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Putting the Cart Before the Horse: Reformulating Business Constraints as Aesthetic Goals Jonathan Hamel BreakAway Games.

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Presentation on theme: "Putting the Cart Before the Horse: Reformulating Business Constraints as Aesthetic Goals Jonathan Hamel BreakAway Games."— Presentation transcript:

1 Putting the Cart Before the Horse: Reformulating Business Constraints as Aesthetic Goals Jonathan Hamel BreakAway Games

2 Overview Part I:Introduction – 10 minutes Part II:Brainstorming – 10 min. Part III: Analysis – 10 min. Part IV: Exercise – 60 min. Part V:Demo – 20 min. Part VI:Wrap-Up – 10 min.

3 Introduction 10 minutes

4 MDA Meets Reality It can be challenging to use the MDA framework in a real business setting.It can be challenging to use the MDA framework in a real business setting. But well worth the effort:But well worth the effort:  Focuses team on project goals  Helps you deal with feedback  Herds feature creep in the right direction

5 Everybody’s a Critic You want the game to be better, but:You want the game to be better, but:  The client or publisher wants…  The contract says…  Your company strategy is…  The latest market research shows…  The system performance is...  The schedule has time for...  etc.

6 The Designer’s Perspective MechanicsAestheticsDynamics  Designer

7 The Designer’s Perspective MechanicsAestheticsDynamics  Designer Horse

8 The Designer’s Perspective MechanicsAestheticsDynamics  Designer HorseCart

9 The Designer’s Perspective MechanicsAestheticsDynamics  Designer

10 The Designer’s Perspective MechanicsAestheticsDynamics  Designer Mechanics

11 The Designer’s Perspective MechanicsAestheticsDynamics  Designer Mechanics Different Dynamics

12 The Designer’s Perspective MechanicsAestheticsDynamics  Designer Mechanics Different Aesthetics Different Dynamics

13 Design vs. Commerce ArgueArgue  Usually, they win, right? CommunicateCommunicate  Nobody else knows what MDA is.  “Your ‘aesthetic goal’ should be for it to be fun.”  (Schedules aren’t very good listeners, anyway.) AcceptAccept

14 Mantras for Staying Calm Focus on the clientFocus on the client  It's not a better game if it still doesn't meet the business objectives of the people funding and selling it. Define “Design”Define “Design”  The application of creative expertise to solve problems.

15 Quick Examples Compare “design” in other industries:Compare “design” in other industries: ArchitectureArchitecture  How do I plan for the flow of people through a physical space? EngineeringEngineering  How do I make the paperclip grip better and not rust the paper? AdvertisingAdvertising  How can I communicate that this brand is “sophisticated” and “dangerous?”

16 The Point Design is the application of creative expertise to solve problems.Design is the application of creative expertise to solve problems. Whose problems?Whose problems? The people with the money.The people with the money. Client/publisher/business constraints can be as important as aesthetic goals.Client/publisher/business constraints can be as important as aesthetic goals.

17 Brainstorming 10 minutes

18 War Stories Time to vent and/or bragTime to vent and/or brag  An ethnography of business constraints  Notice not a ‘taxonomy’... maybe one day What curve balls have you been thrown?What curve balls have you been thrown? Home run or strike out?Home run or strike out?

19 Inspiration  The client or publisher wants…  The contract says…  Your company strategy is…  The latest market research shows…  The system performance is...  The schedule has time for...  The marketing dept. wants...

20 Analysis 10 minutes

21 The Ideal When game design and business constraints are seamless we feel great.When game design and business constraints are seamless we feel great.  Role-playing and subscriber loyalty  Casual games and their demographic But when business constraints feel tacked on... ughBut when business constraints feel tacked on... ugh

22 The Question Can business constraints be reformulated in a way that is more useful to us as designers?Can business constraints be reformulated in a way that is more useful to us as designers? How about a Constraint Model?How about a Constraint Model?  Understand what you’re being asked to do.  Predict what it’s going to do to your game.

23 Components of a Constraints Model What kind of constraint are we talking about?What kind of constraint are we talking about? What’s the domain of the constraint?What’s the domain of the constraint? What counts as adherence?What counts as adherence?  Notice I’ve put this last...  Describe your goal(s): success and/or failure to accommodate the constraint.  Predict potential consequences.

24 Goal: Competition Model: 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.

25 Kinds of Constraints AdditiveAdditive SubtractiveSubtractive

26 Additive Constraint

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28

29

30 Subtractive Constraint

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32

33

34 Domain of Constraint DomainDomain  Mechanics  Dynamics  Aesthetics  Multiple The deeper into your game the constraint reaches, the greater the ripple effect.The deeper into your game the constraint reaches, the greater the ripple effect.

35 Domain of Constraint MechanicsMechanics  Can be the easiest to cope with.  Example: Sissyfight + ‘tattle’  Or the most insidious.  Example: Sissyfight + product placement DynamicsDynamics  Look out for dynamics masquerading as mechanics.  Example: Add a pace monster.

36 Domain of Constraint AestheticAesthetic  Example: Yesterday’s exercise. Multiple domains...Multiple domains...

37 Define Adherence First ask “Why?”First ask “Why?”  Find out how much flexibility you have. Restate your goalRestate your goal  How will you know if you’ve succeeded or failed in satisfying the requirements? Predict consequencesPredict consequences  Try to enumerate your concerns/worst fears.

38 An Example We want you to be able to customize the clothing of any individual unit in your RTS.We want you to be able to customize the clothing of any individual unit in your RTS.

39 An Example Kind:Kind:  Additive Domain:Domain:  Mechanic Goal:Goal:  Player feels they are expressing themselves.  Player feels invested in individual units.

40 An Example Kind:Kind:  Additive Domain:Domain:  Aesthetic Goal:Goal:  Player feels they are expressing themselves.  Player feels invested in individual units. Concerns:Concerns:  Players won’t be able to identify units’ function.  Player spends considerable time not in combat.

41 Exercise 60 minutes

42 Sissyfight’s Revenge Design on Sissyfight was “done.”Design on Sissyfight was “done.” You’ve just received a memo.You’ve just received a memo. The memo is unreasonable.The memo is unreasonable. Your job depends on success.Your job depends on success. Break into groups of 6 people.Break into groups of 6 people. Pick a memo – each group should do a different one if possible.Pick a memo – each group should do a different one if possible. We’re going to divide up into 3 rooms.We’re going to divide up into 3 rooms.

43 Sissyfight’s Revenge Does every group have a memo?

44 Sissyfight’s Revenge Try to resist the temptation to satisfy the memo with pure content changes. That’s what we mean by “tacked on.”Try to resist the temptation to satisfy the memo with pure content changes. That’s what we mean by “tacked on.” After 5 minutes: be prepared to shareAfter 5 minutes: be prepared to share  Your memo  One or more constraint models At the end: be prepared to present a successful game.At the end: be prepared to present a successful game.  Iterate quickly!

45 Kind:Kind:  Additive / Subtractive Domain:Domain:  Mechanic / Dynamic / Aesthetic / Multiple Goal:Goal: ... Concerns:Concerns: ...

46 Demo 20 minutes

47 Discussion How successful were you at adhering to the constraint?How successful were you at adhering to the constraint? How successful were you in achieving your aesthetic goals?How successful were you in achieving your aesthetic goals?  Was the game “fun?”  Did the game have the right kind of fun?

48 Final Thoughts Can we make an even better game by seeking out business constraints and exceed expectations?Can we make an even better game by seeking out business constraints and exceed expectations? Comments?Comments?

49 Wrap-up Thanks!


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