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Game Design Workshop Orientation
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Orientation Overview Part I: Workshop Format Part II: Outline Our Formal Approach Part III: Formal Approach in Detail Part IV: Iterative Design
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Part I: Introduction In this part we will: Explain the workshop high concept Describe the format Introduce the faculty
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About The Workshop This is the sixth year Hands-on Focused on iteration Grounded in a formal approach to game design Intended to be open-ended
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Things You Won’t Learn Here How to get a job as a game designer How to write a design document Where game ideas “come from” How to get your game funded How to use a level editor
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In Other Words... It’s not about the Business (Getting a job, pitching a game, getting funded) It’s not about the Profession (Writing documents, tracking bugs, using tools) It’s about the Craft (Making games that are fun)
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What You’ll be Doing Playing games Analyzing games Critiquing games Modifying games Refining games
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Workshop Format Small-group activities. Main Exercises Electives (choose 1 of 3 activities) New: Uber-elective
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Introducing the Faculty Myself Austin Grossman Jonathan Hamel Robin Hunicke Frank Lantz Andrew Leker Steve Librande Art Min Randy Smith Tim Stellmach
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A Few Ground Rules Please attend the whole thing Collaborate, Share, and Encourage Save the “meta-discussion” for the very end Turn the laptop off
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Part II: A Formal Approach In this section, we present: A formal framework for game design A view of the designer-player relationship
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Game Design “Frameworks” Paradigms for organizing our understanding
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Game Design “Frameworks” Paradigms for organizing our understanding Example Frameworks: The 400 Project Design Patterns
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Game Design “Frameworks” Paradigms for organizing our understanding Example Frameworks: The 400 Project Design Patterns Separate from the process
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Our Framework Grounded in a formal approach Organized around the designer-player relationship
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The Designer-Player Relationship Designer Player
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The Designer-Player Relationship Designer Player Game
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The Designer-Player Relationship Designer Player CreatesConsumes Game
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The Designer-Player Relationship Designer Player Book CreatesConsumes Game
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The Designer-Player Relationship Designer Player Book Movie CreatesConsumes Game
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The Designer-Player Relationship Designer Player Book Movie Painting CreatesConsumes Game
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The Designer-Player Relationship Designer Player Book Movie Painting Chair CreatesConsumes Game
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The Designer-Player Relationship Designer Player Book Movie Painting Chair Car CreatesConsumes Game
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The Designer-Player Relationship Designer Player Book Movie Painting Chair Car Pizza Game CreatesConsumes
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The Designer-Player Relationship Designer Player The difference is the way that games are consumed. Game CreatesConsumes
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Media Consumption Example: A Theatrical Play The “design team” knows: Script Lighting Acoustics Seating Intermissions
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Games, by Contrast 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 Requirements Process
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Games as Software Rules CodeRequirementsProcess
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Games as Software Rules Game “Session” CodeRequirementsProcess
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Games as Software Rules “Fun” Game “Session” CodeRequirementsProcess
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A Design Vocabulary Rules“Fun” Game “Session” CodeRequirementsProcess
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Code RequirementsProcess Rules “Fun” Game “Session” A Design Vocabulary Mechanics
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Requirements Process “Fun” Game A Design Vocabulary Mechanics Dynamics
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A Design Vocabulary Mechanics Aesthetics Dynamics
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The MDA Framework MechanicsAestheticsDynamics
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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 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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Three “Views” of Games But they are causally linked MechanicsAestheticsDynamics
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The Building Blocks: Formal Models No Grand Unified Theory Instead, lots of little models Models can be formulas or abstractions We can think of models as “lenses” 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 Designer MechanicsAestheticsDynamics
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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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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” Sensation Fantasy Narrative Game as unfolding story
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Eight Kinds of “Fun” Sensation Fantasy Narrative Challenge Game as obstacle course
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Eight Kinds of “Fun” Sensation Fantasy Narrative Challenge Fellowship Game as social framework
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Game as uncharted territory Eight Kinds of “Fun” Sensation Fantasy Narrative Challenge Fellowship Discovery
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Eight Kinds of “Fun” Sensation Fantasy Narrative Challenge Fellowship Discovery Expression Game as self-discovery
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Eight Kinds of “Fun” Sensation Fantasy Narrative Challenge Fellowship Discovery Expression Submission Game as mindless pastime
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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. 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 definition List criteria for success List modes of failure Serves as an “aesthetic compass” These are often reusable
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Goal: Competition Definition: 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: 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.
