minimalist game design: growing osmosminimalism.economy three kinds of minimalism in games...
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minimalist game design:
growing osmos
independent
games summit 2010
eddy boxerman
andy nealenhemisphere games / rutgers university
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osmos
physics simulationphysics simulation
arcade game
hints of puzzle
aster-flOw-roïds
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osmos in a nutshell
absorb or be absorbedabsorb or be absorbed
but
propulsion tied to size
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osmos in a nutshell
absorb or be absorbed
momentum
coupling trade-offabsorb or be absorbed
but
propulsion tied to sizesize = life
coupling trade-off
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[demo osmos 0.7]
(start showing ambient level)
controls:controls:
eject mass
zoom
warp timewarp time
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[demo osmos 0.7]
(showing ambient level)
results: “zen”results: “zen”
minimal time pressure
game rules encouraged patience
and planningand planning
music: ambient electronica
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[demo osmos 0.7]
(showing ambient level)
one-man hobbyist project: one-man hobbyist project:
minimalist by necessity
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[demo osmos 0.7]
(start showing “warped chaos” level)
procedural generation:procedural generation:
pseudo random level generation
infinite variety and difficulty curve
player size mote velocitiesplayer size mote velocities
gravitation level size
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[demo osmos 0.7]
(showing “warped chaos” levels)
procedural generationprocedural generation
difficulty curve = set of functions
input level number
output all slider values
tweak → feedback → tweak …
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[demo osmos 0.7]
(showing “warped chaos” levels)
solar system design story:solar system design story:
After a long hunt for parameters to generate
an easy but interesting gravity level, a
lateral design leap lead to the “signature”
solar system levels.solar system levels.(show “solar system” level)
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[igf 2008 approaching]
developed some challenging ai opponents.
andy vs ai = SOLD!
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[igf 2008 approaching]
needed real artneeded real artkun chang helped out = awesome
only mock-up we ever had (!)only mock-up we ever had (!)built concepts in layers for motes
left their composition/animation to us
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[demo igf1]
composited and animated texture layers
largely experimental explorationlargely experimental exploration
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[demo igf1]
needed a variety of great musicneeded a variety of great musichunting + listening + choosing
contacted musiciansloscil | julien neto | gas | …
very cool responsesvery cool responsesespecially from mat jarvis (aka gas)
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visual design
binary renderbinary renderclick too many times … ASPLOSION!
mote smaller mote larger player death
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visual design
continuous render of implicit statecontinuous render of implicit statevisual warning avoids frustration
mote smaller mote still smaller mote larger
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igf 2008 results…
good feedback
Ø nominations
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igf 2009
took a break | got some distance
dave joined | engine improvements
collision particle system
more levels + tweaking
worked a lot on first five minutesplaytest with virgins: split wall of text into
two intro levels
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three nominations at igf 2009
successful launch in 2009
distribution with D2D and steam
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final releasefinal release
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[demo release]
final release crunch
lots of work on engine:– optimizations
– menu system
– localisation system
– Achievements
– …
visuals:visuals:– more mote "looks": art assets
– flight-404 inspired particle systems
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[demo release]
new level type: antimatter
more care required
less time pressure
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[demo release]
new level type: impasse
Discovery of procedural puzzle levels with
emergent “pushing” gameplay
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[demo release]
mass = density x sizein 2d → size = πr2
in 3d → size = 4/3 πr3
playing with the power strongly playing with the power strongly
affects merging behavior and
level packing
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[demo release]
new level type: epicycles
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[demo release]
time and space challenge:
solar system is “big”
…and “slow”: neptune takes 164 earth years
to orbit the sun
lots of gameplay/physics tweaking (and
“cheats”) to compress levels.“cheats”) to compress levels.
player powers: zoom + time warping
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nutty
professor
timetime
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game design minimalismgame design minimalism
economy | coherence
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minimalism.economyminimalism.economy
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minimalism.economy
three kinds of minimalism in gamesthree kinds of minimalism in games
audiovisual
input
system
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minimalism.economy
three kinds of minimalism in gamesthree kinds of minimalism in games
audiovisual
input
Goalexpose only the
meaningful actions
provided by the systemsystem
provided by the system
perceived affordances
Norman, The Design of Everyday Things
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minimalism.economy
can be interpreted economicallycan be interpreted economically
audiovisual
input
system
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minimalism.economy
can be interpreted economicallycan be interpreted economically
audiovisual
input mouse
control
mote viz
sound/music
system
osmos
mostly
physics
control
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minimalism.economy
can be interpreted economicallycan be interpreted economically
audiovisual
input
osmos canabalt
system
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minimalism.economy
overload/frustrationoverload/frustration
sweet spot ?
osmos canabalt
boredom
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minimalism.coherenceminimalism.coherence
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minimalism.coherence
decreasing intervals →
realism / style0 100
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minimalism.coherence
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McCloud, Understanding Comics
minimalism.coherence
uncanny
ravine
abstraction
=
palette++palette++
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minimalism.example
[Heider and Simmel 1944] An experimental study of
apparent behavior. American Journal of Psychology
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Thanks!www.hemispheregames.com
osmos