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A A Formal Approach to Game Design and Game Research DM.

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Presentation on theme: "A A Formal Approach to Game Design and Game Research DM."— Presentation transcript:

1 A A Formal Approach to Game Design and Game Research DM

2 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

3 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.

4 MDA: Who? Audience  Academic Ludology, Narratology, Game Studies  Development Design, Programing, Art Marketing, Production and Biz!  Blends Computer Science Art/Technology

5 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.

6 A Introduction DM

7 Designer-Player Relationship  Designer  Player Game CreatesConsumes

8 Designer-Player Relationship  Designer  Player Game CreatesConsumes Book Movie Painting

9 Designer-Player Relationship Unpredictable  How will it be consumed?  What happens during consumption?  How can we formalize this?

10 Formalizing Games Rules System“Fun”

11 Formalizing Games Rules System“Fun” Code BehaviorRequirements

12 Formalizing Games Code System“Fun” Rules BehaviorRequirements Mechanics

13 Formalizing Games Code Behavior“Fun” Rules SystemRequirements MechanicsDynamics

14 Formalizing Games Code BehaviorRequirements Rules System“Fun” MechanicsDynamicsAesthetics

15 Definitions Mechanics  Components of a game at the level of data representation and algorithms Mechanics DynamicsAesthetics

16 Definitions Dynamics  Run-time behavior of the mechanics as they operate upon user input, and the outputs of other mechanics, over time. Mechanics DynamicsAesthetics

17 Definitions Aesthetics  Desirable emotional responses evoked in the player, when she interacts with the game. Mechanics DynamicsAesthetics

18 A DM

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

20 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

21 Aesthetics Charades: Fellowship, Expression, Challenge Quake The Sims Final Fantasy

22 Aesthetics Charades: Fellowship, Expression, Challenge Quake: Challenge, Sensation, Fantasy The Sims Final Fantasy

23 Aesthetics Charades: Fellowship, Expression, Challenge Quake: Challenge, Sensation, Fantasy The Sims: Discovery, Fantasy, Expression, Narrative Final Fantasy

24 Aesthetics Charades: Fellowship, Expression, Challenge Quake: Challenge, Sensation, Fantasy The Sims: Discovery, Fantasy, Expression, Narrative Final Fantasy: Fantasy, Narrative, Expression, Discovery, Challenge, Submission

25 Aesthetics No “Grand Unified Theory” of fun Concrete vocabulary helps us:  Break games into constituent elements  Pinpoint features that aid aesthetic goals  Taxonomize games beyond “genre”

26 Aesthetic Models What games do: well or poorly  Charades and Quake: Competition  Requires emotional investment Perceivable winning condition Achievable winning condition

27 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

28 A Dynamics DM

29 Dynamics create Aesthetics  Challenge Time pressure Opponent play  Fellowship Shared information (teams) Group-sized goals (capture a base)

30 Dynamics Dynamics create Aesthetics  Expression Building, buying, and designing Personalizing or customizing  Dramatic Tension Rising tension, release, denouement Characters in conflict, alliances and betrayals

31 Dynamic Models Predict and describe interactions Evaluate them concretely Avoid pitfalls

32 Model: 2D 6 2 3 4 5 6 7 8 9 10 11 12 Chance in 36 Die Roll

33 Model: Feedback System Room Too Cold! Too Hot! Thermometer Controller

34 Model: Monopoly Pay Up! Cash In! Move Roll Losers $$$$$$ Winners $$$$$$

35 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

36 A Mechanics DM

37 Mechanics support Dynamics  Cards: Trick taking, betting… …bluffing, shooting the moon  Shooters: Weapons, ammo, spawn points… … camping or sniping

38 Mechanics of Monopoly Dice and Board Own/Collect Land Specials (Go, jail, railroads, etc) Draw Cards Build stuff Negotiate (optional)

39 Mechanics of Monopoly Increased Dramatic Tension  Smaller board, more rolls, larger dice  Constant rate tax or increased payouts  Randomly distributed properties

40 Mechanics of Monopoly Achievable Winning Conditions  Subsidies for the poor  Taxes for the rich Calculate @ Go or when exercising a monopoly

41 Tuning Discuss flaws using MDA  Do changes effect aesthetics? Taxes lead to complex calculations

42 Tuning Use models to guide our thinking  Proposed die/board changes Length of turns? Length of games? Odds for acquisitions?

43 A Framework for Player and Designer DM

44 MDA as Lens Typical designer perspective  Mechanics give rise to Dynamics…  which support the overall Aesthetic.  Designer Mechanics DynamicsAesthetics

45 MDA as Lens Typical player perspective  Aesthetics set a tone…  born out by Mechanics and Dynamics.  Player Mechanics DynamicsAesthetics

46 A New Perspective When playing  Recognize how our actions help create and support entertainment experiences  Player Mechanics DynamicsAesthetics

47 A New Perspective When building  Use aesthetic goals to drive our overall design  Designer Mechanics DynamicsAesthetics

48 MDA Put the player on stage

49 MDA Put the player on stage Avoid feature-driven design

50 MDA Put the player on stage Avoid feature-driven design Eliminate “clutter”

51 MDA Put the player on stage Avoid feature-driven design Eliminate “clutter” Streamline development

52 MDA Put the player on stage Avoid feature-driven design Eliminate “clutter” Streamline development Support iterative design

53 MDA Put the player on stage Avoid feature-driven design Eliminate “clutter” Streamline development Support iterative design Avoid fixing what isn’t broken

54 Thanks! Rob Zubek Marc LeBlanc Game Tuning Workshop  www.algorithmancy.8kindsoffun.org www.algorithmancy.8kindsoffun.org

55 Questions?


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