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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. 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. Success: Empowerment Independence Greed Treachery Prey upon Weak Failure: Vulnerability Compassion Generosity
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Goal: Drama Definition: 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: 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.
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Aesthetics Summary Have an aesthetic vocabulary Articulate your aesthetic goals Formulate aesthetic models 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 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 Theory Instead, a collection of many Dynamic Models. Dynamics models are analytical in nature.
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Chance in 36 Die roll Example: Random Variable This is a model of 2d6:
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Room Too Cold Too Hot An Ideal Thermostat Thermometer Controller Cooler Heater Example: Feedback System A feedback system monitors and regulates its own state.
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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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On to Mechanics... Where Models Come From Analysis of existing games Other Fields: Math, Psychology, Engineering… Our own experience
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Dynamics Summary Models of Dynamics are analytical They help us Explain and Predict They can come from other fields, existing games, or our experience.
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Understanding Mechanics There’s a vast library of common game mechanics.
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Examples Cards Shuffling, Trick-Taking, Bidding Shooters 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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Mechanics Summary Knowledge of game mechanics is largely encyclopedic A vocabulary of mechanics is a design tool as well as a communication tool. 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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Moving Forward… Let’s hope the future brings us: A rich aesthetic vocabulary A eclectic library of game mechanics A catalog of formal models: Aesthetic, Dynamic, Interaction In other words, “Formal Abstract Design Tools”
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Part IV: Iterative Design Wherein we discuss the relationship of MDA to the iterative design process.
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Test Analyze Revise What Is “Iterative Design?”
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We’re not limited to “tuning” Parameter tweaking “Fiddling with knobs”
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MDA in the Process Aesthetic Models help us: Articulate our goals Point out our game’s flaws Measure our progress Dynamic Models help us: Pinpoint our problems Both kinds help us: Evaluate possible revisions
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Learning From the Process Between iterations, we re-evaluate: Our goals Our models Our assumptions Sometimes we need to revise our own thinking as well.
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The Iterative Design Process When we start Know our aesthetic goals While we iterate Aesthetic and dynamics models guide our way Between Iterations Learn from the process
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Time for Coffee... After the break, go to the classroom that matches the color of your poker chip: Blue C1 Red C3 White C4
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Part V: Some Common Themes Here are some themes you’ll see throughout the workshop.
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Designer Player MechanicsAestheticsDynamics
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Theme: Dynamics and Fantasy Our game dynamics have meaning within our game’s core fantasy. That meaning may or may not be compatible. In order to remain faithful to our subject matter, dynamics and fantasy must be in alignment.
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© Steve Jackson Games www.sjgames.com
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Theme: State Space and Design Flexibility The state space of a game is the set of possible states the system can be in. The larger the state space, the easier it is to make changes. As we modify our design, we can expect the state space to grow.
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Slides: www.8kindsoffun.com Marc LeBlanc mahk@8kindsoffun.com Andrew Leker aleker@mind-control.com Art Min art@chasingdogs.com Tim Stellmach tim@vvisions.com Randy Smith Randy@RoninGameDeveloper.com Steve Librande gamedesign@pacbell.net Austin Grossman corto@panix.com Robin Hunicke rhunicke@ea.com Frank Lantz frank@playareacode.com Jonathan Hamel jhamel@breakawaygames.com
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