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SiSSYFiGHT 3000
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Overview SiSSYFiGHT simulates a playground fight between little girls.
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Overview Each girl begins with 10 Self- Esteem chips … and the goal of the game is to reduce your opponents’ self- esteem to ZERO!
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Overview When there are only one or two players left with any self- esteem, they win the game!
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Setup Each player starts with: 1.Three “Action” cards 2.Six “Target” cards, 1 “No Target” card 3.Ten chips. Everyone should pick one of the six colors.
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Each Round: Choose an “Action” and “Target” in secret.Choose an “Action” and “Target” in secret. Reveal cards simultaneouslyReveal cards simultaneously Resolve actionsResolve actions All communication must be public. When you run out of chips, you’re out. When one or two people are left, they win.
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Actions Solo:Solo: Target discards one chip. Team:Team: If anyone else teams against this target, she discards two chips per attacking player. Defend:Defend: Not an attack – choose “No Target” as your target. If no one targets you: lose one chip. Else, lose half the chips required (round down).
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Coffee Break at 11:00 Play until thenPlay until then Pick a different classroomPick a different classroom 3001 3003 3005
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General Observations?
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What’s fun about SiSSYFiGHT? What kinds of fun did you experience?What kinds of fun did you experience? Can we get more specific than “fun?”Can we get more specific than “fun?”
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What’s fun about SiSSYFiGHT? What kinds of fun did you experience?What kinds of fun did you experience? Can we get more specific than “fun?”Can we get more specific than “fun?” Intrigue: Negotiation, Cooperation, Betrayal Challenge: Tactics, Problem Solving Drama
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How do we get from… Cards Chips Rules
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To… Intrigue Challenge Drama Cards Chips Rules
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What’s missing? “Rules”“Fun”
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The causal link… This is what sets games apart… “Rules”“Fun” “Behavior”
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Games As Software “Rules”“Fun” “Behavior”
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Games As Software “Rules”“Fun” “Behavior” CodeRequirements Process
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A Design Vocabulary “Fun” “Behavior” RequirementsProcess Mechanics
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A Design Vocabulary “Fun” Requirements Mechanics Dynamics
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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.Mechanics: The rules and concepts that formally specify the game-as- system. Dynamics: The run-time behavior of the game-as-system.Dynamics: The run-time behavior of the game-as-system. Aesthetics: The desirable emotional responses evoked by the game dynamics.Aesthetics: The desirable emotional responses evoked by the game dynamics.
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The Designer/Player Relationship Designer Player MechanicsAestheticsDynamics
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The Player’s Perspective Player MechanicsAestheticsDynamics
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The Designer’s Perspective Designer MechanicsAestheticsDynamics
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Understanding Aesthetics We need to get past words like “fun” and “gameplay.”We need to get past words like “fun” and “gameplay.” What kinds of “fun” are there?What kinds of “fun” are there? How will we know a particular kind of “fun” when we see it?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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Game as art object SensationSensation
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Eight Kinds of “Fun” Game as make-believe SensationSensation FantasyFantasy
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Eight Kinds of “Fun” Game as unfolding story SensationSensation FantasyFantasy NarrativeNarrative
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Eight Kinds of “Fun” Game as obstacle course SensationSensation FantasyFantasy NarrativeNarrative ChallengeChallenge
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Eight Kinds of “Fun” Game as social framework SensationSensation FantasyFantasy NarrativeNarrative ChallengeChallenge FellowshipFellowship
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Eight Kinds of “Fun” Game as uncharted territory SensationSensation FantasyFantasy NarrativeNarrative ChallengeChallenge FellowshipFellowship DiscoveryDiscovery
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Eight Kinds of “Fun” Game as soap box SensationSensation FantasyFantasy NarrativeNarrative ChallengeChallenge FellowshipFellowship DiscoveryDiscovery ExpressionExpression
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Eight Kinds of “Fun” Game as mindless pastime SensationSensation FantasyFantasy NarrativeNarrative ChallengeChallenge FellowshipFellowship DiscoveryDiscovery ExpressionExpression SubmissionSubmission
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Charades is “fun” Counter-Strike is “fun” Final Fantasy is “fun” Clarifying Our Aesthetics
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Charades is Fellowship, Expression, Challenge Counter-Strike 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. Clarifying Our Aesthetics
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Clarifying Our Goals As designers, we can choose certain aesthetics as goals for our game design.As designers, we can choose certain aesthetics as goals for our game design. We need more than a one-word definition of our goals.We need more than a one-word definition of our goals.
