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Game Design
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Concept Document How to present your game idea?
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How do you design a good game?
Do a lot of research Have a good team Test, test, test Prototypes (small, use all tools possible) You can use some of the frameworks around: MDA framework (this week’s labs) Game balance, fit to an old model (e.g. rock, paper, scissors) Read Tracy’s book (chapters 1-5) There are several other good books and papers I can recommend
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Let’s see if you know the games I play …
Time for Game Trivia Let’s see if you know the games I play …
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Game Trivia
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Game Trivia
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Game Trivia
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Game Trivia
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Game Trivia
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Game Trivia
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Game Trivia
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Game Trivia
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Game Trivia
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Outside Resources: Fogg Conceptual Designs (handout)
Concept Document Outside Resources: Fogg Conceptual Designs (handout)
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Concept Document Use the template supplied by Fogg 1. Title Page
Visual to situate your game, genre Design Challenge: what is new about your game 2. Overview Genre, if one exists discuss aesthetics of your game (use MDA to refer to a list of aesthetics)
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Concept Document 3. User Description
Who is the audience? Age? Gamers? 4. Storyboard of experience : discuss gameplay What is the player doing? GamePlay point out the features of your game show the mechanics that will achieve the aesthetics you pointed out earlier Discuss underlying systems of your game
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Concept Document 5. Prototyping: nothing there
6. Features/Functionality More details on the game system More details on the aesthetics More details on the mechanics of the game 7. Justification of the Design Is it based an already accepted system? Or new (can argue for originality)? Basically: why should we give you money to build this game?
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Concept Document 8. User Testing: nothing there 9. Shortcomings
List problems of the design List Risks 10. Expansion What are the alternative designs you are thinking of trying? 11. Next Steps 12. Summary
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MDA framework Slides are Marc’s slides, used at GDC 2005
Marc is a great guy, look up his game Oasis (Warning: very very addictive), but a MUST play
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The Designer-Player Relationship
Designer Player
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The Designer-Player Relationship
Game Designer Player
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The Designer-Player Relationship
Creates Consumes Game Designer Player
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The Designer-Player Relationship
Creates Consumes Game Designer Book Player
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The Designer-Player Relationship
Creates Consumes Game Designer Book Movie Player
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The Designer-Player Relationship
Creates Consumes Game Designer Book Movie Painting Player
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The Designer-Player Relationship
Creates Consumes Game Designer Book Movie Painting Chair Player
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The Designer-Player Relationship
Creates Consumes Game Designer Book Movie Painting Chair Car Player
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The Designer-Player Relationship
Creates Consumes Game Designer Book Movie Painting Chair Car Pizza Player
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The Designer-Player Relationship
Creates Consumes Game Designer Player The difference is the way that games are consumed.
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An Extreme Opposite Example: A Theatrical Play
The “design team” knows: Script Lighting Acoustics Seating Intermissions
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Games, on the Contrary The designer doesn’t know:
When will the player play? How often? For how long? Where? With Whom? And most importantly... What will happen during the game?
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Obligatory Editorial This lack of predictability is the essence of play. It should be embraced, not eschewed.
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Games as Software Code
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Games as Software Code Process
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Games as Software Code Process Requirements
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Games as Software Code Process Requirements Rules
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Games as Software Code Process Requirements Rules Activity
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Games as Software Code Process Requirements Rules Activity “Fun”
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A Design Vocabulary Code Process Requirements Rules Activity “Fun”
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A Design Vocabulary Mechanics Code Process Requirements Rules Activity
“Fun”
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A Design Vocabulary Mechanics Dynamics Process Requirements Game “Fun”
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A Design Vocabulary Mechanics Dynamics Aesthetics
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The MDA Framework Mechanics Dynamics Aesthetics
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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.
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The Designer/Player Relationship, Revisited
Mechanics Dynamics Aesthetics Designer Player
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The Player’s Perspective
Mechanics Dynamics Aesthetics Player
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The Designer’s Perspective
Mechanics Dynamics Aesthetics Designer
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But they are causally linked
Three “Views” of Games Mechanics Dynamics Aesthetics But they are causally linked
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The Building Blocks: Formal Models
No Grand Unified Theory Instead, lots of little models We can think of models as “lenses” Models can be formulas or abstractions Discovering new models is an ongoing process
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MDA is a “Taxonomy” for Models
Knowledge of Aesthetics Knowledge of Dynamics Knowledge of Mechanics Knowledge of the interactions between them
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Properties of Good Models
We want our models to be: Formal (well-defined) Abstract (widely applicable) Proven (known to work) On any given game, we expect to use several different abstractions, not one big one.
