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1 Game Ethology The Missing Link: A Methodology for Analyzing Design through Behaviour in Games Katrin Becker, University of Calgary I have found the missing link between the higher ape and civilized man: It is we. Konrad Lorenz

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Page 1: Game Ethology 2

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Game Ethology The Missing Link: A

Methodology for Analyzing Design through Behaviour in

GamesKatrin Becker, University of Calgary

I have found the missing link between the higher ape and civilized man: It is we.

Konrad Lorenz

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2Game EthologyKatrin Becker, MIGS 2007, Serious Games Canada 2

Outline

• Background• Are We There Yet?• Serious Game Design• So What’s the Problem?

– Game Analysis for Design (A Solution) • Finding Masterpieces

– Studying the Masters• Game Ethology• Sample Analysis• Next?

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Background (mine)

• Amateur Naturalist & Ethologist since childhood.

• Trained in Computer Science• CS Instructor 1983-2006

– Programming, Data Architecture • Educational Technologist since 2003

– Instructional Design

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Are We There Yet?

• Do we know enough about game design to stop investigating it?

• Do we know enough about serious game design to stop researching how to make them?

• Is design for Serious Games the same as design for Commercial Games?

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Serious Game DesignDifferences

Game Design Serious Game Design

Focus Player Experience (how)

Content / Message (what)

Content / Method

In accord with each other (content may be irrelevant)

Method secondary to Content (game as receptacle?)

Vantage Point

Entertainment (& SENG?)

SIG (medicine, military, social change, ...)

Fidelity self-consistent, otherwise irrelevant

Faithfulness to message essential

Credentials Industry SIG (and industry?)

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So What’s the Problem?

• Software Engineering?– 30+ years and we STILL haven’t found the

Grail• Theater & Film?

– Documentary, training, & other non-fiction?

• Education?– Instructional Design?

How do we make (good) serious games?

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What’s The Answer?

Pontificate (i.e. pull the answer out of your ........).

Hire only those with proven records of success.

Borrow methodologies from other design disciplines.

Study & Analyse Players.Study & Analyse Games.

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Analysis of Games for Serious Design

1. Players must learn and indeed do learn new things while playing the game.

2. It is possible to examine learning in a digital game without associating what is learned with value-laden educational aims.

3. Successful games are successful at least partially because they already facilitate learning.

Three fundamental assumptions:

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Learning in Games

• All games are about learning.– But NOT necessarily about

Education• Learning is what we DO.• Learning is how we win the

game.

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Learning vs. EducationLearning

Value-Neutral

Can be Coincidental

Natural

Internally Motivated*

Education

Value-Laden

Deliberate

Coerced/Persuaded

Externally Motivated*

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Learning in Serious Games• Learning is still usually how we win

the game (or get to the end).– About knowledge, skills, attitudes

• Some exceptions?– psDoom [ http://psdoom.sourceforge.net/ ]

• utility

• Some are about action or prompting action:

• Example: FreeRice [ http://www.freerice.com/ ] • Drill / quiz / contest

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Successful GamesFacilitat

eLearnin

g

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Game Analysis for Design

Learn about how to make good games by studying good games.

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One Approach: Study the Masters

They already have it right.

Why?

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Studying the Masters

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Good Games?

Data fusion: Combine ranked lists of• Annual sales figures NPD Group

http://www.npd.com/press/releases/press_070119.html • Review sites Best Ofs

– Game Critics Awards: Best of E3 awards. http://www.gamecriticsawards.com/

– Metacritic: http://www.metacritic.com – IGN: (Independent Game Network) Top 100 Editor's Choice http://

www.ign.com/ – GameSpot: Top Games http://www.gamespot.com/ – Gamespy http://archive.gamespy.com/ – MobyGames http://www.mobygames.com

• IGDA awards• AIAS awards

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Top 25 (as of Dec. 2006)

11FPSM5.50Unreal Tournament 257FPSM5.94Halo: Combat Evolved 2410RPGT6.00Star Wars: Knights of the Old Republic237SimE6.18Nintendogs 228StrategyM6.25Resident Evil 4 219AAE6.32Legend of Zelda: The Wind Waker208RPGT6.35Neverwinter Nights197FIGHTINGT6.67Soul Calibur 189ACTIONM6.95God of War 1710MMOM7.00World of Warcraft1612AAM7.04Deus Ex159FPST7.47GoldenEye 0071410FIGHTINGT8.03Metroid Prime 1311SportT8.18Tony Hawk's Pro Skater 31211AAT8.42Shadow of the Colossus 119SimRP8.50Spore1013AAR8.57Grand Theft Auto III914SportT8.69Tony Hawk's Pro Skater 2 815AAE8.78Prince of Persia: The Sands of Time710AAE8.93Legend of Zelda: Ocarina of Time613AAR9.02Grand Theft Auto: San Andreas513AAR9.47Grand Theft Auto: Vice City413RTST11.08Black & White 313FPSM11.17Halo 2216AAM12.70Half-Life 2 1

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Methodological SynergyBehavioural AnalysisStructural Analysis

EthologyOntological

Excavation

Game as Object

Game Ethology(dynamic)

Game Structure(static)

Game Design

Documents

Reverse Engineerin

g

Behaviour Studies

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Methodological SynergyBehavioural AnalysisStructural Analysis

EthologyOntological

Excavation

Game as Object

Game Ethology(dynamic)

Game Structure(static)

Game Design

Documents

Reverse Engineerin

g

Behaviour Studies

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Ethology

Animal Behaviour

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Ethology

• Lorenz & Tinbergen credited as the fathers of modern ethology

• Goes beyond structure• Studies subjects in their natural habitats• Attempts to answer:

– Why do they do the things that they do?– What good does it do them?

