is this thing on?. game design workshop orientation
TRANSCRIPT
Orientation Overview
Part I: Workshop Format
Part II: Outline Our Formal Approach
Part III: Formal Approach in Detail
Part IV: Iterative Design
Part I: Introduction
In this part we will: Explain the workshop high concept
Describe the format
Introduce the faculty
About The Workshop
This is the sixth year Hands-on Focused on iteration Grounded in a formal approach to
game design Intended to be open-ended
Things You Won’t Learn Here How to get a job as a game designer How to write a design document Where game ideas “come from” How to get your game funded How to use a level editor
In Other Words...
It’s not about the Business(Getting a job, pitching a game, getting funded)
It’s not about the Profession(Writing documents, tracking bugs, using tools)
It’s about the Craft(Making games that are fun)
Workshop Format
Small-group activities. Main Exercises Electives (choose 1 of 3 activities) New: Uber-elective
Introducing the Faculty
Myself Austin
Grossman Jonathan Hamel Robin Hunicke Frank Lantz
Andrew Leker Steve Librande Art Min Randy Smith Tim Stellmach
A Few Ground Rules
Please attend the whole thing Collaborate, Share, and Encourage Save the “meta-discussion” for the
very end Turn the laptop off
Part II: A Formal Approach
In this section, we present: A formal framework for game design
A view of the designer-player relationship
Game Design “Frameworks” Paradigms for organizing our
understanding Example Frameworks:
The 400 Project Design Patterns
Game Design “Frameworks” Paradigms for organizing our
understanding Example Frameworks:
The 400 Project Design Patterns
Separate from the process
The Designer-Player Relationship
Designer
PlayerBook
MoviePainting
ChairCar
Creates ConsumesGameGame
The Designer-Player Relationship
Designer
PlayerBook
MoviePainting
ChairCar
Pizza
GameGameCreates Consumes
The Designer-Player Relationship
Designer
Player
The difference is the way that games are consumed.
GameGameCreates Consumes
Media Consumption Example:A Theatrical Play The “design team” knows: Script Lighting Acoustics Seating Intermissions
Games, by Contrast
The designer doesn’t know: When will the player play? How often? For how long? Where? With Whom?
And most importantly... What will happen during the game?
Obligatory Editorial
This lack of predictability is the essence of play.
It should be embraced, not eschewed.
Definitions
Mechanics: The rules and concepts that formally specify the game-as-system.
Dynamics: The run-time behavior of the game-as-system.
Aesthetics: The desirable emotional responses evoked by the game dynamics.
The Building Blocks: Formal Models No Grand Unified Theory Instead, lots of little models Models can be formulas or
abstractions We can think of models as “lenses” Discovering new models is an
ongoing process
MDA is a “Taxonomy” for Models Knowledge of Aesthetics Knowledge of Dynamics Knowledge of Mechanics
Knowledge of the interactions between them
Properties of Good Models
We want our models to be: Formal (well-defined) Abstract (widely applicable) Proven (known to work)
On any given game, we expect to use several different abstractions, not one big one.
Understanding Aesthetics
We need to get past words like “fun” and “gameplay.”
What kinds of “fun” are there?
How will we know a particular kind of “fun” when we see it?
Eight Kinds of “Fun”
1. Sensation2. Fantasy3. Narrative4. Challenge5. Fellowship Game as social framework
Game as uncharted territory
Eight Kinds of “Fun”
Sensation Fantasy Narrative Challenge Fellowship Discovery
Eight Kinds of “Fun”
1. Sensation2. Fantasy3. Narrative4. Challenge5. Fellowship6. Discovery7. Expression Game as self-discovery
Eight Kinds of “Fun”
1. Sensation2. Fantasy3. Narrative4. Challenge5. Fellowship6. Discovery7. Expression8. Submission
Game as mindless pastime
Charades isFellowship, Expression, Challenge
Counter-Strike isChallenge, Sensation, Competition, Fantasy
Final Fantasy isFantasy, Narrative, Expression, Discovery, Challenge, Masochism
Each game pursues multiple aesthetics.Again, there is no Game Unified Theory.
Clarifying Our Aesthetics
Clarifying Our Goals
As designers, we can choose certain aesthetics as goals for our game design.
We need more than a one-word definition of our goals.
Some examples…
Formulating an “Aesthetic Model”
For each aesthetic goal: Write a formal definition List criteria for success List modes of failure
Serves as an “aesthetic compass” These are often reusable
Goal: Competition
Definition: A game is competitive if players are emotionally invested in defeating each other.
Success: Players are adversaries. Players want to win.
Failure: A player feels that he can’t win. A player can’t measure his progress.
Goal: Pirate Fantasy
Definition: A pirate fantasy conforms to the genre conventions of pirate movies, and permits the player to engage in certain kinds of anti-social pirate behavior.
