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Is this thing on? : Is this thing on?


Mechanics, Dynamics, Aesthetics : Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc 'MAHK' LeBlanc April 2004


Introduction: The Alien Archeologist : Introduction: The Alien Archeologist 'I have two artifacts from Earth to present to the Academy.'


Artifact #1: A Game : Artifact #1: A Game


Artifact #2: A Computing Device : Artifact #2: A Computing Device


Games are State Machines : Games are State Machines All games are computer games. Game design transcends media. Rules Input Output (Player) (Graphics/Sound)


The Punch Line: : The Punch Line: Game design is programming.


Part I: Games as Software : Part I: Games as Software


This is Not a Programming Talk : This is Not a Programming Talk Graphics andamp; Sound Real-Time Simulation Physics AI Network Object Database The Console Environment Topics I Won’t Discuss:


Games vs. Other Software : Games vs. Other Software Fun! That is, games serve an emotional purpose, not a pragmatic one. This isn’t a definition. What makes a 'program' a 'game?'


Games as Software : Games as Software Code


Games as Software : Games as Software Code Process


Games as Software : Games as Software Code Requirements Process


Games as Software : Games as Software Code Requirements Process Rules


Games as Software : Games as Software Code Requirements Process Rules Game 'Session'


Games as Software : Games as Software Code Requirements Process Rules 'Fun' Game 'Session'


A Design Vocabulary : A Design Vocabulary Code Requirements Process Rules 'Fun' Game 'Session'


A Design Vocabulary : Code Requirements Process Rules 'Fun' Game 'Session' A Design Vocabulary Mechanics


A Design Vocabulary : Requirements Process 'Fun' Game A Design Vocabulary Mechanics Dynamics


A Design Vocabulary : A Design Vocabulary Mechanics Aesthetics Dynamics


Definitions : 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.


The Designer and The Player : The Designer and The Player  Designer  Player


The Player’s Perspective : The Player’s Perspective


The Designer’s Perspective : The Designer’s Perspective


MDA is a “Taxonomy” of Design Knowledge : MDA is a 'Taxonomy' of Design Knowledge Knowledge of Aesthetics Knowledge of Dynamics Knowledge of Mechanics Knowledge of the interactions between them.


Let’s play a game... : Let’s play a game...


Overview : Overview SiSSYFiGHT simulates a schoolyard fight between little girls. Each girls begins with 10 Self-Esteem chips the and goal of the game is to reduce your opponents self-esteem to zero. When there are only one or two players left with any self-esteem, they win the game.


Setup : Setup Each player starts with: 1. Three 'Action' cards 2. Six 'Target' cards 3. Ten chips. Everyone should pick one of the six colors.


Rules : Rules Each Round: Everyone picks an 'Action' and a 'Target' in secret. Reveal cards simultaneously, then resolve actions. All communication must be public. When you run out of chips, you’re out. When one or two people are left, they win.


Actions : Actions Solo: Target discards one chip. Team: If someone else also played team against this target, target discards two chips. Defend: Target has no meaning, but play it anyway. Discard half the number of chips you otherwise would, round down. If no one targets you, lose one chip


Observations? : Observations?


Mechanics : Mechanics What are the mechanics of Sissyfight? Specifically, can we identify any 'standard' mechanics.


Aesthetics : Aesthetics What are the aesthetics of Sissyfight? That is, what’s so fun about it?


Dynamics : Dynamics How did the rules create the fun? What patterns emerged in the dynamics of the game?


Discussion : Discussion What other settings, genres or subjects might fit this game?


Part II: Aesthetics Explored : Part II: Aesthetics Explored


“Requirements Analysis”for Games : 'Requirements Analysis' for Games We need to understand the emotional requirements of our software.


Requirements Analysis… : Requirements Analysis… Scenario: The customer wants to cancel an order and get a refund. Actions: Log onto website. Navigate to 'pending orders' page. Click 'cancel' button next to order.


…for Games? : …for Games? Scenario: The player wants to blow stuff up. Actions: Find rocket launcher. Find victims. Kick major booty.


