
Additionally, administrators are
given the option to go to the “Add/Remove Games” screen from here.

Server Choose Game
Screen Design
Adding/Removing a
Game
Only administrators may access the
“Add/Remove Games” screen. A single game
can be changed or removed for each screen.
The change is made by selecting the game's slot, giving it a label and a
command line to execute and clicking OK.
There is also a remove button to stop users from playing the game and a
cancel button.

Server Add/Remove
Game Dialog Design
Terrapin Takeover
Task-Centered Walkthrough
Starting the Game
The first screen shown is the loading
screen. Terrapin Takeover is a Java
applet and certain things such as graphics take a little while to send from the
web server to the game computers. There
is a progress bar to show users how much has been loaded so far.

Terrain Takeover Loading Screen

Terrain Takeover Rules Screen
Playing the Game
When it is his or her turn, a player may move a turtle either one space or
two. If moving one space, a duplicate
turtle splits off from the moving turtle and stays in the space you just
left. If moving two spaces at once, no
turtle is left behind. Whenever you land
adjacent to any opposing turtle or turtles, their color changes and they become
your turtles. To move a turtle, you
simply touch the turtle you wish to move then touch the spot to which you would
like to move it. Alternatively, if a
mouse is available you may click instead of touching.
There are two buttons on the bottom left of the window. The speaker turns on or off the sound; there
is an X over the speaker if sound is off.
The question mark gives the player help by showing the rules screen. Either player may end the game at any time by
closing the web browser.

Terrapin Takeover
Game Started Screen

Terrapin Takeover
Mid-Game Screen
Winning the Game
The game is over when a player has no legal moves on his or her turn or all
of one player’s turtles have been eliminated.
When either of these events occurs, the number of turtles is tallied up
for both players. The player with the
most terrapins left on the board wins!
High Score Dialog
The high score dialog informs the player
of their final score and asks if they would like to be placed on the high score
list. This is a yes/no dialog - they do
not have to choose a name as they will be identified by their system ID.

Terrapin Takeover “You Win!” / High Score
Screen
High Score Screen
The high score screen displays the
high scores and has a “quit” option.
This will bring the players back to the multiplayer interface, where
they can play again or select a new game if they choose.

Terrapin Takeover High Score Screen
Development Process
Before we
started production, we created several low-fidelity prototype screenshots to
ensure that we shared the same vision of our final product:


