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SiSSYFiGHT 3000 Game Design Workshop

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Presentation on theme: "SiSSYFiGHT 3000 Game Design Workshop"— Presentation transcript:

1 SiSSYFiGHT 3000 Game Design Workshop

2 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

3 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

4 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

5 Setup Each player gets: 3 Action Cards 7 Target Cards 10 Chips
Find the target card of your color and use it as a player sign.

6 Each Round:

7 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.

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

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

10 Solo Your target discards one chip.

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

12 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.

13 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.

14 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

15 Play until 10:30 Put the cards back in the box when you’re done 15

16 General Observations About Sissyfight?
5 minutes. 16

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

18 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

19 The MDA Framework Mechanics Dynamics Aesthetics 19

20 MDA A “Taxonomy” of Design Knowledge Aesthetics Dynamics Mechanics
…and the interactions between them. 20

21 Aesthetics of SiSSYFiGHT
Fellowship: Negotiation, Cooperation, Betrayal Challenge: Tactics, Problem Solving Narrative: Drama 21

22 Dynamics of SiSSYFIGHT
Equality Scourge Competition, Random Attacks Cooperation, Team Attacks 22

23 Mechanics of SiSSYFiGHT
Turn-based Hit Points Public Communication Simultaneous Action 23

24 SiSSYFiGHT Fiction Does SiSSYFiGHT do a good job of conveying its subject matter? How can it do better? 24

25 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. 25

26 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. 26

27 Brainstorming Everyone Grab a Sticky Pad 27

28 When I Say “Go…” You will have 3 minutes.
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. 28

29 Ready? Go! 29

30 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. 30

31 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.

32 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 32

33 Lunch Read about electives on gdc.8kindsoffun.com or tinyurl.com/gdc-mda Continue work at 1:30

34 Beta Test at 1:50 Make sure your rules are written down. 34

35 Beta Test Send 2 team members to another table as beta testers.
Test until 2:15 35

36 Discussion Let’s compare solutions. What different approaches did we take? 2:30 Solicit results from each group. Discuss. Give each group 3-4 minutes. About 20 minutes total. 36

37 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. 37

38 Any Final Observations?
General discussion as time permits. Try to tie it back to digital games. 3:40 38

39 The MDA Framework Mechanics Dynamics Aesthetics 39

40 Understanding Aesthetics
We need to get past words like “fun” and “gameplay.” What kinds of “fun” are there? 40

41 Eight Kinds of “Fun” 41

42 Eight Kinds of “Fun” Sensation Game as sensory experience. 42

43 Eight Kinds of “Fun” Sensation Fantasy Game as make-believe 43

44 Eight Kinds of “Fun” Sensation Fantasy Narrative
Game as unfolding story 44

45 Eight Kinds of “Fun” Sensation Fantasy Narrative Challenge
Game as obstacle course 45

46 Eight Kinds of “Fun” Sensation Fantasy Narrative Challenge Fellowship
Game as social framework 46

47 Eight Kinds of “Fun” Sensation Fantasy Narrative Challenge Fellowship
Discovery Game as uncharted territory 47

48 Eight Kinds of “Fun” Sensation Fantasy Narrative Challenge Fellowship
Discovery Expression Game as soap box 48

49 Eight Kinds of “Fun” Sensation Fantasy Narrative Challenge Fellowship
Discovery Expression Submission Game as mindless pastime 49

50 Clarifying Our Aesthetics
Charades is “fun” Team Fortress is “fun” Final Fantasy is “fun” 50

51 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. 51

52 More on Aesthetics Check out: Extra Credits – Aesthetics of Play

53 See Also: Nicole Lazzaro

54 See Also: Jason VandenBerghe

55 See Also: Quantic Foundry

56 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. 56

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

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

59 Model: Feedback Loop STATE Measure Act Decide

60 These Models are Well Understood
Room Thermometer Heater Too Cold Controller Too Hot Cooler An Ideal Thermostat 60

61 MDA in SiSSYFiGHT Simultaneous turns + attack actions  61

62 MDA in SiSSYFiGHT Simultaneous turns + attack actions  Equality
Competition, Random Attacks Equality Scourge Cooperation, Team Attacks 62

63 MDA in SiSSYFiGHT Simultaneous turns + attack actions   Betrayal!
Competition, Random Attacks Equality Scourge Cooperation, Team Attacks  Betrayal! 63

64 Short Break Electives Start at 3:05
Room Game of Games 120 Meaning as a Mechanic 121 Us vs. It 123 Horns of a Dilemma 124


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