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Some examples… Formulating an “Aesthetic Model” For each aesthetic goal: Write a formal definitionWrite a formal definition List criteria for successList criteria for success List modes of failureList modes of failure Serves as an “aesthetic compass”Serves as an “aesthetic compass” These are often reusableThese are often reusable
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Goal: Competition Definition: A game is competitive if players are emotionally invested in defeating each other.Definition: A game is competitive if players are emotionally invested in defeating each other. Success:Success: Players are adversaries. Players want to win. Failure:Failure: A player feels that he can’t win. A player can’t measure his progress.
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Goal: Pirate Fantasy Definition: A pirate fantasy conforms to the genre conventions of pirate movies, and permits the player to engage in certain kinds of anti-social pirate behavior.Definition: A pirate fantasy conforms to the genre conventions of pirate movies, and permits the player to engage in certain kinds of anti-social pirate behavior.
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Goal: Pirate Fantasy Definition: A pirate fantasy conforms to the genre conventions of pirate movies, and permits the player to engage in certain kinds of anti-social pirate behavior.Definition: A pirate fantasy conforms to the genre conventions of pirate movies, and permits the player to engage in certain kinds of anti-social pirate behavior. Success:Success: Empowerment Independence Greed Treachery Prey upon Weak
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Goal: Pirate Fantasy Definition: A pirate fantasy conforms to the genre conventions of pirate movies, and permits the player to engage in certain kinds of anti-social pirate behavior.Definition: A pirate fantasy conforms to the genre conventions of pirate movies, and permits the player to engage in certain kinds of anti-social pirate behavior. Success:Success: Empowerment Independence Greed Treachery Prey upon Weak Failure:Failure: Vulnerability Compassion Generosity
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Goal: Drama Definition: A game is dramatic if: Its central conflict creates dramatic tension.Its central conflict creates dramatic tension. The dramatic tension builds towards a climax.The dramatic tension builds towards a climax.
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Goal: Drama Success:Success: A sense of uncertainty A sense of inevitability Tension increases towards a climax Failure:Failure: The conflict’s outcome is obvious (no uncertainty) No sense of forward progress (no inevitability) Player doesn’t care how the conflict resolves.
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Aesthetics of SiSSYFiGHT Fellowship: Negotiation, Cooperation, BetrayalFellowship: Negotiation, Cooperation, Betrayal Challenge: Tactics, Problem SolvingChallenge: Tactics, Problem Solving Narrative: DramaNarrative: Drama
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Understanding Dynamics What about the game’s behavior can we predict before we go to playtest?What about the game’s behavior can we predict before we go to playtest? How can we explain the behavior that we observe?How can we explain the behavior that we observe?
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Formalizing Game Dynamics Rules Input Output State (Player) (Graphics/ Sound) The “State Machine” Model Examples: Chess, Counter-Strike
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Some examples… Models of Game Dynamics Again, no Grand Unified TheoryAgain, no Grand Unified Theory Instead, a collection of many Dynamic Models.Instead, a collection of many Dynamic Models. Dynamics models are analytical in nature.Dynamics models are analytical in nature.
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Chance in 36 Die roll Example: Random Variable This is a model of 2d6:This is a model of 2d6:
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An Ideal Thermostat Room Too Cold Too Hot Thermometer Controller Cooler Heater Example: Feedback System A feedback system monitors and regulates its own state.A feedback system monitors and regulates its own state.
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Example: Operant Conditioning The player is part of the system, too!The player is part of the system, too! Psychology gives us models to explain and predict the player’s behavior.Psychology gives us models to explain and predict the player’s behavior.