Login Screen Design with Sample Input

Client Waiting for Server to Choose Game

Server Waiting for Client to Connect After Game is Chosen

Server Choose Game Screen Design 1

Server Choose Game Screen Design 2

Server Add/Remove Game Dialog Design

Server Add/Remove Game Dialog Design with Add
Dialog Box

Terrapin Takeover Initial Screen

Terrapin Takeover Mid-Game Screen

Terrapin Takeover High Score Dialog

Terrapin Takeover High Score Screen
After completing and agreeing upon our
low-fidelity design prototypes, we began work on our high-fidelity working test
prototype. Dan focused on the TerpGames multiplayer interface, which was created in Visual Basic, while Richie
developed Terrapin Takeover in Java.
After completion and integration of the products we designed a usability
test that consisted of a pre-test questionnaire, a list of user tasks, and a
post-test questionnare. Here is the
usability test as it was delivered to the users:
Pre-Test Questionnaire
Experience
Please rate the
following from 1 to 5, where 1 is “I Do Not Agree at All” and 5 is “I Agree
Completely,” by circling your answer:
Disagree Agree
1) I am an experienced computer user 1 2 3 4 5
2) I have used a touch screen before 1 2 3 4 5
3) I have used a touch screen in games 1 2 3 4 5
4) I often play computer games 1 2 3 4 5
5) I have played multiplayer games 1 2 3 4 5
6) I have played games over the Internet 1 2 3 4 5
7) I have experience as a system admin 1 2 3 4 5
Personal Information
Name:
_____________________________
Age:
_____________________________
Location:
_____________________________
Your Affiliation
with the University of Maryland (if a student, please list your major):
__________________________________________________________________________________________________________________________________________
Please briefly
describe your current computer use:
__________________________________________________________________________________________________________________________________________
_____________________________________________________________________
Task Lists
Note that there are separate task lists for
system administrators and regular users.
While regular users should not necessarily be given the system
administrator tasks, the system administrator may take the usability test for
regular users. The regular users are to
go through both task lists (Test 1 and Test 2), each on a different computer.
System Admin
1) Log in to the system using the user ID “admin” and the password “hQ4z%k”
2) Remove the game “Terrapin Takeover”
3) Add the game “Terrapin Trivia” located at “C:\TERPGAMES\TRIVIA”
4) Logoff the system
Regular User
Test 1
1) Log in to the system using the user ID “Student1” and the password
“Stereo412”
2) Another player has not logged in yet.
This means that you are the server user and you must set up the
game. Select the game “Terrapin
Takeover”
3) You will now proceed to Test Station 2, where you will play as the client
user.
Test 2
1) Log in to the system
using the user ID “Student2” and the password “GreyWolf”
2) You will notice that a
game of Terrapin Takeover has already started – you are the connecting client
4) After the server player moves, move one of your turtles one space,
causing the turtle to “split”
5) After the server player moves again, move one of your turtles two spaces,
causing the turtle to “jump”
6) At this point, the game has stopped and the board is set to a certain
pattern. Move one of your turtles so
that it lands next to the opposing turtle, causing it to change to your color
7) Since all the turtles on the board are yours, you have won the game! Enter your name on the high score list.
8) Quit the game and logout.
Post-Test Questionnaire
Experience
Please rate the
following from 1 to 5, where 1 is “I Do Not Agree at All” and 5 is “I Agree
Completely,” by circling your answer:
Disagree Agree
1) I found it easy to use the interface 1 2 3 4 5
2) I was easily able to remove a game. 1 2 3 4 5
3) I was easily able to add a game. 1 2 3 4 5
4) I know what the difference between a
server user and a client user is. 1 2 3 4 5
5) I understand the rules to
Terrapin Takeover. 1 2 3 4 5
6) I find Terrapin Takeover fun. 1 2 3 4 5
Personal Information
Name:
_____________________________
Age:
_____________________________
Do you have any
comments about the general system?
__________________________________________________________________________________________________________________________________________
Do you have any
comments about Terrapin Takeover?
__________________________________________________________________________________________________________________________________________
Is there something
you'd like to say but hasn't been asked?
__________________________________________________________________________________________________________________________________________
Pre-Test
Questionnaire Results
Here are the results from these surveys, given to 6 users
(denoted A through F):
Experience
Users rated the following from 1 to 5, where 1 is “I Do Not
Agree at All” and 5 is “I Agree Completely.”
Here are the given answers and mean averages:
8) I am an experienced computer user A: 5
B: 3 C: 3 D: 5 E:
2 F: 5
AVG: 3.83
9) I have used a touch screen before A: 2
B: 3 C: 5 D: 5
E: 2 F: 5 AVG: 3.67
10) I have used a touch screen in
games A: 1 B: 1
C: 1 D: 1 E: 1
F: 5 AVG: 1.67
11) I often play computer games A: 5 B: 2
C: 4 D: 5 E: 1
F: 5 AVG: 3.67
12) I have played multiplayer games A: 5
B: 2 C: 5 D: 3
E: 1 F: 5 AVG: 3.50
13) I have played games over the
Internet A: 5 B: 2
C: 5 D: 5 E: 1
F: 5 AVG: 3.83
14) I have experience as a system
admin A: 2 B: 1
C: 1 D: 2 E: 1
F: 5 AVG: 1.83
Personal Information
Ages:
A: 19 B: 21
C: 40 D: 50 E: 55
F: 21
Location:
All tests
were conducted in Bel Air, Maryland.
