Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2004.

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Presentation transcript:

Is this thing on?

Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2004

Introduction: The Alien Archeologist “I have two artifacts from Earth to present to the Academy.”

Artifact #1: A Game

Artifact #2: A Computing Device

Games are State Machines All games are computer games. Game design transcends media. Rules Input Output State (Player) (Graphics/ Sound)

The Punch Line: Game design is programming.

Part I: Games as Software

This is Not a Programming Talk Graphics & Sound Real-Time Simulation –Physics –AI –Network –Object Database The Console Environment Topics I Won’t Discuss:

Games vs. Other Software Fun! That is, games serve an emotional purpose, not a pragmatic one. This isn’t a definition. What makes a “program” a “game?”

Games as Software Code

Games as Software CodeProcess

Games as Software CodeRequirementsProcess

Games as Software CodeRequirementsProcess Rules

Games as Software CodeRequirementsProcess Rules Game “Session”

Games as Software CodeRequirementsProcess Rules“Fun” Game “Session”

A Design Vocabulary CodeRequirementsProcess Rules“Fun” Game “Session”

CodeRequirementsProcess Rules“Fun” Game “Session” A Design Vocabulary Mechanics

RequirementsProcess “Fun”Game A Design Vocabulary MechanicsDynamics

A Design Vocabulary MechanicsAestheticsDynamics

Definitions Mechanics: The rules and concepts that formally specify the game-as-system. Dynamics: The run-time behavior of the game-as-system. Aesthetics: The desirable emotional responses evoked by the game dynamics.

The Designer and The Player  Designer  Player MechanicsAestheticsDynamics

The Player’s Perspective MechanicsAestheticsDynamics

The Designer’s Perspective MechanicsAestheticsDynamics

MDA is a “Taxonomy” of Design Knowledge Knowledge of Aesthetics Knowledge of Dynamics Knowledge of Mechanics Knowledge of the interactions between them.

Let’s play a game...

Overview SiSSYFiGHT simulates a schoolyard fight between little girls. Each girls begins with 10 Self-Esteem chips the and goal of the game is to reduce your opponents self- esteem to zero. When there are only one or two players left with any self-esteem, they win the game.

Setup Each player starts with: 1.Three “Action” cards 2.Six “Target” cards 3.Ten chips. Everyone should pick one of the six colors.

Rules Each Round: Everyone picks an “Action” and a “Target” in secret. Reveal cards simultaneously, then resolve actions. All communication must be public. When you run out of chips, you’re out. When one or two people are left, they win.

Actions Solo: Target discards one chip. Team: If someone else also played team against this target, target discards two chips. Defend: –Target has no meaning, but play it anyway. –Discard half the number of chips you otherwise would, round down. –If no one targets you, lose one chip

Observations?

Mechanics What are the mechanics of Sissyfight? Specifically, can we identify any “standard” mechanics.

Aesthetics What are the aesthetics of Sissyfight? That is, what’s so fun about it?

Dynamics How did the rules create the fun? What patterns emerged in the dynamics of the game?

Discussion What other settings, genres or subjects might fit this game?

Part II: Aesthetics Explored

“Requirements Analysis” for Games We need to understand the emotional requirements of our software.

Requirements Analysis… Scenario: The customer wants to cancel an order and get a refund. Actions: –Log onto website. –Navigate to “pending orders” page. –Click “cancel” button next to order.

…for Games? Scenario: The player wants to blow stuff up. Actions: –Find rocket launcher. –Find victims. –Kick major booty.

What’s the Difference? With productivity software, the user brings his goals to the application. With games, the application brings goals to the user. Software eschews emergent behavior. Games embrace it.

We Need an Aesthetic Lexicon We need to get past words like “fun” and “gameplay.” What kinds of “fun” are there? How will we know a particular kind of “fun” when we see it?

