Barrett, The Honors College at Arizona State University proudly showcases the work of undergraduate honors students by sharing this collection exclusively with the ASU community.

Barrett accepts high performing, academically engaged undergraduate students and works with them in collaboration with all of the other academic units at Arizona State University. All Barrett students complete a thesis or creative project which is an opportunity to explore an intellectual interest and produce an original piece of scholarly research. The thesis or creative project is supervised and defended in front of a faculty committee. Students are able to engage with professors who are nationally recognized in their fields and committed to working with honors students. Completing a Barrett thesis or creative project is an opportunity for undergraduate honors students to contribute to the ASU academic community in a meaningful way.

Displaying 1 - 2 of 2
Filtering by

Clear all filters

136495-Thumbnail Image.png
Description
The objective of this project concentrates on the game Defense of the Ancients 2 (Dota 2). In this game, players are constantly striving to improve their skills, which are fueled by the competitive nature of the game. The design influences the community to engage in this interaction as they play

The objective of this project concentrates on the game Defense of the Ancients 2 (Dota 2). In this game, players are constantly striving to improve their skills, which are fueled by the competitive nature of the game. The design influences the community to engage in this interaction as they play the game cooperatively. This thesis illustrates the importance of player interaction in influencing design as well as how imperative design is in affecting player interaction. These two concepts are not separate, but are deeply entwined. Every action performed within a game has to interact with some element of design. Both determine how games become defined as competitive, casual, or creative. Game designers can benefit from this study as it reinforces the basics of developing a game for players to interact with. However, it is impossible to predict exactly how players will react to a designed element. Designers should remember to tailor the game towards their audience, but also react and change the game depending on how players are using the elements of design. In addition, players should continue to push the boundaries of games to help designers adapt their product to their audience. If there is not constant communication between players and designers, games will not be tailored appropriately. Pushing the limits of a game benefits the players as well as the designers to make a more complete game. Designers do not solely create a game for the players. Rather, players design the game for themselves. Keywords: game design, player interaction, affinity space, emergent behavior, Dota 2
ContributorsLarsen, Austin James (Author) / Gee, James Paul (Thesis director) / Holmes, Jeffrey (Committee member) / Kobayashi, Yoshihiro (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor) / School of Arts, Media and Engineering (Contributor)
Created2015-05
161183-Thumbnail Image.png
Description

For my creative project thesis, I have designed and developed a video game called Amity Academy. Amity Academy is a strategic resource management simulator that aims to subvert genre expectations and challenge generally accepted definitions of success and leadership both in-game and in the real world. It does so by

For my creative project thesis, I have designed and developed a video game called Amity Academy. Amity Academy is a strategic resource management simulator that aims to subvert genre expectations and challenge generally accepted definitions of success and leadership both in-game and in the real world. It does so by moving the focus away from amassing large amounts of in-game currencies and becoming politically or militarily dominant towards caring for the denizens of the social unit the player controls. The player acts as an administrator at a school where they must make decisions on how to best run the institution. Although they are allowed to lead the school however they see fit, the emphasis is on prioritizing strong interpersonal and intracommunity relationships and connections and the wellbeing and happiness of those under their ward. Amity Academy is also part of the newly-emerging “wholesome” or “comfy” game genre. Unlike serious strategy games that can be stressful, Amity Academy presents a self-paced, low-stakes situation. This mood is further encouraged by calming environmental noises and music, a gentle color palette, and a charming art style. The game feels domestic and quaint, almost reminiscent of a Jane Wooster Scott or Mary Singleton painting. You can download and play Amity Academy here: https://mvaughn8.itch.io/amity-academy

ContributorsVaughn, Meghan (Author) / Kobayashi, Yoshihiro (Thesis director) / Holmes, Jeffrey (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor) / Computer Science and Engineering Program (Contributor)
Created2021-12