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

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Presentation transcript:

A A Formal Approach to Game Design and Game Research DM

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

MDA: What? Game Tuning Workshop  GDC  Teach via exercises  Experienced Faculty Blizzard, Ensemble, Mind Control, Ion Storm, Looking Glass, SOE, Valve, Visual Concepts, Wizards of the Coast, etc.

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

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.

A Introduction DM

Designer-Player Relationship  Designer  Player Game CreatesConsumes

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

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

Formalizing Games Rules System“Fun”

Formalizing Games Rules System“Fun” Code BehaviorRequirements

Formalizing Games Code System“Fun” Rules BehaviorRequirements Mechanics

Formalizing Games Code Behavior“Fun” Rules SystemRequirements MechanicsDynamics

Formalizing Games Code BehaviorRequirements Rules System“Fun” MechanicsDynamicsAesthetics

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

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

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

A DM

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

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

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

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

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

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

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”

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

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

A Dynamics DM

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

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

Dynamic Models Predict and describe interactions Evaluate them concretely Avoid pitfalls

Model: 2D Chance in 36 Die Roll

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

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

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

A Mechanics DM

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

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

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

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

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

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

A Framework for Player and Designer DM

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

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

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

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

MDA Put the player on stage

MDA Put the player on stage Avoid feature-driven design

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

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

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

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

Thanks! Rob Zubek Marc LeBlanc Game Tuning Workshop 

Questions?