What’s the Difference? : What’s the Difference? With productivity software, the user brings his goals to the application. With games, the application brings goals to the user. Software eschews emergent behavior. Games embrace it.


We Need an Aesthetic Lexicon : We Need an Aesthetic Lexicon 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?


Eight Kinds of "Fun" : Eight Kinds 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


Eight Kinds of "Fun" : Eight Kinds 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. Submission Game as pastime


Clarifying Our Aesthetics : Clarifying Our Aesthetics Charades is 'fun.' Quake is 'fun.' Final Fantasy is 'fun.'


Clarifying Our Aesthetics : Clarifying Our Aesthetics Charades: Fellowship, Expression, Challenge Quake: Challenge, Sensation, Competition, Fantasy Final Fantasy: Fantasy, Narrative, Expression, Discovery, Challenge, Masochism Each game pursues multiple aesthetics. No Grand Unified Theory.


Clarifying Our Goals : Clarifying Our Goals As designers, we can choose certain aesthetics as goals for our game design. As with other software, our process is driven by requirements, not features. However, one word is not enough to describe a goal.


Aesthetic Models : Aesthetic Models Our substitute for 'use cases' or 'scenarios.' A rigorous definition of an aesthetic goal. Serves as an 'aesthetic compass.' States criteria for success as well as possible modes of failure. Some examples…


Goal: Competition : Goal: Competition Model: A game is competitive if: Players are adversaries. Players have an ongoing emotional investment in defeating each other. Some Failure Modes: A player feels that he can’t win. A player can’t measure his progress.


Goal: Realistic Flight Simulation : Goal: Realistic Flight Simulation Possible Models: Our flight dynamics are realistic if: They match a mathematical formula, or, They pass our 'realism checklist,' Failure Modes: Counter-intuitive system behavior.


Goal: Drama : Goal: Drama Model: A game is dramatic if: Its central conflict creates dramatic tension. The dramatic tension builds towards a climax.


Goal: Drama : Goal: Drama Failure Modes: Lack of conflict. Lack of tension. The conflict’s outcome is obvious (no uncertainty). No sense of forward progress (no inevitability). Tension does not increase towards a climax.


Part III: Dynamics in Detail : Part III: Dynamics in Detail


Understanding Dynamics : 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?


Formalizing Game Dynamics : Formalizing Game Dynamics Rules Input Output (Player) (Graphics/Sound) The 'State Machine' Model Examples: Chess, Quake


Models of Game Dynamics : Models of Game Dynamics Again, no Grand Unified Theory Instead, a collection of many Dynamic Models. Dynamics models are analytical in nature. Some examples…


Example: Random Variable : Example: Random Variable This is a model of 2d6: Chance in 36 Die roll


Example: Feedback System : Example: Feedback System A feedback system monitors and regulates its own state. Room Too Cold Too Hot An Ideal Thermostat Thermometer Controller Cooler Heater


Example: Operant Conditioning : Example: Operant Conditioning The player is part of the system, too! Psychology gives us models to explain and predict the player’s behavior.


Where Models Come From : Where Models Come From Analysis of existing games. Other Fields: Math, Psychology, Engineering… Our own experience. On to Mechanics...


Part IV: Mechanics : Part IV: Mechanics


Understanding Mechanics : Understanding Mechanics There’s a vast library of common game mechanics.


Examples : Examples Cards: Shuffling, Trick-Taking, Bidding Shooters: Ammunition, Spawn Points Golf: Sand Traps, Water Hazards


Mechanics vs. Dynamics : Mechanics vs. Dynamics There’s a grey area. Some behaviors are direct consequences of rules. Others are indirect. 'Dynamics' usually means the latter.


Mechanics vs. Dynamics : 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.


Mechanics vs. Dynamics : 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.


Part V: MDA Interactions : Part V: MDA Interactions


Interaction Models : Interaction Models How do specific dynamics emerge from specific mechanics? How do specific dynamics evoke specific aesthetics?


Example: Time Pressure : 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


Back to sissyfight... : Back to sissyfight...


Exercise : Exercise Choose a fictional genre and/or setting that might fit this game. Adapt the game to your chosen subject matter. 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?