Download presentation
Presentation is loading. Please wait.
Published byEleanore Adams Modified over 9 years ago
1
your with Juicy Feedback Loving your Player with Juicy Feedback Robin Hunicke dConstruct 2009
8
GAMEISM
9
GOALS
10
SKILLS
11
STORY
12
CHALLENGE
13
GAMEISM
14
Introduction
15
Designer-Player Relationship Designer Player Game CreatesConsumes
16
Designer-Player Relationship Designer Player Game CreatesConsumes Book Movie Painting Website
17
Unpredictable Use! How will it be consumed? What happens during consumption? How can we formalize this?
18
Formalizing Games Rules System“Fun”
19
Formalizing Games Rules System“Fun” Code BehaviorRequirements
20
Formalizing Games Code System“Fun” Rules BehaviorRequirements Mechanics
21
Formalizing Games Code Rules Dynamics Code Rules Mechanics “Fun” Requirements
22
Formalizing Games Aesthetics Code Rules Dynamics Code Rules Mechanics
23
Definitions Mechanics – Game components like data representation and algorithms that define how it works. Mechanics DynamicsAesthetics
24
Definitions Dynamics – The run-time behavior of the mechanics … and resulting output, over time. Mechanics DynamicsAesthetics
25
Definitions Aesthetics – The player’s emotional response, when she interacts with the game. Mechanics DynamicsAesthetics
27
No More “Fun” Charades is “fun” Quake is “fun” The Sims is “fun” Final Fantasy is “fun”
28
Aesthetics Applied Charades: Fellowship, Expression, Challenge Quake The Sims Final Fantasy
29
Aesthetics Applied Charades: Fellowship, Expression, Challenge Quake: Challenge, Sensation, Fantasy The Sims Final Fantasy
30
Aesthetics Applied Charades: Fellowship, Expression, Challenge Quake: Challenge, Sensation, Fantasy The Sims: Discovery, Fantasy, Expression, Narrative Final Fantasy
31
Aesthetics Applied Charades: Fellowship, Expression, Challenge Quake: Challenge, Sensation, Fantasy The Sims: Discovery, Fantasy, Expression, Narrative Final Fantasy: Fantasy, Narrative, Expression, Discovery, Challenge, Submission
32
Sensation?
33
Aesthetic Models Tell us what games do (well OR poorly) – Charades and Monopoly: Competition – Requires emotional investment Perceivable winning condition Achievable winning condition
34
Dynamics
35
Dynamics of Charades Dynamics create Aesthetics – Challenge Time pressure Opponent play – Fellowship Shared information Group-sized goals (beat the other teams)
36
Model: 2D 6 2 3 4 5 6 7 8 9 10 11 12 Chance in 36 Die Roll
37
Model: Feedback System Room Too Cold! Too Hot! Thermometer Controller
38
Model: Monopoly Pay Up! Cash In! Move Roll Losers $$$$$$ Winners $$$$$$
39
Mechanics
40
Mechanics support Dynamics – Cards: Trick taking, betting… …bluffing, shooting the moon – Shooters: Weapons, ammo, spawn points… … camping or sniping
41
Mechanics Mechanics support Dynamics – Dice: Moving to unpredictable location … drive-by “strategery” – Cards: Go to Jail, get money from Bank… … upset planning
42
Model: Monopoly Pay Up! Cash In! Move Roll Losers $$$$$$ Winners $$$$$$
43
Design Via Mechanics Increase Investment – Smaller board, more rolls, larger dice Faster pace of play – Constant rate tax or increased payouts Smaller gaps between players – Randomly distributed properties Add predictablity – Encourage “trading” Increase agency
44
Missing Dynamics Provide Achievable Winning Conditions – Subsidies for the poor – Taxes for the rich Calculate @ Go or when exercising a monopoly
45
You Can Use It!
46
MDA as Lens Typical designer perspective – Mechanics give rise to Dynamics… – which support the overall Aesthetic. Designer Mechanics DynamicsAesthetics
47
MDA as Lens Typical player perspective – Aesthetics set a tone… – born out by Mechanics and Dynamics. Player Mechanics DynamicsAesthetics
48
A New Perspective As a Player – Recognize how our actions help create and support entertainment experiences Player Mechanics DynamicsAesthetics
49
MDA as Lens As a Designer – Use aesthetic goals to focus the design Designer Mechanics DynamicsAesthetics
50
Use MDA to: Put the player on stage Avoid feature-driven design Eliminate “clutter” Create iterative process Streamline development Avoid fixing what isn’t broken
51
So What about Juciness?
52
Something More…
53
A New Letter? ( )
55
Defining “Juicy” Tactile Inviting Repeatable Real-time Emergent Coherent Small Delicate Fresh
56
“FEEL”
57
Juiciness is Paramount! “If your player is going to spend most of her time … experiencing a sense physicality and control, shouldn’t the amount of time you spend on that feeling be commensurate? From the beginning of preproduction until the final game ships, design should include [juicy feedback].”
58
Juicer than Ever Before! Increased fidelity & responsiveness – Input processing – Visualization /Sound – Actualization /Articulation – Prototype Technologies
59
Examples?
60
Juicy Mileage
61
Juicy Philanthropy
62
Juicy Cities
63
Juicy Input?
64
Juicy Output?
65
Jucine$$
66
Juicy Robots
71
Embodiment
72
Tenderness
73
Intent
74
Zen
75
Loving Your Player
77
Juicy Feedback gives your users moment-to- moment joyful feelings when they engage with your design.
78
Useless Machines
79
Where Next? A D M
80
Juciphiles Unite! Thank You!
Similar presentations
© 2025 SlidePlayer.com. Inc.
All rights reserved.