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SiSSYFiGHT 3000.

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Presentation on theme: "SiSSYFiGHT 3000."— Presentation transcript:

1 SiSSYFiGHT 3000

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

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 11:00 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 How do we get from… Cards Chips Rules 19

20 To… Cards Chips Rules Intrigue Challenge Drama 20

21 What’s missing? “Rules” “Fun” 21

22 The causal link… “Rules” “Activity” “Fun”
This is what sets games apart… 22

23 Games As Software “Rules” “Activity” “Fun” Code Process Requirements
23

24 This is a systems view of games.
Input Output Logic State

25 A Design Vocabulary “Rules” “Activity” “Fun” Code Process Requirements
25

26 A Design Vocabulary Mechanics “Activity” “Fun” Process Requirements 26

27 A Design Vocabulary Mechanics Dynamics “Fun” Requirements 27

28 A Design Vocabulary Mechanics Dynamics Aesthetics 28

29 The MDA Framework Mechanics Dynamics Aesthetics 29

30 The MDA Framework Mechanics Dynamics Aesthetics What do we mean? 30

31 Mechanics The concepts and materials that formally specify the game-as-system. Everything you need to play. Not just rules Not just “Systemic Building Blocks” Not “Technical execution of moves by players.” (eSports)

32 Dynamics The run-time behavior of the game-as-system. What happens when you play.

33 Aesthetics The emotional content of the game.
How players feel when they play. Not just visual or sensory qualities. Cognitive rather than Behavioral

34 The Designer/Player Relationship
Mechanics Dynamics Aesthetics Player Designer 34

35 The Player’s Perspective
Mechanics Dynamics Aesthetics Player 35

36 The Designer’s Perspective
Mechanics Dynamics Aesthetics Designer 36

37 MDA A “Taxonomy” of Design Knowledge Aesthetics Dynamics Mechanics
…and the interactions between them. 37

38 Aesthetics of SiSSYFiGHT
Fellowship: Negotiation, Cooperation, Betrayal Challenge: Tactics, Problem Solving Narrative: Drama 38

39 Mechanics of SiSSYFiGHT
Turn-based Hit Points Public Communication Simultaneous Action 39

40 Dynamics of SiSSYFIGHT
Equality Scourge Competition, Random Attacks Cooperation, Team Attacks 40

41 SiSSYFiGHT Fiction Does SiSSYFiGHT do a good job of conveying its subject matter? How can it do better? 41

42 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. 42

43 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. 43

44 Brainstorming Everyone Grab a Sticky Pad 44

45 When I Say “Go…” You will have 90 seconds.
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. 45

46 Ready? Go! 46

47 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. 47

48 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. Once you’ve played the skinned version, go to lunch.

49 Lunch Sign up for electives on gdc.8kindsoffun.com or tinyurl.com/gdc-mda Continue work at 1:30

50 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 50

51 Beta Test at 3:00 Make sure your rules are written down. 51

52 Beta Test Send 2 team members to another table as beta testers.
Test until 3:20 52

53 Discussion Let’s compare solutions. What different approaches did we take? 3:35 Solicit results from each group. Discuss. Give each group 3-4 minutes. About 20 minutes total. 53

54 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. 54

55 Any Final Observations?
General discussion as time permits. Try to tie it back to digital games. 3:40 55

56 The MDA Framework Mechanics Dynamics Aesthetics 56

57 Understanding Aesthetics
We need to get past words like “fun” and “gameplay.” What kinds of “fun” are there? 57

58 Eight Kinds of “Fun” 58

59 Eight Kinds of “Fun” Sensation Game as sensory experience. 59

60 Eight Kinds of “Fun” Sensation Fantasy Game as make-believe 60

61 Eight Kinds of “Fun” Sensation Fantasy Narrative
Game as unfolding story 61

62 Eight Kinds of “Fun” Sensation Fantasy Narrative Challenge
Game as obstacle course 62

63 Eight Kinds of “Fun” Sensation Fantasy Narrative Challenge Fellowship
Game as social framework 63

64 Eight Kinds of “Fun” Sensation Fantasy Narrative Challenge Fellowship
Discovery Game as uncharted territory 64

65 Eight Kinds of “Fun” Sensation Fantasy Narrative Challenge Fellowship
Discovery Expression Game as soap box 65

66 Eight Kinds of “Fun” Sensation Fantasy Narrative Challenge Fellowship
Discovery Expression Submission Game as mindless pastime 66

67 Clarifying Our Aesthetics
Charades is “fun” Team Fortress is “fun” Final Fantasy is “fun” Each game pursues multiple aesthetics. No Grand Unified Theory. 67

68 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. 68

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

70 See Also: Nicole Lazzaro

71 See Also: Jason VandenBerghe
Novelty Challenge Stimulation Harmony Threat

72 See Also: Scott Rigby, et al.

73 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. 73

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

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

76 Model: Feedback Loop STATE Measure Act Decide

77 These Models are Well Understood
Room Thermometer Heater Too Cold Controller Too Hot Cooler An Ideal Thermostat 77

78 MDA in SiSSYFiGHT Simultaneous turns + attack actions  78

79 MDA in SiSSYFiGHT Simultaneous turns + attack actions  Equality
Competition, Random Attacks Equality Scourge Cooperation, Team Attacks 79

80 MDA in SiSSYFiGHT Simultaneous turns + attack actions   Betrayal!
Competition, Random Attacks Equality Scourge Cooperation, Team Attacks  Betrayal! 80

81 Short Break Go to your Elective A room at 4:05 Design Jam: 236
Amplifying Emotions: 224 10% Challenge: 220


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