Asha Bharambe. Game – Definition A game is a type of play activity, conducted in the context of a pretended reality, in which the participant(s) try to.

Slides:



Advertisements
Similar presentations
Structure of Games Formal Elements Element that engage the Player Dramatic Elements.
Advertisements

Objectives Identify the differences between Analytical Decision Making and Intuitive Decision Making Demonstrate basic design and delivery requirements.
The Social Scientific Method An Introduction to Social Science Research Methodology.
Game Tuning Workshop AI Babysitter Elective. Game Tuning Workshop The Designer-Player Relationship Designer Player Game CreatesConsumes.
CS 4730 Defining Formal Elements CS 4730 – Computer Game Design.
 Dynamics MDA: Human Dynamics. Where does the player fit into MDA? MDA is a cognitive approach. There are other approaches.
Your with Juicy Feedback Loving your Player with Juicy Feedback Robin Hunicke dConstruct 2009.
Game Design Serious Games Miikka Junnila.
Game Design Workshop. About The Workshop Started in 2001 Started in 2001 Hands-on Hands-on Focused on iteration Focused on iteration Grounded in a formal.
SiSSYFiGHT Overview SiSSYFiGHT simulates a playground fight between little girls.
Patterns in Game Design Chapter 9: Game Design Patterns for Narrative Structures, Predictability, and Immersion Patterns CT60A7000 Critical Thinking and.
A A Formal Approach to Game Design and Game Research DM.
A A Formal Approach to Game Design and Game Research DM.
The AI Babysitter. Book Learnin’ University of Chicago BA in General Studies Masters work in AI & Information Systems Northwestern University PhD work.
Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.
Instructors: Magy Seif El-Nasr, Eric Yang Teaching Assistant: Ai Nakatani.
CORE MECHANICS. WHAT ARE CORE MECHANICS? Core mechanics are the heart of a game; they generate the gameplay and implement the rules. Formal definition:
Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2004.
Aesthetics of Play. Motivation Themes Social Interaction – We are friends with those who we do things with.
Is this thing on?. Game Design Workshop Orientation Marc “MAHK” LeBlanc GDC 2004.
The MDA Framework MechanicsAestheticsDynamics. Some Common Themes Here are some themes we examined.
What is a Game? Brent M. Dingle, Ph.D Game Design and Development Program Mathematics, Statistics and Computer Science University of Wisconsin -
CS 4730 Action vs. Interaction CS 4730 – Computer Game Design Credit: Several slides from Walker White (Cornell)
Is this thing on?. Game Design Workshop Orientation.
Is this thing on?. The Last Mile of Game Design Marc LeBlanc April 2004.
CSE1GDT from Ideas to Designs Paul Taylor April 14, hp?file=daikatana_bitch_ jpg.
Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009.
COIT23003 Games Development 1. Overview of Game Design.
CHAPTER 10: CORE MECHANICS Definitions and Mechanisms.
SiSSYFiGHT Overview SiSSYFiGHT simulates a playground fight between little girls.
PROGRAM THEORY What is it? Why is it important?. Most familiar form – Logic Model Where are you going? How will you get there? What will tell you that.
Gameplay Creating the Experience. Definition Choices, challenges, or consequences that players face while navigating a virtual environment. Gameplay is.
SiSSYFiGHT Overview SiSSYFiGHT simulates a playground fight between school children.
Fundamentals of Game Design by Ernest Adams and Andrew Rollings Chapter 1: Games and Video Games.
Game Tuning Workshop Is this thing on?. Game Tuning Workshop Game Design and Tuning Workshop Orientation Marc “MAHK” LeBlanc GDC 2004.
Wrap-up CS 370 Computer Game Design Ken Forbus Spring, 2003.
Game Tuning Workshop Game Design and Tuning Workshop Party Game Elective Marc “MAHK” LeBlanc GDC 2004.
Drama: The 5 Elements of Plot Behavior: Students will discover the concepts behind the 5 essential elements of plot structure. NJCCCS C.1 Conditions:
Mechanics, Dynamics, & Aesthetics Game Design. Framework Mechanics describes the particular components of the game, at the level of data representation.
Is this thing on?. Game Design and Tuning Workshop Orientation Marc “MAHK” LeBlanc GDC 2003.
Analysis of Digital Games Game Design Workshop GDC 2003.
Prototyping UC Santa Cruz CMPS 170 – Game Design Studio I 4 November 2014.
Game Art and Design Unit 3 Lesson 6 Categorize Game Theory
Game Design Introduction.
Collision Theory and Logic
hamzah asyrani sulaiman
Paper Simulations of Digital Games
Dramatic Elements Activities
Fundamentals of Game Design, 2nd Edition
Designing and Developing Games
Collision Theory and Logic
CIS 487/587 Bruce R. Maxim UM-Dearborn
Computer Games: Digital Games Design F1R2 11
SiSSYFiGHT 3000 Game Design Workshop
What’s your story? How did you arrive in this career?
Gamification Dynamics, Mechanics and Instructional Design Elements Regina Nelson February 2017 A common language for an instructional design discussion.
Game Design.
MDA Monopoly killer Dungeons and Dragons Paper Chase
Fundaments of Game Design
assignments Critiques Research
On Your Mark, Get Set, Game!
Irreconcilable differences: game vs. story Examining game pace
Serious Games Gameplay.
Paper Simulations of Digital Games
MDA Monopoly killer Paper Chase
SiSSYFiGHT 3000.
Chapter 5 Understanding Requirements.
Gamification for Educators
SiSSYFiGHT 3000 Game Design Workshop
Scientific forecasting
Presentation transcript:

Asha Bharambe

Game – Definition A game is a type of play activity, conducted in the context of a pretended reality, in which the participant(s) try to achieve at least one arbitrary, nontrivial goal by acting in accordance with rules.

Essential Elements of a Game Play Participatory Freedom to act Pretending Magic Circle Goal Rules Gameplay

A series of interesting choices - Rollings and Morris Interaction that entertains - Dino Dini It consists of The challenges that a player must face to arrive at the object of the game The actions that the player is permitted to take to address those challenges.

Challenge types Physical Coordination Challenges Speed and reaction time Accuracy/ precision Timing and Rhythm Learning combination moves Formal Logic Challenges Deduction and reasoning Pattern Recognition Challenges Static patterns Patterns of movement or change

Challenge types Time Pressure Beating the clock Achieving something before someone else Memory and Knowledge Challenges Exploration Challenges Finding keys/hidden passages Maze Conflict Economic Challenges Creation/Construction Challenges

The Designer-Player Relationship  Designer  Player Game

The Designer-Player Relationship  Designer  Player CreatesConsumes Game

An Extreme Opposite Example: A Theatrical Play The “design team” knows: Script Lighting Acoustics Seating Intermissions

Games, on the Contrary 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.

Games as Software Code

Games as Software Code Process

Games as Software Code Requirements Process

Games as Software Rules CodeRequirementsProcess

Games as Software Rules Activity CodeRequirementsProcess

Games as Software Rules “Fun” Activity CodeRequirementsProcess

A Design Vocabulary Rules“Fun” Activity CodeRequirementsProcess

Code RequirementsProcess Rules “Fun” Activity A Design Vocabulary Mechanics

Requirements Process “Fun” Game A Design Vocabulary Mechanics Dynamics

A Design Vocabulary Mechanics Aesthetics Dynamics

The MDA Framework MechanicsAestheticsDynamics

Definitions Mechanics: The rules and concepts that formally specify the game-as-system. Describes the particular component of the game, at the level f data representation and algorithm Dynamics: The run-time behavior of the game-as- system. Describes the run-time behavior of the mechanics acting on player inputs and each other outputs over time. Aesthetics: The desirable emotional responses evoked by the game dynamics.