Goal: Pirate Fantasy
Definition: A pirate fantasy conforms to the genre conventions of pirate movies, and permits the player to engage in certain kinds of anti-social pirate behavior.
Success: Empowerment Independence Greed Treachery Prey upon Weak
Goal: Pirate Fantasy
Definition: A pirate fantasy conforms to the genre conventions of pirate movies, and permits the player to engage in certain kinds of anti-social pirate behavior.
Success: Empowerment Independence Greed Treachery Prey upon Weak
Failure: Vulnerability Compassion Generosity
Dra
ma
tic
Te
nsi
on
Narrative Time
Conflict Resolution
Climax
Goal: Drama
Definition: A game is dramatic if: Its central conflict creates dramatic
tension. The dramatic tension builds towards a
climax.
Goal: Drama
Success: A sense of uncertainty A sense of inevitability Tension increases towards a climax
Failure: The conflict’s outcome is obvious (no
uncertainty) No sense of forward progress (no inevitability) Player doesn’t care how the conflict resolves.
Aesthetics Summary
Have an aesthetic vocabulary Articulate your aesthetic goals Formulate aesthetic models
On to Dynamics...
Understanding Dynamics
What about the game’s behavior can we predict before we go to playtest?
How can we explain the behavior that we observe?
Formalizing Game Dynamics
RulesInput Output
State(Player)
(Graphics/Sound)
The “State Machine” Model
Examples: Chess, Counter-Strike
Some examples…
Models of Game Dynamics
Again, no Grand Unified Theory
Instead, a collection of many Dynamic Models.
Dynamics models are analytical in nature.
Room
Too Cold
Too Hot
An Ideal Thermostat
Thermometer
Controller
Cooler
Heater
Example: Feedback System A feedback system monitors and regulates its own
state.
Example: Operant Conditioning The player is part of the system,
too!
Psychology gives us models to explain and predict the player’s behavior.
On to Mechanics...
Where Models Come From
Analysis of existing games
Other Fields: Math, Psychology, Engineering…
Our own experience
Dynamics Summary
Models of Dynamics are analytical
They help us Explain and Predict
They can come from other fields, existing games, or our experience.
Examples
Cards Shuffling, Trick-Taking, Bidding
Shooters Ammunition, Spawn Points
Golf Sand Traps, Water Hazards
Mechanics vs. Dynamics
There’s a grey area Some behaviors are direct
consequences of rules. Others are indirect. “Dynamics” usually means the latter.
Mechanics vs. Dynamics
There’s a grey area Some behaviors are direct
consequences of rules. Others are indirect. “Dynamics” usually means the latter.
Dynamics and Mechanics are different views of games.
Mechanics vs. Dynamics
There’s a grey area Some behaviors are direct consequences
of rules. Others are indirect. “Dynamics” usually means the latter.
Dynamics and Mechanics are different views of games.
Dynamics emerge from Mechanics.
Mechanics Summary
Knowledge of game mechanics is largely encyclopedic
A vocabulary of mechanics is a design tool as well as a communication tool.
Dynamics emerge from Mechanics
Interaction Models
How do specific dynamics emerge from specific mechanics?
How do specific dynamics evoke specific aesthetics?
Example: Time Pressure
“Time pressure” is a dynamic. It can create dramatic tension. Various mechanics create time
pressure: Simple time limit “Pace” monster Depleting resource
Moving Forward…
Let’s hope the future brings us: A rich aesthetic vocabulary A eclectic library of game mechanics A catalog of formal models: Aesthetic,
Dynamic, Interaction
In other words, “Formal Abstract Design Tools”
Part IV: Iterative Design
Wherein we discuss the relationship of MDA to the iterative design process.
MDA in the Process
Aesthetic Models help us: Articulate our goals Point out our game’s flaws Measure our progress
Dynamic Models help us: Pinpoint our problems
Both kinds help us: Evaluate possible revisions
Learning From the Process
Between iterations, we re-evaluate: Our goals Our models Our assumptions
Sometimes we need to revise our own thinking as well.
The Iterative Design Process
When we start Know our aesthetic goalsWhile we iterate Aesthetic and dynamics models
guide our wayBetween Iterations Learn from the process
Time for Coffee...
After the break, go to the classroom that matches the color of your poker chip:
Blue C1Red C3White C4
Theme: Dynamics and Fantasy Our game dynamics have meaning within our
game’s core fantasy.
That meaning may or may not be compatible.
In order to remain faithful to our subject matter, dynamics and fantasy must be in alignment.
Theme: State Space and Design Flexibility The state space of a game is the set of
possible states the system can be in.
The larger the state space, the easier it is to make changes.
As we modify our design, we can expect the state space to grow.
Slides: www.8kindsoffun.com
Marc [email protected]
Andrew [email protected]
Randy [email protected]
Steve [email protected]
Austin [email protected]
Robin [email protected]
Frank [email protected]
Jonathan [email protected]
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