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Pre-Game Show Rules for 3-to-15: Two players alternate turns. On your turn, pick a number from 1 to 9 You may not pick a number that has already been picked by either player. If you have a set of exactly 3 numbers that sum to 15, you win. Formal Design Tools: Emergent Complexity, Emergent Narrative
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Pre-Game Show Rules for 3-to-15: Two players alternate turns. On your turn, pick a number from 1 to 9 You may not pick a number that has already been picked by either player. If you have a set of exactly 3 numbers that sum to 15, you win. Formal Design Tools: Emergent Complexity, Emergent Narrative The Punch Line: 942 186 537
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Formal Design Tools Emergent Complexity, Emergent Narrative A rant by MAHK GDC 2000
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Q : What is the most over-used word in all of game design?
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A:A: “Fun”
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Down with “Fun!” A short list of “fun” games: Acrophobia EverQuest Sim City Starcraft You Don’t Know Jack Tetris Alpha Centauri Quake Myst FreeCell When trying to make good games, “fun” only gets you so far.
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Rules, Models, and Techniques Formal Design Tools Well-defined Abstract (i.e. cross-genre) Day-to-day utility Well-understood application context Lenses, not value statements
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Lecture Overview A few more words on “Fun” Games as Complex Systems Aesthetics of Emergent Complexity –Emergent Narrative Creating and Managing Emergent Complexity Largely Taxonomical
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A Brief Taxonomy of “Fun”
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1. Sensation Game as sense-pleasure
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A Brief Taxonomy of “Fun” 1. Sensation Game as sense-pleasure 2. Fantasy Game as make-believe
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A Brief Taxonomy of “Fun” 1. Sensation Game as sense-pleasure 2. Fantasy Game as make-believe 3. Narrative Game as drama
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A Brief Taxonomy of “Fun” 1. Sensation Game as sense-pleasure 2. Fantasy Game as make-believe 3. Narrative Game as drama 4. Challenge Game as obstacle course
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A Brief Taxonomy of “Fun” 1. Sensation Game as sense-pleasure 2. Fantasy Game as make-believe 3. Narrative Game as drama 4. Challenge Game as obstacle course 5. Fellowship Game as social framework
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A Brief Taxonomy of “Fun” 1. Sensation Game as sense-pleasure 2. Fantasy Game as make-believe 3. Narrative Game as drama 4. Challenge Game as obstacle course 5. Fellowship Game as social framework 6. Discovery Game as uncharted territory
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A Brief Taxonomy of “Fun” 1. Sensation Game as sense-pleasure 2. Fantasy Game as make-believe 3. Narrative Game as drama 4. Challenge Game as obstacle course 5. Fellowship Game as social framework 6. Discovery Game as uncharted territory 7. Expression Game as self-discovery
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A Brief Taxonomy of “Fun” 1. Sensation Game as sense-pleasure 2. Fantasy Game as make-believe 3. Narrative Game as drama 4. Challenge Game as obstacle course 5. Fellowship Game as social framework 6. Discovery Game as uncharted territory 7. Expression Game as self-discovery 8. Masochism Game as submission
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Rules Input Output State (Player) (Graphics/ Sound) The “State Machine” Model Part 1: Games as Complex Systems
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Definitions Properties that cannot be simply inferred from a system’s rules. Emergent Complexity (“Emergence”) A system that possesses or exhibits emergent complexity. Complex System
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Example: Conway’s Game of Life The Rules: A grid of cells, each cell is either “alive” or “dead.” Each cell has 8 neighbors. Count each cell’s live neighbors –2 or 3: Stay alive –Exactly 3: Become alive This is called a “Cellular Automaton.”
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Conway’s Life is a Complex System Static Patterns: Block, Honeycomb Dynamic Patterns: Blinker Moving Patterns: Glider Patterns of Patterns: Beehive, Glider Gun The rules are inadequate to describe the system’s behavior.
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Examples in Games Chess: Attack & Defense, Discovered Check, Knight Fork, etc. Go: Eyes, Life & Death patterns, Tesuji Magic: The Gathering: Card Combos, Deck Archetypes EverQuest: “Trains,” “Kiting,” “Kill- stealing”
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Part 2: Aesthetics of Emergence What makes Emergent Complexity “fun?”
