is this thing on?. the last mile of game design marc leblanc april 2004

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Page 1: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

Is this thing on?

Page 2: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

The Last Mile of Game Design

Marc LeBlanc

April 2004

Page 3: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

“Programming is the last mile of game design.”

- Jonathan Blow

Page 4: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

Introduction: The Alien Archeologist

“I have two artifacts from Earth to present to the Academy.”

Page 5: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

Artifact #1: A Game

Page 6: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

Artifact #2: A Computing Device

Page 7: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

Games are State Machines

• All games are computer games.

• Game design transcends media.

RulesInput Output

State(Player)

(Graphics/Sound)

Page 8: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

The Punch Line:

Game design is programming.

Page 9: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

Part I: Games as Software

Page 10: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

This is Not a Programming Talk

• Graphics & Sound• Real-Time Simulation

– Physics– AI– Network– Object Database

• The Console Environment

Topics I Won’t Discuss:

Page 11: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

Games vs. Other Software

• Fun!

• That is, games serve an emotional purpose, not a pragmatic one.

• This isn’t a definition.

What makes a “program” a “game?”

Page 12: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

Games as Software

Code

Page 13: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

Games as Software

Code Process

Page 14: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

Games as Software

Code RequirementsProcess

Page 15: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

Games as Software

Code RequirementsProcess

Rules

Page 16: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

Games as Software

Code RequirementsProcess

RulesGame

“Session”

Page 17: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

Games as Software

Code RequirementsProcess

Rules “Fun”Game

“Session”

Page 18: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

A Design Vocabulary

Code RequirementsProcess

Rules “Fun”Game

“Session”

Page 19: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

Code RequirementsProcess

Rules “Fun”Game

“Session”

A Design Vocabulary

Mechanics

Page 20: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

RequirementsProcess

“Fun”Game

A Design Vocabulary

Mechanics Dynamics

Page 21: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

A Design Vocabulary

Mechanics AestheticsDynamics

Page 22: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

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.

Page 23: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

The Designer and The Player

Designer

Player

Mechanics AestheticsDynamics

Page 24: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

The Player’s Perspective

Mechanics AestheticsDynamics

Page 25: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

The Designer’s Perspective

Mechanics AestheticsDynamics

Page 26: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

MDA is a “Taxonomy” of Design Knowledge

• Knowledge of Aesthetics

• Knowledge of Dynamics

• Knowledge of Mechanics

• Knowledge of the interactions between them.

Page 27: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

Part II: Aesthetics Explored

Page 28: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

“Requirements Analysis”for Games

• We need to understand the emotional requirements of our software.

Page 29: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

Requirements Analysis…

Scenario: The customer wants to cancel an order and get a refund.

Actions: – Log onto website.– Navigate to “pending orders” page.– Click “cancel” button next to order.

Page 30: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

…for Games?

Scenario: The player wants to blow stuff up.

Actions: – Find rocket launcher.– Find victims.– Kick major booty.

Page 31: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

What’s the Difference?

• With productivity software, the user brings his goals to the application.

• With games, the application brings goals to the user.

• Software eschews emergent behavior.

• Games embrace it.

Page 32: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

We Need an Aesthetic Lexicon

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?

Page 33: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

Eight Kinds of "Fun"

1. SensationGame as sense-pleasure

2. FantasyGame as make-believe

3. NarrativeGame as drama

4. ChallengeGame as obstacle course

Page 34: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

Eight Kinds of "Fun"

1. SensationGame as sense-pleasure

2. FantasyGame as make-believe

3. NarrativeGame as drama

4. ChallengeGame as obstacle course

5. FellowshipGame as social framework

6. DiscoveryGame as uncharted territory

7. ExpressionGame as self-discovery

8. SubmissionGame as pastime

Page 35: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

Clarifying Our Aesthetics

• Charades is “fun.”

• Quake is “fun.”

• Final Fantasy is “fun.”

Page 36: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

Clarifying Our Aesthetics

• Charades: Fellowship, Expression, Challenge

• Quake: Challenge, Sensation, Competition, Fantasy

• Final Fantasy: Fantasy, Narrative, Expression, Discovery, Challenge, Masochism

Each game pursues multiple aesthetics.

No Grand Unified Theory.

Page 37: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

Clarifying Our Goals

• As designers, we can choose certain aesthetics as goals for our game design.

• As with other software, our process is driven by requirements, not features.