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Ethology

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Ethology

1. Causation. What are the stimuli that elicit the response, and how has it been modified by recent learning?

2. Function: How does the behaviour impact on the animal's chances of survival and reproduction?

3. Development: How does the behaviour change with age, and what early experiences are necessary for the behaviour to be shown?

4. Evolution: How does the behaviour compare with similar behaviour in related species, and how might it have arisen through the process of phylogeny?

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Game Ethology

1. Causation (interaction). [How does it work?] What are the stimuli that elicit the response, and how has it been modified by recent interaction?

2. Development (flow): [How does it develop?] How does the behaviour change over the life of the game, and what early experiences are necessary for the behaviour to be shown?

3. Evolution: [How it ‘evolve’?] How does the behaviour compare with similar behaviour in related games, and how might it have arisen through the process of evolution?

4. Function (purpose): [What is it for?] How does the behaviour impact on the game’s chances of success (survival) and sequels?

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How To Do Game Ethology

Measuring behaviour.

Field Notes (What does the game do?)

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Types of Behaviour

n/ano Short -medium no State

un-ordered yes level or game

events & bouts Theme

un-ordered yes medium several bouts Bout

ordered no Short - medium

several steps Event

n/a no short single act Step

Sequential Interruptible Duration Compound Type

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Types of Behaviour

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Measures (coding)

• Duration: measure of the length of real time an event takes. – those that would be experienced under normal uninterrupted play

circumstances• Instigator: What was the action that started the event?

– Random, Time-Triggered, Player-Instigated, Choose Option, Choose Next, State Driven (A particular condition is met), Other

• Entry Event: provides details of the actions that triggered the event.• Terminator: same as the entry actions.• Exit Event: details of the exit action.• Location: Games exist in a finite space and often behaviours are

connected to specific locations. Other times events can occur in various locations. Both can be significant.

• Scene Description: Where is the action taking place? Describe scene; any non-interactive or static objects on the screen should be described.

• Behavioural Description: plain-English description of the actions that comprise the event. Any sounds or music; which other characters or objects are in the scene and whether they are active participants in the interaction or not. The actions of the player should be described.

• Dialogue: Transcribe any dialogue or other messages that are part of the behaviour.

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So What?

• Basis for comparisons• Same genre, Sequels, ‘Good’ games, Old games, Competitors

– Build structured body of knowledge on good games (that can be compared against)

• Augment early phase playtesting• Answer fundamental questions of our time

– Do good games provide more or fewer choices (Events) than lesser games?

– How long are cut scenes in good games?• Guiding questions during design

Why am I doing this?What is it good for?

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Sample Analysis

Gardening in

Animal Crossing

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Behaviour Type Examples

• Theme: Gardening• Bout: water all the flowers in

the village• Event: water a flower• Step: pour• State: flower health

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Analysis: Ethology, Causation (Interaction)

Stimuli for players:• Watering can is a basic

tool• Flowers, weeds appear• Flowers go brown• Residents tell me to look

after flowersGame stimuli:• Planting flowers creates

more, generates new colours

• Consistent maintenance increases score

• Running over flowers destroys them

• Watering brown flowers revives them

• Picking brown flowers destroys them

Not especially interesting at first glance, but behaviour BECOMES interesting when Reviewed in light of other aspects.

What are the stimuli that elicit the response, and how has it been modified by recent interaction?(What makes it do that?)

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Analysis: Ethology, Development (Ontogeny, Game Flow) • ‘First level’ tutorial

• Flowers must be planted*• Very little change in the

game over the life of the game the change is almost all in the player

• Effect is predictability.• Few penalties beyond

immediate one (next ‘day’).• Jacob’s Ladders appear when

the balance is right, but not every day.

• Rewards include new colours, Jacob’s Ladders, golden rose, golden watering can

How does the behaviour change over the life of the game (like from level to level), and what early experiences are necessary for the behaviour to be shown?

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Analysis: Ethology, Evolution

• Previous animal crossing (with adaptations for platform)

• Limited RPG style / sim ancestors– Harvest Moon

• Format: – Changes in choices

(options include only those that make sense)

– Pockets– Currency

More informative when looking at multiple games.

How does the behaviour compare with similar behaviour in related games, and how might it have arisen through the process of evolution?

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Analysis: Ethology, Function (purpose) – how does it support game’s goals?

• Cultivation• Collections• Bells for flowers• Experience.....• Obvious penalties for

misses (natural consequences)

• Effort is rewarded

How does the behaviour impact on the game’s chances of success (survival) and sequels?

For Serious Games: How does the behaviour advance or help the game’s purpose?

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Next

• New approach– Needs refinement

• Has potential to add to understanding of games in new ways.

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Thanks!

Questions?