Affiliation with the University of Maryland:
Subjects A
and F were both computer science students at UMD. No other test subjects had any direct
affiliation.
Current computer use:
A: Uses
computer at home for gaming and school use, uses one at work for business
applications.
B: Uses
computers for school and work.
C: Uses a
PC on a LAN at work and at home as a hobby.
D: Uses a computer
at home and at work.
E: Uses a
computer for basic applications at work.
F:
Professional programmer and enthusiast.
Post-Test
Questionnaire Results
Here are the results from these surveys, given to 6 users
(denoted A through F):
Experience
Users rated the following from 1 to 5, where 1 is “I Do Not
Agree at All” and 5 is “I Agree Completely.”
Here are the given answers and mean averages:
7) I
found it easy to use the interface A:
4 B: 5
C: 3 D: 5 E: 4
F: 5 AVG: 4.33
8) I
was easily able to remove a game A:
3 D: 2 F: 1
AVG: 2.00
9) I
was easily able to add a game A: 4 D: 4 F: 5
AVG: 4.33
10) I
know what the difference between a
server user and a client user is A: 5 B:
3 C: 3
D: 5 E: 2 F: 5 AVG:
3.83
11) I
understand the rules to
Terrapin Takeover A:
5 B: 4
C: 4 D: 5 E: 3
F: 5 AVG: 4.33
12) I
find Terrapin Takeover fun A:
3 B: 5
C: 5 D: 5 E: 4
F: 5 AVG: 4.50
Comments about the general system:
C: Friendly, interesting, and I
want to play again.
D: Too much red. The turtles in the game look like lady bugs.
F:
Make a “remove game” button!
There should be some indication of what team you are in the game.
Comments about Terrapin Takeover:
B: It is cute.
C: How do I get one?
D: The graphic of the turtle at the beginning
was neat.
F: It should be a lot of fun multiplayer.
Additional comments:
C: Once I learned the nuances of the game I was
intrigued.
D: Directions are clear. The game was about my speed!
Server Administrator
Task Results
Only three subjects (user A, user D, and user F) were given
the server administrator usability test.
These three users had at least some server administration
experience. We did not want to overwhelm
any users who were unfamiliar with such systems. Here were the step by step results:
1) Log in to the system using the user ID “admin” and the
password “hQ4z%k.”
Two of the three users expressed
concern that the password was displayed.
Otherwise, they had no problems logging in to the system.
2) Remove the game “Terrapin Takeover.”
This was
the most difficult part of the usability test for users to complete. One of the users figured out what to do but
complained about the system. Another
user immediately tried clicking on Terrapin Takeover, which started the
game. They did not realize that they had
to go into the admin tools to remove the game.
The third user could not figure out that the game had to be “blanked
out” until using trial and error and asked why there was not a remove button. All three users said that the name of the
game should be displayed in the admin screen, not just the game number.
3) Add the game “Terrapin Trivia,” located at
“C:\TERPGAMES\TRIVIA\.”
After
figuring out how to delete the game in task 2, all three users had no problem
adding Terrapin Trivia.
4) Log off the system.
All the
users had no problem logging off. One
said that the “Quit” button should say “Log Off.”
Server User Task
Results
Before
taking the server user portion of the usability test, the difference between a
server user and a client user was explained to the subjects. They were told that first they would be
setting up the server so that a client could log in. This is essentially the same as logging in as
the client, but we wanted to see if users could understand these concepts after
a brief explanation.
1) Log in to the system using the user ID “Student1” and the
password “Stereo412.”
Almost
every user was confused about what to do after typing in their name and
password. Most looked back to the task
list sheet and tried to perform the next task without hitting the “Connect”
button. A few of the users hit the
“Guest” button.
2) Another player has not logged in yet. This means that you are the server user and
you must set up the game. Select the
game “Terrapin Takeover.”
None of the
users had any problem clicking the “Terrapin Takeover” button.
3) You have completed the Server User Tasks. You will now be asked to log on as a Client
User and try the game!
At this
point we had the users log out and made sure that the system was back at the
login screen so we could begin the next phase of the test.
Client User Task
Results
The
subjects were told to imagine that someone else had already logged in and
started the server, like they just did in the last part of the test. Now they were to log in as the Client User
and join the game in progress.
1) Log in to the system using the user ID “Student2” and the
password “GreyWolf.”
Most users at this point were used
to the system and knew to hit “Connect” this time. However, a few still had some trouble and
expressed concern over picking the correct option.
2) Please wait while you are connected to the game of
Terrapin Takeover that is already in progress.
Since we did not have two test
computers and the prototype does not support true multiplayer games, we simply
started up Terrapin Takeover to simulate them joining the server.
3) Read the instructions and hit the start button to begin
playing.
Most users read the instructions
carefully. A few simply breezed over
them – these users had some trouble later and did not understand the game as
well.
4) Notice that the server user has already made their first
move. Move your turtle one space either
horizontally or vertically, causing it to “split.”
No users
had trouble with this step.
5) After the server player moves again, move one of your
turtles two spaces, causing the turtle to “jump.”
No users
had trouble with this step.
6) Go ahead and play the game – you should be able to win fairly
