SiSSYFiGHT 3000.

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Presentation transcript:

SiSSYFiGHT 3000

Overview SiSSYFiGHT simulates a playground fight between school children. This year the rules of the game are described in a way that is noticeably more abstract than last year. That having been said, I may delete this slide or move it later. 2

Overview Each kid begins with 10 Self-Esteem chips … and the goal of the game is to reduce your opponents’ self-esteem to ZERO! This year the rules of the game are described in a way that is noticeably more abstract than last year. That having been said, I may delete this slide or move it later. 3

Overview When there are only one or two players left with any self-esteem, they win the game! This year the rules of the game are described in a way that is noticeably more abstract than last year. That having been said, I may delete this slide or move it later. 4

Setup

Each Round:

Each Round: Choose action and target card in secret. You can plot and scheme with other players, but your final choice must be secret. All communication must be public.

Each Round: Choose action and target card in secret. Everyone Reveals

Each Round: Choose action and target card in secret. Everyone Reveals Resolve all actions.

Solo Your target discards one chip.

Team If someone teams up with you, each Team card forces the target to discard two chips…

Team If someone teams up with you, each Team card forces the target to discard two chips… … but, if no one else played a “Team” with your target, there’s no effect.

Defend Always play with “No Target” Lose half as many chips as you would have: 1  0 2  1 3  1 4  2 etc. If no one targets you, lose 1 chip.

Game End When you run out of chips, you’re out. When one or two people are left, they win. This is just a summary. The real rules are on the handout. Play for about half an hour. 14

Play until 11:00 Put the cards back in the box when you’re done 15

General Observations About Sissyfight? 5 minutes. 16

What’s fun about SiSSYFiGHT? What kinds of fun did you experience? Can we get more specific than “fun?” 17

What’s fun about SiSSYFiGHT? What kinds of fun did you experience? Can we get more specific than “fun?” Intrigue: Negotiation, Cooperation, Betrayal Challenge: Tactics, Problem Solving Drama: Narrative Arc 18

How do we get from… Cards Chips Rules 19

To… Cards Chips Rules Intrigue Challenge Drama 20

What’s missing? “Rules” “Fun” 21

The causal link… “Rules” “Activity” “Fun” This is what sets games apart… 22

Games As Software “Rules” “Activity” “Fun” Code Process Requirements 23

This is a systems view of games. Input Output Logic State

A Design Vocabulary “Rules” “Activity” “Fun” Code Process Requirements 25

A Design Vocabulary Mechanics “Activity” “Fun” Process Requirements 26

A Design Vocabulary Mechanics Dynamics “Fun” Requirements 27

A Design Vocabulary Mechanics Dynamics Aesthetics 28

The MDA Framework Mechanics Dynamics Aesthetics 29

The MDA Framework Mechanics Dynamics Aesthetics What do we mean? 30

Mechanics The concepts and materials that formally specify the game-as-system. Everything you need to play. Not just rules Not just “Systemic Building Blocks” Not “Technical execution of moves by players.” (eSports)

Dynamics The run-time behavior of the game-as-system. What happens when you play.

Aesthetics The emotional content of the game. How players feel when they play. Not just visual or sensory qualities. Cognitive rather than Behavioral

The Designer/Player Relationship   Mechanics Dynamics Aesthetics Player Designer 34

The Player’s Perspective  Mechanics Dynamics Aesthetics Player 35

The Designer’s Perspective  Mechanics Dynamics Aesthetics Designer 36

MDA A “Taxonomy” of Design Knowledge Aesthetics Dynamics Mechanics …and the interactions between them. 37

Aesthetics of SiSSYFiGHT Fellowship: Negotiation, Cooperation, Betrayal Challenge: Tactics, Problem Solving Narrative: Drama 38

Mechanics of SiSSYFiGHT Turn-based Hit Points Public Communication Simultaneous Action 39

Dynamics of SiSSYFIGHT Equality Scourge Competition, Random Attacks Cooperation, Team Attacks 40

SiSSYFiGHT Fiction Does SiSSYFiGHT do a good job of conveying its subject matter? How can it do better? 41

SiSSYFiGHT Fiction What other fictional genre or subject matter could the mechanics of SiSSYFiGHT simulate? Make it clear that the aesthetic qualities from the breakdown are goals. Conveying their subject matter is also a goal. Maybe they should come up with a model? Obviously the point here is to stress the value of mechanics in conveying fiction. Attendees should also feel free to rename the moves or make other cosmetic changes to convey the fiction, but encourage rules changes. They should think about adding new kinds of actions, etc. Also encourage people to limit their ambition; don’t just rewrite the rules from scratch. Justify your changes in terms of the goals. 42