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Part III: MDA in detail In this part, we discuss Aesthetics, Dynamics and Mechanics in detail.
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The Designer’s Perspective
Mechanics Dynamics Aesthetics Designer
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Understanding Aesthetics
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?
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Eight Kinds of “Fun”
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Eight Kinds of “Fun” Sensation Game as sense-pleasure
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Eight Kinds of “Fun” Sensation Fantasy Game as make-believe
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Eight Kinds of “Fun” Game as unfolding story Sensation Fantasy
Narrative Game as unfolding story
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Eight Kinds of “Fun” Game as obstacle course Sensation Fantasy
Narrative Challenge Game as obstacle course
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Eight Kinds of “Fun” Game as social framework Sensation Fantasy
Narrative Challenge Fellowship Game as social framework
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Eight Kinds of “Fun” Sensation Fantasy Narrative Challenge Fellowship
Discovery Game as uncharted territory
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Eight Kinds of “Fun” Game as self-discovery Sensation Fantasy
Narrative Challenge Fellowship Discovery Expression Game as self-discovery
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Eight Kinds of “Fun” Game as mindless pastime Sensation Fantasy
Narrative Challenge Fellowship Discovery Expression Submission Game as mindless pastime
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Clarifying Our Aesthetics
Charades is “fun” Quake is “fun” Final Fantasy is “fun”
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Clarifying Our Aesthetics
Charades is Fellowship, Expression, Challenge Quake is Challenge, Sensation, Competition, Fantasy Final Fantasy is Fantasy, Narrative, Expression, Discovery, Challenge, Masochism Each game pursues multiple aesthetics. Again, there is no Game Unified Theory.
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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.
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What is an “Aesthetic Model?”
A rigorous definition of an aesthetic goal States criteria for success and failure Serves as an “aesthetic compass” Some examples…
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Goal: Competition Model: A game is competitive if players are emotionally invested in defeating each other. Success: Players are adversaries. Players want to win. Failure: A player feels that he can’t win. A player can’t measure his progress.
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Goal: Realistic Flight Simulation
Model: Flight dynamics match user expectations. Success: Match a mathematical formula Pass our “realism checklist” Failure: Counter-intuitive system behavior.
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Goal: Drama Model: A game is dramatic if:
Its central conflict creates dramatic tension. The dramatic tension builds towards a climax.
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Goal: Drama Success: Failure: A sense of uncertainty
A sense of inevitability Tension increases towards a climax Failure: The conflict’s outcome is obvious (no uncertainty) No sense of forward progress (no inevitability) Player doesn’t care how the conflict resolves On to Dynamics...
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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?
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Formalizing Game Dynamics
Input Output Rules (Player) (Graphics/Sound) State The “State Machine” Model Examples: Chess, Quake
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Models of Game Dynamics
Again, no Grand Unified Theory Instead, a collection of many Dynamic Models. Dynamics models are analytical in nature. Some examples…
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Example: Random Variable
This is a model of 2d6: Chance in 36 Die roll
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Example: Feedback System
A feedback system monitors and regulates its own state. Room Thermometer Heater Too Cold Too Hot Controller Cooler An Ideal Thermostat
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Example: Operant Conditioning
The player is part of the system, too! Psychology gives us models to explain and predict the player’s behavior.
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Where Models Come From Analysis of existing games Other Fields:
Math, Psychology, Engineering… Our own experience On to Mechanics...
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Understanding Mechanics
There’s a vast library of common game mechanics.
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Examples Cards Shooters Golf Shuffling, Trick-Taking, Bidding
Ammunition, Spawn Points Golf Sand Traps, Water Hazards
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Mechanics vs. Dynamics There’s a grey area
Some behaviors are direct consequences of rules. Others are indirect. “Dynamics” usually means the latter.
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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.
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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.
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Interaction Models How do specific dynamics emerge from specific mechanics? How do specific dynamics evoke specific aesthetics?
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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
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Tuning is an iterative process.
Part IV: Tuning Analyze Test Revise Tuning is an iterative process.
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Use of Sissy fight as an example game
Play the game Reflect Fiddle with the mechanics to create an aesthetic Play test
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