The Play Experience Robin Burke GAM 224. Outline Admin Play Experiential aspects of play The Core Mechanic Examples.

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Presentation transcript:

The Play Experience Robin Burke GAM 224

Outline Admin Play Experiential aspects of play The Core Mechanic Examples

Rules paper Due today (11:59) ½ grade per day late turnitin.com not course on-line

Play New unit What are rules for? Rule create play experiences for players When we design rules We must have player experience in mind

Play a very complex phenomenon with deep roots animal play, esp. among the young in most primate species, adults play Play is a kind of performance

To play Requires that you acknowledge the "performance" that is happening and that the performance is somehow not real "we're not really fighting" This is where the "magic circle" comes in the theatre stage is a magic circle we know that no one actually dies during a staging of "Hamlet" murder is performed for a communicative purpose

Source of great confusion Critics say that violent games makes kids violent more so than movies, TV because they are interactive this makes the game "real" so kids are practicing real violence (different from Steyer’s claim) But even puppies know the difference between "play" and "real" by age 9 or so, kids have a strong sense of the difference between performance and reality this is the same age that they start to take a great interest in games and rules

Kinds of play Caillois' categories Agon competition Alea chance Mimicry role-playing Ilinx disorientation

Agon Greek word for competitive struggle n.b. "agony", "antagonist" Competitive play The goal is to defeat an opponent especially another human opponent Winning demonstrates superior mastery of some skill Examples any competitive sport, chess, Warcraft

Alea Latin word for dice Chance-based competition The goal is to win but it is fate that decides Winning demonstrates one's luck or perhaps one's understanding of probability Examples Sorry, Thunderstorm, Lottery

Mimicry The assumption of a role The goal is to sustain the role through acting and improvising Success demonstrates one's ingenuity and empathy for a character Examples "House", Dungeons & Dragons, Any MMORPG

Ilinx No simple translation "the inducement of vertigo" "creation of disorientation" Is this play? how else to categorize play activities like "Crack the Whip"?

Caillois' Play Taxonomy Paidea (free, improvised)Ludus (structured) AgonPlayground competitions (wall-ball, tag) Organized sports, Chess AleaCounting-out rhymesLottery, Children's board games MimicryPlaying houseLARP IlinxCrack the whip, DancingWater slides, Skiing

Application Most video games combine multiple forms of play Wind Waker Mimicry component through the avatar Agon component combat (ritualized) with other characters Alea component random treasures appear when exploring Guitar Hero ?

Play Schemas Play of Experience (1/31) the "core mechanic" what is the major activity of the game Play of Pleasure fun what makes the game enjoyable Play of Meaning coherence how does the game create meaning Narrative Play story what makes the game tell a story Play of Simulation (2/5) verisimilitude what makes the game feel "real“\ Social Play (2/7) the play community Play quiz (2/12) / Case study (Katamari Damacy) Play paper due (2/26)

Pleasure What makes a game fun? Difficult question Fun is hard to define Two answers reinforcement system of rewards and punishments keyed to mastery of game skills flow state of total involvement induced by tight feedback, concentration and compelling environment the "channel" between boredom and frustration

Example Wind Waker player is periodically rewarded with new artifacts (weapons, etc.) some artifacts let the player defeat enemies rewards of ability some artifacts let the player access new parts of the map rewards of access

Meaning The play of a game gives rise of a system of meanings Symbols red cross = health powerup blood stain on the floor = proximity of monster Semiotic system the linking of different symbols to a "language" unique to the game This is part of what we mean by being "immersed" in a game we "see" the game world as a complex web of meaning just like the real world

Aporia and Epiphany Aporia doubt, difficulty in establishing the truth of something Epiphany the moment of realization or recognition Many games confront the player with objects / situations of unknown meaning produces aporia ("What am I supposed to do now?) through interaction with the game world the player discovers what to do ("Aha") Epiphany is a reward "I have solved the puzzle" often also of access or ability But it also is an enhancement of meaning our understanding of the game world become deeper

Example Wind Waker a variety of environments volcano forest ocean mountainside monsters each has a preferred environment player learns what monsters to expect abilities / weapons weapons are effective against different kinds of monsters weapons are made available when needed for puzzles / monsters in a given environment boss boss monster related thematically to the environmental level player learns what to expect in each environment and how to respond

Narrative Every game has a narrative structure tension / relaxation Some games add many other narrative devices on this structure Final Fantasy Halo Others very little Asteroids Soul Calibre

Narrative descriptors Detailed characterization appearance backstory Cut-scenes video in-game Text

Example Wind Waker dialog cut-scenes intro / preview rewards characters

Core Mechanic What the player does to play Performative loop perception of the game world analysis of the situation selection of action performance and evaluation of action Different games emphasize different aspects

