a a formal approach to game design and game research dm

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A A Formal Approach to Game Design and Game Research D M

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A

A Formal Approach to Game Design

and Game Research

DM

MDA: Why?

Post mortems are 20/20……but understanding is fuzzy!Formal Abstract Design Tools, et al

Make better games Save time and money Scaffold for research, study and production

MDA: What?

Game Tuning Workshop GDC 2001-2006 Teach via exercises Experienced Faculty

Blizzard, Ensemble, Mind Control, Ion Storm, Looking Glass, SOE, Valve, Visual Concepts, Wizards of the Coast, etc.

MDA: Who?

Audience Academic

Ludology, Narratology, Game Studies Development

Design, Programing, Art Marketing, Production and Biz!

Blends Computer Science Art/Technology

MDA: Biased!

Artifact-centered approach Games produce behavior, not media

Building is understanding Until you apply these concepts,

it’s hard to really “grok” them.

A

Introduction

DM

Designer-Player Relationship

Designer

Player

GameCreates Consumes

Designer-Player Relationship

Designer

Player

GameCreates Consumes

BookMovie

Painting

Designer-Player Relationship

Unpredictable How will it be consumed? What happens during consumption? How can we formalize this?

Formalizing Games

Rules System “Fun”

Formalizing Games

Rules System “Fun”

Code Behavior Requirements

Formalizing Games

Code System “Fun”

Rules Behavior Requirements

Mechanics

Formalizing Games

Code Behavior “Fun”

Rules System Requirements

Mechanics Dynamics

Formalizing Games

Code Behavior Requirements

Rules System “Fun”

Mechanics Dynamics Aesthetics

Definitions

Mechanics Components of a game at the level of data

representation and algorithms

Mechanics Dynamics Aesthetics

Definitions

Dynamics Run-time behavior of the mechanics as they

operate upon user input, and the outputs of other mechanics, over time.

Mechanics Dynamics Aesthetics

Definitions

Aesthetics Desirable emotional responses evoked in the

player, when she interacts with the game.

Mechanics Dynamics Aesthetics

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Aesthetics

DM

Aesthetics

Charades is “fun”Quake is “fun”The Sims is “fun”Final Fantasy is “fun”

Aesthetics

8 Kinds of Fun:

1. Sensation

Game as sense-pleasure

2. Fantasy

Game as make-believe

3. Narrative

Game as drama

4. Challenge

Game as obstacle course

5. Fellowship

Game as social framework

6. Discovery

Game as uncharted territory

7. Expression

Game as self-discovery

8. Submission

Game as pastime

Aesthetics

Charades: Fellowship, Expression, Challenge

QuakeThe SimsFinal Fantasy

Aesthetics

Charades: Fellowship, Expression, Challenge

Quake: Challenge, Sensation, Fantasy

The SimsFinal Fantasy

Aesthetics

Charades: Fellowship, Expression, Challenge

Quake: Challenge, Sensation, Fantasy

The Sims: Discovery, Fantasy, Expression, Narrative

Final Fantasy

Aesthetics

Charades: Fellowship, Expression, Challenge

Quake: Challenge, Sensation, Fantasy

The Sims: Discovery, Fantasy, Expression, Narrative

Final Fantasy: Fantasy, Narrative, Expression, Discovery, Challenge, Submission

Aesthetics

No “Grand Unified Theory” of funConcrete vocabulary helps us:

Break games into constituent elements Pinpoint features that aid aesthetic goals Taxonomize games beyond “genre”

Aesthetic Models

What games do: well or poorly Charades and Quake: Competition Requires emotional investment

Perceivable winning condition Achievable winning condition

Models in Action

Models guide us like a compass Does this aesthetic work for target players? Are we missing something? How can we modify our design?

Quake + fellowship = Counter Strike

A

Dynamics

DM

Dynamics

Dynamics create Aesthetics Challenge

Time pressure Opponent play

Fellowship Shared information (teams) Group-sized goals (capture a base)

Dynamics

Dynamics create Aesthetics Expression

Building, buying, and designing Personalizing or customizing

Dramatic Tension Rising tension, release, denouement Characters in conflict, alliances and betrayals

Dynamic Models

Predict and describe interactionsEvaluate them concretelyAvoid pitfalls

Model: 2D 6

2 3 4 5 6 7 8 9 10 11 122 3 4 5 6 7 8 9 10 11 12

Ch

anc

e in

36

Die Roll

Model: Feedback System

Room

Too Cold!

Too Hot!

Thermometer

Controller

Model: Monopoly

Pay Up!

Cash In!

Move

Roll

Losers$$$$$$

Winners$$$$$$

Models in Action

Fix the boring endgame? Reward players who are behind Impede players who are ahead Less “realistic” perhaps, but…

Winners feel challenge Losers have hope Tension arc is longer & more fulfilling

A

Mechanics

DM

Mechanics

Mechanics support Dynamics Cards:

Trick taking, betting… …bluffing, shooting the moon

Shooters: Weapons, ammo, spawn points… … camping or sniping

Mechanics of Monopoly

Dice and BoardOwn/Collect LandSpecials (Go, jail, railroads, etc) Draw CardsBuild stuffNegotiate (optional)

Mechanics of Monopoly

Increased Dramatic Tension Smaller board, more rolls, larger dice Constant rate tax or increased payouts Randomly distributed properties

Mechanics of Monopoly

Achievable Winning Conditions Subsidies for the poor Taxes for the rich

Calculate @ Go or when exercising a monopoly

Tuning

Discuss flaws using MDA Do changes effect aesthetics?

Taxes lead to complex calculations

Tuning

Use models to guide our thinking Proposed die/board changes

Length of turns? Length of games? Odds for acquisitions?

A

Framework for Player and Designer

DM

MDA as Lens

Typical designer perspective Mechanics give rise to Dynamics… which support the overall Aesthetic.

Designer

Mechanics Dynamics Aesthetics

MDA as Lens

Typical player perspective Aesthetics set a tone… born out by Mechanics and Dynamics.

Player

Mechanics Dynamics Aesthetics

A New Perspective

When playing Recognize how our actions help create and

support entertainment experiences

Player

Mechanics Dynamics Aesthetics

A New Perspective

When building Use aesthetic goals to drive our overall design

Designer

Mechanics Dynamics Aesthetics

MDA

Put the player on stage

MDA

Put the player on stageAvoid feature-driven design

MDA

Put the player on stageAvoid feature-driven designEliminate “clutter”

MDA

Put the player on stageAvoid feature-driven designEliminate “clutter” Streamline development

MDA

Put the player on stageAvoid feature-driven designEliminate “clutter” Streamline developmentSupport iterative design

MDA

Put the player on stageAvoid feature-driven designEliminate “clutter” Streamline developmentSupport iterative designAvoid fixing what isn’t broken

Thanks!

Rob ZubekMarc LeBlancGame Tuning Workshop

www.algorithmancy.8kindsoffun.org

Questions?