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

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Presentation transcript:

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

GAMEISM

GOALS

SKILLS

STORY

CHALLENGE

GAMEISM

Introduction

Designer-Player Relationship  Designer  Player Game CreatesConsumes

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

Unpredictable Use! 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 Rules Dynamics Code Rules Mechanics “Fun” Requirements

Formalizing Games Aesthetics Code Rules Dynamics Code Rules Mechanics

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

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

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

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

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

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

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

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

Sensation?

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

Dynamics

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

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 $$$$$$ Winners $$$$$$

Mechanics

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

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

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

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

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

You Can Use It!

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

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

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

So What about Juciness?

Something More…

A New Letter? ( )

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

“FEEL”

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].”

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

Examples?

Juicy Mileage

Juicy Philanthropy

Juicy Cities

Juicy Input?

Juicy Output?

Jucine$$

Juicy Robots

Embodiment

Tenderness

Intent

Zen

Loving Your Player

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

Useless Machines

Where Next? A D M

Juciphiles Unite! Thank You!