Eight Kinds of "Fun" 1. Sensation Game as sense-pleasure 2. Fantasy Game as make-believe 3. Narrative Game as drama 4. Challenge Game as obstacle course

Eight Kinds of "Fun" 1. Sensation Game as sense-pleasure 2. Fantasy Game as make-believe 3. Narrative Game as drama 4. Challenge Game as obstacle course 5. Fellowship Game as social framework 6. Discovery Game as uncharted territory 7. Expression Game as self-discovery 8. Submission Game as pastime

Clarifying Our Aesthetics Charades is “fun.” Quake is “fun.” Final Fantasy is “fun.”

Clarifying Our Aesthetics Charades: Fellowship, Expression, Challenge Quake: Challenge, Sensation, Competition, Fantasy Final Fantasy: Fantasy, Narrative, Expression, Discovery, Challenge, Masochism Each game pursues multiple aesthetics. No Grand Unified Theory.

Clarifying Our Goals As designers, we can choose certain aesthetics as goals for our game design. As with other software, our process is driven by requirements, not features. However, one word is not enough to describe a goal.

Aesthetic Models Our substitute for “use cases” or “scenarios.” A rigorous definition of an aesthetic goal. Serves as an “aesthetic compass.” States criteria for success as well as possible modes of failure. Some examples…

Goal: Competition Model: A game is competitive if: Players are adversaries. Players have an ongoing emotional investment in defeating each other. Some Failure Modes: A player feels that he can’t win. A player can’t measure his progress.

Goal: Realistic Flight Simulation Possible Models: Our flight dynamics are realistic if: They match a mathematical formula, or, They pass our “realism checklist,” Failure Modes: Counter-intuitive system behavior.

Goal: Drama Model: A game is dramatic if: Its central conflict creates dramatic tension. The dramatic tension builds towards a climax.

Goal: Drama Failure Modes: Lack of conflict. Lack of tension. –The conflict’s outcome is obvious (no uncertainty). –No sense of forward progress (no inevitability). Tension does not increase towards a climax.

Part III: Dynamics in Detail

Understanding Dynamics What about the game’s behavior can we predict before we go to playtest? How can we explain the behavior that we observe?

Formalizing Game Dynamics Rules Input Output State (Player) (Graphics/ Sound) The “State Machine” Model Examples: Chess, Quake

Models of Game Dynamics Again, no Grand Unified Theory Instead, a collection of many Dynamic Models. Dynamics models are analytical in nature. Some examples…

Example: Random Variable This is a model of 2d6: Chance in 36 Die roll

Example: Feedback System A feedback system monitors and regulates its own state. Room Too Cold Too Hot An Ideal Thermostat Thermometer Controller Cooler Heater

Example: Operant Conditioning The player is part of the system, too! Psychology gives us models to explain and predict the player’s behavior.

Where Models Come From Analysis of existing games. Other Fields: Math, Psychology, Engineering… Our own experience. On to Mechanics...

Part IV: Mechanics

Understanding Mechanics There’s a vast library of common game mechanics.

Examples Cards: Shuffling, Trick-Taking, Bidding Shooters: Ammunition, Spawn Points Golf: Sand Traps, Water Hazards

Mechanics vs. Dynamics There’s a grey area. –Some behaviors are direct consequences of rules. –Others are indirect. –“Dynamics” usually means the latter.

Mechanics vs. Dynamics There’s a grey area. –Some behaviors are direct consequences of rules. –Others are indirect. –“Dynamics” usually means the latter. Dynamics and Mechanics are different views of games.

Mechanics vs. Dynamics There’s a grey area. –Some behaviors are direct consequences of rules. –Others are indirect. –“Dynamics” usually means the latter. Dynamics and Mechanics are different views of games. Dynamics emerge from Mechanics.

Part V: MDA Interactions

Interaction Models How do specific dynamics emerge from specific mechanics? How do specific dynamics evoke specific aesthetics?

Example: Time Pressure “Time pressure” is a dynamic. It can create dramatic tension. Various mechanics create time pressure: –Simple time limit –“Pace” monster –Depleting resource

Back to sissyfight...

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?