The Designer/Player Relationship, Revisited  Designer  Player MechanicsAestheticsDynamics

The Player’s Perspective MechanicsAestheticsDynamics  Player

The Designer’s Perspective MechanicsAestheticsDynamics  Designer

Three “Views” of Games But they are causally linked MechanicsAestheticsDynamics

MDA in detail In this part, we discuss Aesthetics, Dynamics and Mechanics in detail.

The Designer’s Perspective MechanicsAestheticsDynamics  Designer

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. Sensation Game as sense-pleasure

Eight Kinds of “Fun” 1. Sensation 2. Fantasy Game as make-believe

Eight Kinds of “Fun” 1. Sensation 2. Fantasy 3. Narrative Game as unfolding story

Eight Kinds of “Fun” 1. Sensation 2. Fantasy 3. Narrative 4. Challenge Game as obstacle course

Eight Kinds of “Fun” 1. Sensation 2. Fantasy 3. Narrative 4. Challenge 5. Fellowship Game as social framework

Eight Kinds of “Fun” 1.Sensation 2.Fantasy 3.Narrative 4.Challenge 5.Fellowship 6.Discovery Game as uncharted territory

Eight Kinds of “Fun” 1. Sensation 2. Fantasy 3. Narrative 4. Challenge 5. Fellowship 6. Discovery 7. Expression Game as self-discovery

Eight Kinds of “Fun” 1. Sensation 2. Fantasy 3. Narrative 4. Challenge 5. Fellowship 6. Discovery 7. Expression 8. Submission Game as mindless pastime

Eight Kinds of “Fun” 1. Sensation Game as sense-pleasure 2. Fantasy Game as make-believe 3. Narrative Game as unfolding story 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 mindless pastime

Clarifying Our Aesthetics Charades is “fun”Charades is “fun” Quake is “fun”Quake is “fun” Final Fantasy is “fun”Final Fantasy is “fun”

Clarifying Our Aesthetics Charades isCharades is  Fellowship, Expression, Challenge Quake isQuake is  Challenge, Sensation, Competition, Fantasy Final Fantasy isFinal Fantasy is  Fantasy, Narrative, Expression, Discovery, Challenge, Masochism Each game pursues multiple aesthetics. Again, there is no Game Unified Theory.

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.

What is an “Aesthetic Model?” A rigorous definition of an aesthetic goal States criteria for success and failure Serves as an “aesthetic compass” Some examples…

Goal: Competition Model: 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: Realistic Flight Simulation Model: Flight dynamics match user expectations. Success: Match a mathematical formula Pass our “realism checklist” Failure: Counter-intuitive system behavior.

Goal: Drama Model: 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 On to Dynamics...

Dynamics Work to create aesthetic experiences. Challenge is created by things like time pressure and opponent play Fellowship can be encouraged by sharing information across certain members of a session ( a team) or supplying winning conditions that are more difficult to achieve alone (such as capturing an enemy base)

Formalizing Game Dynamics Rules Input Output State (Player) (Graphics/ Sound) The “State Machine” Model Examples: Chess, Quake

Models of Game Dynamics Again, no Grand Unified Theory Instead, a collection of many Dynamic Models. Dynamics models are analytical in nature. Some examples…

Example: Random Variable This is a model of 2d6: Chance in 36 Die roll

Example: Feedback System A feedback system monitors and regulates its own state. Room Too Cold Too Hot An Ideal Thermostat Thermometer Controller Cooler Heater

Example: Operant Conditioning The player is part of the system, too! Psychology gives us models to explain and predict the player’s behavior.

Where Models Come From Analysis of existing games Other Fields: Math, Psychology, Engineering… Our own experience On to Mechanics...

Understanding Mechanics Mechanics are the various actions, behaviors and control mechanisms afforded to the player within a game context. Together with the game’s content (levels, assets and so on) the mechanics support overall gameplay dynamics. There’s a vast library of common game mechanics.

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.

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

Part IV: Tuning Tuning is an iterative process. Test Analyze Revise