easily since the server player moves at random.
A few users had problems with the
rules and interface. One did not
understand that if they clicked on an invalid destination, their turtle became
deselected and needed to be selected again.
Several users did not understand what they needed to do to take enemy
turtles until they accidentally moved next to one, at which point they caught
on quickly. A few asked “how do I win?”
but all of the subjects eventually prevailed over the gold turtle team. One feature that several users did not pick
up quickly was the fact that you can jump over other turtles that are a space
away.
7) If you win the game, press OK to enter your name on the
high score list.
Again, there were no problems
here. The user name “Student2” was added
onto the high score list.
Usability Study Notes
Several aspects of the usability
test were changed at the last minute due to the limitations of the
prototype. We were originally hoping to
test with two computers running simultaneously, but we were unable to put
together a proper test center and server.
Thus we had the computer randomly move to simulate what a real player
would do.
We were
also limited because we could not experiment with actual touch screens; we had
users use the keyboard and mouse. We
assume that a standard touch screen keyboard will be used throughout the ICARUS
system, and that our program will use this keyboard as well.
Problems Identified
(Importance and Effort rated from 1 to 5)
1) Password
field should be hidden with stars.
(Importance: 5, Effort: 2)
2) Add
captions to the login buttons to make their purpose more clear. (Importance: 4, Effort: 2)
3) Add
a caption to the “Admin” button explaining what features they can access from
the admin menu. (Importance: 3, Effort:
2)
4) Add
a “Remove” button to the admin menu.
(Importance: 5, Effort: 2)
5) Add
game names to the game number list in the admin menu. (Importance: 5, Effort: 2)
6) The
“Quit” button should say “Log Out”.
(Importance: 5, Effort: 1)
7) Add
some items to the instructions clarifying how to win the game. (Importance: 4, Effort: 4)
8) Add
some items to the instructions clarifying that a turtle can jump over another
turtle. (Importance: 4, Effort: 4)
9) Indicate
what team the player is on. (Importance: 5, Effort: 3)
10) Indicate
whose turn it is. (Importance: 5, Effort: 3)
11) Add server
gameplay. (Importance: 5, Effort: 5)
Usability Test Conclusion
Overall, the system was received
very well. Most of the confusion was in
the labeling of the buttons. The
majority of the users enjoyed the game and expressed a desire to play again.
Conclusions
As of now
we have implemented bare-bones versions of the TerpGames multiplayer interface
and Terrapin Takeover. Users can login
as an administrator, guest, or regular user.
Once logged in they can choose which game to play or, if they are an
administrator, add and remove games.
When a game of Terrapin Takeover is started, it simulates the connection
and your opponent’s moves. If you win
the game, you can place your name on the high score list.
There is
much that needs to be done to complete the system. As of now, there are
no true network capabilities programmed in, only simulations. Touch screen capabilities need to be
incorporated. Also, the login system is
completely insecure – anyone may log in with any name and password. Some of the buttons need to be more detailed,
and a logout button needs to be provided within Terrapin Takeover. Furthermore, a help button should be provided
in the TerpGames interface and the Terrapin Takeover help system should include
more details on how to win the game.
Finally, more games should be created and added to the system. We hope that anyone who does future work on the TerpGames system follows the guidelines that we have set forth, making the games extremely easy to learn with full help and documentation.
Thank You
We'd like to thank God for creating the planet so quickly and keeping us safe and alive even when we break his Commandments. We'd also like to thank Ben Schneiderman for his guidance. Thanks also go to everybody who participated in the survey, Sarah Vogt, and Kimberly Hart.
References
Adams, Ernest. http://www.iccave.com/Downloads/Masterclass_Archive/Special/ernest%20adams/Fundamental%20principles%20of%20game%20design.ppt. Fundamental Principles of Game Design.
Ainsworth, Keith. http://www.google.com/search?q=cache:T6iDhmfZVLMC:retrogamer.merseyworld.com/iwatani.htm+pac-man+successful&hl=en. Pac-man designer – Toru Iwatani
Bar Games -- Game stations are set up in bars and people can play an assortment of games while drinking.
Dodge, B. J. http://edweb.sdsu.edu/courses/edtec670/BoardGameDesign1.html - First Steps in Board Game Design.
Gamedev.net – General Game Design. http://www.gamedev.net/reference/list.asp?categoryid=23.
Kuittinen, Petri.
http://www.hut.fi/~eye/videogames/arcade.html. History of
McGrenere, Joanne Lynn. http://citeseer.nj.nec.com/mcgrenere96design.html. Design: Educational Electronic Multi-Player Games A Literature Review.
Introduction to Battle.net. http://www.battle.net/intro.shtml.
Pederson, Roger E. http://www.gignews.com/pedersen_principles.htm. Pedersen's Principles on Game Design and Production.
Shelley, Bruce. http://www.gdconf.com/archives/proceedings/2001/shelley.doc. Guidelines for Developing Successful Games.
Slashdot | Designing Multiplayer Games. http://slashdot.org/askslashdot/02/02/03/212256.shtml.
Sloper, Tom. http://www.gamedev.net/reference/articles/article243.asp - Tom Sloper's Format for Game Design Specifications.
Subanajuoy, Pol. http://www.newexpression.org/dec00/girlvideo.html. Girls play video games.
Wizards of the Coast Retail Stores -- Wizards of the Coast have set up
successful multiplayer games on a private network in a public environment.