Page 38: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

Part IV: Let’s Play!

“Talking about music is like dancing about architecture.”

- unknown

Page 39: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

Rules for Three Musketeers

• Players take turns moving one of their pieces. No diagonal moves.

• Musketeers move by capturing a nearby enemy.

• Cardinal’s men move to a nearby empty space.

• Cardinal wins if the Musketeers are in the same row or column.

• Musketeers win if they cannot move.

Starting Board

Page 40: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

Discussion Questions

What’s a good strategy for the Musketeers?

For the Cardinal?

Page 41: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

Discussion Questions

What are the aesthetics of Three Musketeers?

In other words, what’s “fun” about it?

Page 42: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

Discussion Questions

When does the “dramatic climax” of the game occur?

Page 43: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

Discussion Questions

Can we prove that the game halts?

Page 44: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

Discussion Questions

1. What is the maximum number of choices the musketeer player can have on his turn?

2. How many first moves are there?

Page 45: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

Discussion Questions

1. What is the maximum number of choices the musketeer player can have on his turn?

2. How many first moves are there?

Page 46: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

Discussion Questions

1. What is the maximum number of choices the musketeer player can have on his turn?

2. How many first moves are there?

3. How many last moves are there?

Page 47: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

Discussion Questions

What does this graph look like?

Time

Cho

ices

Page 48: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

Discussion Questions

Time

Cho

ices

Page 49: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

Part V: The Dramatic Arc

Time

RisingAction

FallingAction

Climax

Page 50: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

The Dramatic Arc Pervades Game Aesthetics

• Narrative: Conflict/Resolution

• Challenge: Obstacle/Triumph

• Discovery: Novelty/Mastery

• Submission: Toil/Reward, Chaos/Order

• Competition: Equality/Supremacy

Page 51: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

So Games are Stories, Right?

Page 52: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

So Games are Stories, Right?

• Rather, Play and Narrative intersect.

Page 53: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

So Games are Stories, Right?

• Rather, Play and Narrative intersect.

• The Dramatic Arc is the point of intersection.

Page 54: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

So Games are Stories, Right?

• Rather, Play and Narrative intersect.

• The Dramatic Arc is the point of intersection.

• Drama is more “primal” than narrative.

Page 55: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

So Games are Stories, Right?

• Rather, Play and Narrative intersect.

• The Dramatic Arc is the point of intersection.

• Drama is more “primal” than narrative.

• Games don’t tell stories, they are stories.

Page 56: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

Drama in Detail

Drama Requires:

• Dramatic Tension

• Rising and Falling Action

Page 57: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

Drama in Detail

Drama Requires:

• Dramatic Tension– Uncertainty– Inevitability

• Rising and Falling Action

Page 58: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

Dramatic Tension

• Uncertainty: The outcome is ambiguous

• Inevitability: The outcome is imminent.

Page 59: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

Drama in Three Musketeers

• Uncertainty: Search tree complexity

• Inevitability: Depletion of the Cardinal’s men

(consider “pushing” variant)

Page 60: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

Other Sources of Uncertainty

• Negative Feedback (“Crash Team Racing”)

• Rising Stakes (“Jeopardy”)

• Limited Information (“Warcraft”)

Page 61: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

Other Sources of Inevitability

• Non-reversible processes.

• Non-renewable resources.

• Perception is important.

Page 62: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

Denouement in Games

• Games need to resolve their tension.

• Some resolution happens outside the game.

• Many digital games build in post-game resolution.

Page 63: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

Drama as an Aesthetic Requirement

We can construct an aesthetic “checklist.”

• What is our source of uncertainty?

• What is our source of inevitability?

• Are they working?

Page 64: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

Drama as an Aesthetic Requirement

We can identify possible modes of failure:

• Uncertainty source not strong enough.

• Inevitability hard to perceive.

• Climax comes too early, or too late.

Page 65: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

Drama is Just One Example

• Not intended as a “Grand Unified Theory.”

• A single model among many.

Page 66: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

That’s All!

• Game design == programming

• Mechanics Dynamics Aesthetics

• Emotional requirements analysis

• Three Musketeers

• Drama as a play Aesthetic

Page 67: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

Questions?

Slides:

www.algorithmancy.org

(www.monkeyjump.com)

Game:

www.oasisgame.com

Email:

[email protected]

Page 68: Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004

© Steve Jackson Games www.sjgames.com