Paper Simulations of Digital Games

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Presentation transcript:

Paper Simulations of Digital Games Stone Librande Lead Designer, Riot Games

Take a digital game…

…remove the controller…

…remove the controller…

…the sound and music…

…the sound and music…

…and the graphics

…and the graphics

What’s left?

Paper Simulations of Digital Games Simulate a video game using only pencils, index cards, markers and dice. Use it as a tool to help understand the game’s fundamental design principles. Try to capture the emotional experience. Don’t focus on the tiny details.

Example Game Tony Hawk’s Pro Skater

Example Game Tony Hawk’s Pro Skater

Asteroids

Asteroids

Warcraft III The Board Game

Warcraft III The Card Game Warcraft card game Headhunter example

Civilization The Card Game

Exercise Select a digital game Make a paper simulation What aesthetics survive the change in medium?

Divide into Groups Take your belongings and stand up against the wall. Name a video game that you have played deeply. Find 3-5 like-minded gamers and sit down at a table. Share your experiences of the game with your teammates.

“When I play this game I feel…” Capture Emotions Discuss the emotions you feel when playing the game. Pick one that you would like to try to capture. Write down your choice and put it in the middle of your table. Refer to it throughout the exercise. “When I play this game I feel…”

“Bounce” “Sell” “Reload” “Hide” “Swap” “Cook” “Capture” Capture Actions Discuss verbs that describe actions the player can take. Pick a set that will be a good match for your emotion. Write these down and put them near your emotion. “Bounce” “Sell” “Reload” “Hide” “Swap” “Cook” “Capture”

Build a Paper Version Quick Start: Make cards with the actions written on them. Discuss how to draw and play those cards in a way that makes the players feel your chosen emotion. Is there randomness? What choices do I have? Are there any restrictions? What state changes occur as the game progresses?

Build a Paper Version Scope: Single Idea Session Full Game Metagame How much of the game will you be prototyping? Single Idea When you are trying to answer a specific question. Example: “Which potions will players buy in the store? When do they restock?” Session Observing the type of decisions a player might make during a small portion of the game. Example: “How will players develop their farm for the Fall season? What resources will be needed?” Full Game I warned you that it can be a mistake to try to duplicate the entire game. But it can be useful to select one system in your game and prototype how it plays out from the beginning to the end. Example: “What paths can the player take as new skills become available? How will they use those skills to overcome the challenges they will face?” Metagame Determining the reward structures for long term engagement. Example: “Which bonuses will players choose? How do their options change as new mechanics are unlocked?”

Build a Paper Version Time Scale: Slow Real-time Fast 4. Time Scale The paper prototype takes longer to play than the computer version. (This is common.) Players have more time to make decisions. Good for analyzing decision making processes. (It can simulate the “optimal player”; one who always makes perfectly informed decisions.) Example: A card game that simulates combat choices in an FPS. Real-time The paper prototype takes the same amount of time as the computer version. Good for analyzing player reaction and interaction possibilities. How is a player’s decision quality affected by pressure? Example: A matching game that uses a timer. Fast The paper prototype takes less time to play than the computer version. Good for quickly simulating processes that may take many sessions. Example: A tactical fighting game with armies. In the full game each battle may take 10 minutes, but in the paper prototype it is simulated by “high roll wins”. The purpose is to see how armies move across the continent, not to duplicate the combat experience.

Build a Paper Version What not to do: Don’t sweat the details (micro) Don’t try to duplicate the whole game (macro) Don’t focus on simulating computer functions Don’t make a board!

gdc.8kindsoffun.com or tinyurl.com/gdc-mda Lunch Break at 12:00 Be back by 1:15 Stay in your same group You are welcome to eat lunch in here Read about electives on: gdc.8kindsoffun.com or tinyurl.com/gdc-mda

How do we get from… Cards Dice Rules

Cards Dice Rules Fear Camaraderie Surprise How do we get from… to emotions? Cards Dice Rules Fear Camaraderie Surprise

What’s missing? “Rules” “Fun”

This is what sets games apart from other forms of entertainment The causal link… “Rules” “Activity” “Fun” This is what sets games apart from other forms of entertainment

The MDA Framework Mechanics Dynamics Aesthetics

Mechanics Everything you need to play The concepts and materials that create systems Everything you need to play Rules describing objects and interactions Assembled into higher level systems

Dynamics Gameplay The system in motion Events that occur while playing The run-time behavior of the game-as-system Gameplay The system in motion Events that occur while playing

Aesthetics How players feel while playing The emotional player experience of the game How players feel while playing Not only visual or sensory qualities Cognitive rather than Behavioral

  The Designer/Player relationship Mechanics Dynamics Aesthetics

The Player’s perspective  Mechanics Dynamics Aesthetics Player

The Designer’s perspective  Mechanics Dynamics Aesthetics Designer

MDA Framework A “taxonomy” of Design Knowledge Mechanics Dynamics Aesthetics …and the interactions between them.

Beta Test at 2:45 Test your game with other teams Select two testers in your group Send one to the table to the left…and one to the right Teammates that stay will teach the game to others

Discussion Did your paper game create the desired feelings? What mechanics did you use to create those feelings? Did you learn something new about the original game? What would you add or change if you had more time?

Using Paper Prototypes Good for understanding existing games. Use these techniques for games in progress. Process is quick and cheap. You don’t need programmers or artists.

Using Paper Prototypes Can’t replace actual gameplay testing. Can give you a head start and keep you focused. Creates a vocabulary to use when discussing your game. Can be used as a tool to educate other team members. Have them play, too!

Short Break Electives start at 3:35 Elective Room Feelin’ GRUVI 206 MDA in Action: Us vs. It 207 Escape Room Jam 208 Game of Games 215 Horns of a Dilemma 216