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Emergence and Discovery The emergent properties of the system form an explorable space. More complexity means more space.
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Emergence and Challenge A game’s emergent properties form its “strategic vocabulary.” New scenarios and obstacles can emerge.
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Emergence and Narrative So there I was...
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Emergence and Narrative Narrative emerges from game events. Complexity gives you infinite monkeys. A game’s fantasy gives meaning to the narrative.
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Emergent vs. Embedded Narrative Emergent narrative occurs as short vignettes. Embedded (Authored) narrative works well for major story arcs.
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Narrative in Thief Embedded narrative: –serves as a “frame” for interaction. –limited to short, discrete, non-interactive moments. –(Also consider: letter-boxing of Zelda 64 cutscenes) During the actual gameplay, narrative is largely emergent.
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Emergence and Fantasy Emergent properties don’t necessarily support the metaphor. Contradictions are common, creating absurd fantasies.
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© Steve Jackson Gameswww.sjgames.com
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Absurd Fantasy Trouble Spots Sci-Fi/Fantasy simulations –Simulation reveals flaws & side effects Sports Sims –Emergent properties must be replicated faithfully.
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Other Perils of Emergence Degenerate strategies (“exploits”) Unintended feedback systems. –Overly stable –Overly unstable
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There’s no substitute for playtest! Prototype early Playtest often
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Quick Summary Emergence can create: Discovery Challenge Narrative Fantasy (tricky) Unexamined: Sensation Fellowship Expression Masochism
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Part 3: Models of Complex Games How do we make these things?
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Common Characteristics Individual elements are simple. Rich interactions Game state has many elements. Random initial conditions. Complexity does not mean lots of rules.
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Homogeneous vs. Heterogeneous Homogeneous: Many similar elements (Life) Heterogeneous: Many distinct elements (Magic: The Gathering) A Spectrum, not a Dichotomy Most modern games are heterogeneous.
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Creating Complex Systems: A Heterogeneous Approach Create multiple systems. Keep individual systems simple. Create interactions (“cross-terms”) between systems. Focus on system interaction, not system complexity.
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Examples Magic: Creature Combat, Card Economy Civilization: Unit Movement/Combat, City Sim, Diplomacy Thief: AI behavior, Sound Propagation, Combat Individual systems are mini-games, but don’t stand on their own.
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Tiered System Structure Create a few solid “foundation” systems. Build a second tier of cross-term-inducing features. Foundation remains fixed, while the second tier grows over development time. Examples –Thief: Lockpicking –Magic: Enchantments –Civilization: Tech
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Tiered System Structure Foundation systems will survive the development process. Enables incremental development of second tiers. Landmarks for system exploration.
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System Interactions: Feed-In One system’s state directly controls the rules or parameters of another. Magic: Card Economy feeds into Combat Alpha Centauri: Diplomacy feeds into Economy.
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Bi-directional Feed-in is Feedback Stable: Resist change (Thermostat) Unstable: Amplify change (Snowball effect)
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System Interactions: Resource Exchange Resources serve as a medium for system interaction.
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Resource Exchange: Competition Two systems consume the same resource. Magic: Spells & Creatures compete for mana.
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Resource Exchange: Transmission One system produces a resources that another consumes. Civilization: Cities produce units; Combat consumes them.
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Resource Exchange: Transformation A system converts one resource into another Starcraft: Repairs turn raw materials into hit points.
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Resources are Energy Energy can be created by –Production –Transformation –Transformation “arbitrage” Exploits can manifest as “energy spikes.”
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Preventing Energy Spikes Build in time constraints to: –Production –Transformation Understand and tune your exchange rates. It’s OK to grow, just don’t grow too quickly.
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Summary Emergence can create: Challenge, Discovery, Narrative Emergence can thwart Fantasy. Create Cross-terms between simple systems –Feed-in –Resource exchange
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More Info These slides: www2.lglass.com/~mahk My email: mahk@lglass.com “Complexification” by John Casti ISBN: 0-06-16888-9 Life32: psoup.math.wisc.edu/Life32.html
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