Exercise Choose a fictional genre and/or setting that might fit this game. Adapt the game to your chosen subject matter. Keep in mind the aesthetic qualities we identified in the breakdown. How can the rules of the game be changed to best support your fiction? Make it clear that the aesthetic qualities from the breakdown are goals. Conveying their subject matter is also a goal. Maybe they should come up with a model? Obviously the point here is to stress the value of mechanics in conveying fiction. Attendees should also feel free to rename the moves or make other cosmetic changes to convey the fiction, but encourage rules changes. They should think about adding new kinds of actions, etc. Also encourage people to limit their ambition; don’t just rewrite the rules from scratch. Justify your changes in terms of the goals. 43

Brainstorming Everyone Grab a Sticky Pad 44

When I Say “Go…” You will have 90 seconds. Write down as many subject matter ideas as you can. One to a sticky note. Keep it Short ( 5 words) No idea is too dumb. Work in silence. 45

Ready? Go! 46

Pens Down! With your group: Get on your feet! Find some wall space Stick your ideas to the wall Put like ideas together Look for critical mass Narrow down a fiction to work on. 47

Fill Out the Template Don’t change rules yet; just “skin” the game. Fill one out as a team, then everyone copies. Cut it into cards for testing. Once you’ve played the skinned version, go to lunch.

Lunch Sign up for electives on gdc.8kindsoffun.com or tinyurl.com/gdc-mda Continue work at 1:30

Exercise: You’ve chosen a setting or fiction for SiSSYFiGHT. You’ve played a “skinned” version of the game. Now go deeper, look for rules changes that will support your theme. Work until 2:45 50

Beta Test at 3:00 Make sure your rules are written down. 51

Beta Test Send 2 team members to another table as beta testers. Test until 3:20 52

Discussion Let’s compare solutions. What different approaches did we take? 3:35 Solicit results from each group. Discuss. Give each group 3-4 minutes. About 20 minutes total. 53

The Message Game dynamics have emergent meaning. This can harmonize with your subject matter, or clash with it. We often desire harmony, but not always. As time permits. 54

Any Final Observations? General discussion as time permits. Try to tie it back to digital games. 3:40 55

The MDA Framework Mechanics Dynamics Aesthetics 56

Understanding Aesthetics We need to get past words like “fun” and “gameplay.” What kinds of “fun” are there? 57

Eight Kinds of “Fun” 58

Eight Kinds of “Fun” Sensation Game as sensory experience. 59

Eight Kinds of “Fun” Sensation Fantasy Game as make-believe 60

Eight Kinds of “Fun” Sensation Fantasy Narrative Game as unfolding story 61

Eight Kinds of “Fun” Sensation Fantasy Narrative Challenge Game as obstacle course 62

Eight Kinds of “Fun” Sensation Fantasy Narrative Challenge Fellowship Game as social framework 63

Eight Kinds of “Fun” Sensation Fantasy Narrative Challenge Fellowship Discovery Game as uncharted territory 64

Eight Kinds of “Fun” Sensation Fantasy Narrative Challenge Fellowship Discovery Expression Game as soap box 65

Eight Kinds of “Fun” Sensation Fantasy Narrative Challenge Fellowship Discovery Expression Submission Game as mindless pastime 66

Clarifying Our Aesthetics Charades is “fun” Team Fortress is “fun” Final Fantasy is “fun” Each game pursues multiple aesthetics. No Grand Unified Theory. 67

Clarifying Our Aesthetics Charades is Fellowship, Expression, Challenge Team Fortress is Competition, Schadenfreude, Challenge, Sensation, Fantasy Final Fantasy is Fantasy, Narrative, Expression, Discovery, Challenge, Masochism Each game pursues multiple aesthetics. No Grand Unified Theory. 68

More on Aesthetics Check out: Extra Credits – Aesthetics of Play http://youtu.be/uepAJ-rqJKA

See Also: Nicole Lazzaro

See Also: Jason VandenBerghe Novelty Challenge Stimulation Harmony Threat

See Also: Scott Rigby, et al.

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. 73

A Few Words on Dynamics We can use abstract models to explain and predict game behaviors.

Example: The “Scourge Factor” SissyFight Is Someone Winning? Team Attack! Let’s gang up!

Model: Feedback Loop STATE Measure Act Decide

These Models are Well Understood Room Thermometer Heater Too Cold Controller Too Hot Cooler An Ideal Thermostat 77

MDA in SiSSYFiGHT Simultaneous turns + attack actions  78

MDA in SiSSYFiGHT Simultaneous turns + attack actions  Equality Competition, Random Attacks Equality Scourge Cooperation, Team Attacks 79

MDA in SiSSYFiGHT Simultaneous turns + attack actions   Betrayal! Competition, Random Attacks Equality Scourge Cooperation, Team Attacks  Betrayal! 80

Short Break Go to your Elective A room at 4:05 Design Jam: 236 Amplifying Emotions: 224 10% Challenge: 220