Terminological note This is not how everyone defines the term some would describe this as the "primary gameplay mode" We will use our book's definition

Phenomenology takes as fundamental the physical and haptic experience of objects giving perception and interaction priority over reasoned reflection study of "phenomena" (how things appear) Heidegger's hammer when we use a hammer we don't think about how it works we think about what we will do with it it "comes to hand" we only reason about it when something goes wrong when it is designed badly

Description How do we describe the experience of using well-made hammer? very hard  Description of Outcome "The nails went in easily."  Description of Tool "The hammer was well-balanced, solid without being too heavy." We need precise vocabulary sensation grip, fit to hand, vibration on impact, sound mental state confidence associated with a good tool etc. Ask a carpenter! More importantly we need the ability to interrogate our own flow of experience and not get caught up hammering

Our Task Develop such a vocabulary for games We need to describe the experience of play not the outcome "It was fun." not the game itself "The graphics were beautiful." What is the "experience of play"?

Core Mechanic Loop PerceptionAnalysis DecisionExecution Evaluation

Guitar Hero Perception Analysis Decision Execution / Evaluation

Core mechanic themes Limited number of core mechanic themes common to many video games often combined Most common aimed attack strategic battle collection exploration race puzzle

Aimed attack Characteristics Conflict with fast-moving opposing force Examples Asteroids Centipede Soul Calibre Basic elements Perception range of enemy Analysis available moves my strengths / weaknesses opponent's strengths / weaknesses Decision move to use Execution / Evaluation move, attack, defend, impact

Strategic battle Characteristics Conflict with slow moving opposing force Gathering and deployment of resources Examples Civilization III Warcraft II Chess Basic elements Perception range / configuration of enemy available resources Analysis available moves strengths / weaknesses resource exploitation long-term consequences Decision force deployment force development resource acquisition Execution / Evaluation direct units consequences may not be immediate

Collection Characteristics accumulation of something Examples PacMan Katamari Damacy Basic elements Perception location of items obstacles Analysis path to items avoidance of obstacles Decision trajectory to follow Execution / Evaluation move, grab

Exploration Characteristics Exploration of a large unknown environment Examples Legend of Zelda (all) Myst Basic elements Perception opportunities for traversing the world obstacles Analysis navigational options overcoming obstacles Decision where to go Execution / Evaluation move

Race Characteristics Rapid traversal of defined path Examples Mario Kart F-Zero GX Basic elements Perception path of motion Analysis desired trajectory vehicle capabilities Decision optimal trajectory Execution / Evaluation adjust speed, steering

Puzzle Characteristics Solving logical puzzles Examples Mastermind Tetris Lemmings Basic elements Perception puzzle elements Analysis reasoning Decision likely solution path Execution / Evaluation attempt solution or partial solution

Multiple modes Most modern games have multiple modes with different mechanics Example Wind Waker sailing fighting exploring flying The player has to master these modes

Combinations Race + Aimed Attack Mario Kart Double Dash!! Exploration + Aimed Attack + Puzzle Zelda, Metroid, Halo, Tomb Raider, etc. Exploration + Strategic Battle + Puzzle KOTOR, Pokemon, many RPGs Exploration + Puzzle Myst, classic adventure games

Core mechanic Specific instantiation of the thematic ideas what kinds of moves? what must be perceived? complexity of decisions What is a player actually doing in order to play?

Design Project A board game Players move through a Mexican town The goal is to collect certain items different items for each player Each team will use “loteria” cards do not need to use the entire deck at least 30 can use other devices if necessary dice spinner, etc.

Design issues What is the topology of the board? linear (like “Life”) circular (like “Monopoly”) cross and circle (like “Sorry”) 2-D (like chess) How is information managed? players collect different items “what I’m collecting” is important private information game should involve choices to hide or expose this information

Timeline 2/7 (1 week) draft of board and game rules 2/14 (2 weeks) presentation given in class final design 2/13 (day before class) presentation submitted

Teams Team 1 Bergunder,David Furman,Rostislav Quadri,Syed Team 2 Hackel,David Brener,Oleg Simandl,Daniel Team 3 Swanson,Justin Brown,Dylan LaPaglia,Christopher Team 4 Chung,JueYoung Lytle,Christopher Vear,Eric Team 5 Mizura,Victoria Cybulski,Joseph Wludyka,Joshua Team 6 Worwag,Peter Farias,Antonio Morimoto,Dayne Team 7 Flores,Uriel Norris,Patrick Zimmerman,Kevin Team 8 Zivojinovic,Alexander Fout,Marshall Park,Paul

Meet!

Monday Simulation Chapter 27