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Where Models Come From Analysis of existing gamesAnalysis of existing games Other Fields:Other Fields: Math, Psychology, Engineering… Our own experienceOur own experience
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Dynamics of SiSSYFIGHT EqualityScourge Competition, Random Attacks Cooperation, Team Attacks On to Mechanics...
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Understanding Mechanics There’s a vast library of common game mechanics.There’s a vast library of common game mechanics.
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Examples CardsCards Shuffling, Trick-Taking, Bidding ShootersShooters Ammunition, Spawn Points GolfGolf Sand Traps, Water Hazards
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Mechanics of SiSSYFiGHT Turn-basedTurn-based Hit PointsHit Points Public CommunicationPublic Communication Simultaneous ActionSimultaneous Action
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Mechanics vs. Dynamics There’s a grey areaThere’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 and Mechanics are different views of games. Dynamics emerge from Mechanics.Dynamics emerge from Mechanics.
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MDA A “Taxonomy” of Design KnowledgeA “Taxonomy” of Design Knowledge Aesthetics Dynamics Mechanics …and the interactions between them.
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MDA in SiSSYFiGHT Simultaneous turns + attack actions
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MDA in SiSSYFiGHT Simultaneous turns + attack actions EqualityScourge Competition, Random Attacks Cooperation, Team Attacks
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MDA in SiSSYFiGHT Simultaneous turns + attack actions EqualityScourge Competition, Random Attacks Cooperation, Team Attacks Betrayal!
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SiSSYFiGHT Fiction Does SiSSYFiGHT do a good job of conveying its subject matter?Does SiSSYFiGHT do a good job of conveying its subject matter? How can it do better?How can it do better?
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SiSSYFiGHT Fiction What other fictional genre or subject matter could the mechanics of SiSSYFiGHT simulate?
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Exercise Choose a fictional genre and/or setting that might fit this game.Choose a fictional genre and/or setting that might fit this game. Adapt the game to your chosen subject matter.Adapt the game to your chosen subject matter. Keep in mind the aesthetic qualities we identified in the breakdown.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?How can the rules of the game be changed to best support your fiction?
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Brainstorming Everyone Grab a Sticky PadEveryone Grab a Sticky Pad
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When I Say “Go…” 1.You will have 90 seconds. 2.Write down as many genre ideas as you can. 3.One to a sticky note. 4.Keep it Short ( 5 words) 5.No idea is too dumb. 6.Work in silence.
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Ready? Go!Go!
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Pens Down! With your group: Get on your feet!Get on your feet! Find some wall spaceFind some wall space Stick your ideas to the wallStick your ideas to the wall Put like ideas togetherPut like ideas together Look for critical massLook for critical mass Narrow down a fiction to work on.Narrow down a fiction to work on.
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When your group has picked a subject, you are free to go to lunch. Feel free to get started on your design. Don’t forget to sign up for an elective. We will reconvene at 2:00.
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Welcome Back! You’ve chosen a setting or fiction for SiSSYFiGHT.You’ve chosen a setting or fiction for SiSSYFiGHT. Adapt the game to your chosen subject matter.Adapt the game to your chosen subject matter. Keep in mind the aesthetic qualities we identified at the beginning.Keep in mind the aesthetic qualities we identified at the beginning. How can the rules of the game be changed to best support your fiction?How can the rules of the game be changed to best support your fiction?
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Discussion Let’s compare solutions. What different approaches did we take?Let’s compare solutions. What different approaches did we take?
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Discussion How did the game dynamics support your subject matter? Were the game dynamics and the subject matter ever in conflict? How did your choice of subject matter influence your process?
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Any Final Observations?
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Coffee! After the break, go to your Elective A room: World of Randomness: 3001 World of Creativity: 3003 World of Rulecraft: 3005
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Elective B Us vs. It: 3001Us vs. It: 3001 Cart Before Horse: 3003Cart Before Horse: 3003 3 Musketeers: 30053 Musketeers: 3005
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