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Your with Juicy Feedback Loving your Player with Juicy Feedback Robin Hunicke dConstruct 2009.

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Presentation on theme: "Your with Juicy Feedback Loving your Player with Juicy Feedback Robin Hunicke dConstruct 2009."— Presentation transcript:

1 your with Juicy Feedback Loving your Player with Juicy Feedback Robin Hunicke dConstruct 2009

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8 GAMEISM

9 GOALS

10 SKILLS

11 STORY

12 CHALLENGE

13 GAMEISM

14 Introduction

15 Designer-Player Relationship  Designer  Player Game CreatesConsumes

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

17 Unpredictable Use! How will it be consumed? What happens during consumption? How can we formalize this?

18 Formalizing Games Rules System“Fun”

19 Formalizing Games Rules System“Fun” Code BehaviorRequirements

20 Formalizing Games Code System“Fun” Rules BehaviorRequirements Mechanics

21 Formalizing Games Code Rules Dynamics Code Rules Mechanics “Fun” Requirements

22 Formalizing Games Aesthetics Code Rules Dynamics Code Rules Mechanics

23 Definitions Mechanics – Game components like data representation and algorithms that define how it works. Mechanics DynamicsAesthetics

24 Definitions Dynamics – The run-time behavior of the mechanics … and resulting output, over time. Mechanics DynamicsAesthetics

25 Definitions Aesthetics – The player’s emotional response, when she interacts with the game. Mechanics DynamicsAesthetics

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27 No More “Fun” Charades is “fun” Quake is “fun” The Sims is “fun” Final Fantasy is “fun”

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

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

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

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

32 Sensation?

33 Aesthetic Models Tell us what games do (well OR poorly) – Charades and Monopoly: Competition – Requires emotional investment Perceivable winning condition Achievable winning condition

34 Dynamics

35 Dynamics of Charades Dynamics create Aesthetics – Challenge Time pressure Opponent play – Fellowship Shared information Group-sized goals (beat the other teams)

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

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

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

39 Mechanics

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

41 Mechanics Mechanics support Dynamics – Dice: Moving to unpredictable location … drive-by “strategery” – Cards: Go to Jail, get money from Bank… … upset planning

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

43 Design Via Mechanics Increase Investment – Smaller board, more rolls, larger dice Faster pace of play – Constant rate tax or increased payouts Smaller gaps between players – Randomly distributed properties Add predictablity – Encourage “trading” Increase agency

44 Missing Dynamics Provide Achievable Winning Conditions – Subsidies for the poor – Taxes for the rich Calculate @ Go or when exercising a monopoly

45 You Can Use It!

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

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

48 A New Perspective As a Player – Recognize how our actions help create and support entertainment experiences  Player Mechanics DynamicsAesthetics

49 MDA as Lens As a Designer – Use aesthetic goals to focus the design  Designer Mechanics DynamicsAesthetics

50 Use MDA to: Put the player on stage Avoid feature-driven design Eliminate “clutter” Create iterative process Streamline development Avoid fixing what isn’t broken

51 So What about Juciness?

52 Something More…

53 A New Letter? ( )

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55 Defining “Juicy” Tactile Inviting Repeatable Real-time Emergent Coherent Small Delicate Fresh

56 “FEEL”

57 Juiciness is Paramount! “If your player is going to spend most of her time … experiencing a sense physicality and control, shouldn’t the amount of time you spend on that feeling be commensurate? From the beginning of preproduction until the final game ships, design should include [juicy feedback].”

58 Juicer than Ever Before! Increased fidelity & responsiveness – Input processing – Visualization /Sound – Actualization /Articulation – Prototype Technologies

59 Examples?

60 Juicy Mileage

61 Juicy Philanthropy

62 Juicy Cities

63 Juicy Input?

64 Juicy Output?

65 Jucine$$

66 Juicy Robots

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71 Embodiment

72 Tenderness

73 Intent

74 Zen

75 Loving Your Player

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77 Juicy Feedback gives your users moment-to- moment joyful feelings when they engage with your design.

78 Useless Machines

79 Where Next? A D M

80 Juciphiles Unite! Thank You!


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