A: A A Formal Approach to Game Design
and Game Research D M
MDA: Why?: MDA: Why? Post mortems are 20/20…
…but understanding is fuzzy!
Formal Abstract Design Tools, et al
Make better games
Save time and money
Scaffold for research, study and production
MDA: What?: MDA: What? Game Tuning Workshop
GDC 2001-2004
Teach via exercises
Experienced Faculty
Blizzard, Ensemble, Mind Control, Ion Storm, Looking Glass, SOE, Valve, Visual Concepts, Wizards of the Coast, etc.
MDA: Who?: MDA: Who? Audience
Academic
Ludology, Narratology, Game Studies
Development
Design, Programing, Art
Marketing, Production and Biz!
Blends
Computer Science
Art/Technology
MDA: Biased!: MDA: Biased! Artifact-centered approach
Games produce behavior, not media
Building is understanding
Until you apply these concepts,
it’s hard to really 'grok' them.
A: A Introduction D M
Designer-Player Relationship: Designer-Player Relationship ï‚€ Designer ï‚€ Player Game Creates Consumes
Designer-Player Relationship: Designer-Player Relationship ï‚€ Designer ï‚€ Player Game Creates Consumes Book
Movie
Painting
Designer-Player Relationship: Designer-Player Relationship Unpredictable
How will it be consumed?
What happens during consumption?
How can we formalize this?
Formalizing Games: Formalizing Games
Formalizing Games: Formalizing Games
Formalizing Games: Formalizing Games Code System 'Fun' Rules Behavior Requirements Mechanics
Formalizing Games: Formalizing Games Code Behavior 'Fun' Rules System Requirements Mechanics Dynamics
Formalizing Games: Formalizing Games Code Behavior Requirements Rules System 'Fun' Mechanics Dynamics Aesthetics
Definitions: Definitions Mechanics
Components of a game at the level of data representation and algorithms
Definitions: Definitions Dynamics
Run-time behavior of the mechanics as they operate upon user input, and the outputs of other mechanics, over time.
Definitions: Definitions Aesthetics
Desirable emotional responses evoked in the player, when she interacts with the game.
A: A Aesthetics D M
Aesthetics: Aesthetics Charades is 'fun'
Quake is 'fun'
The Sims is 'fun'
Final Fantasy is 'fun'
Aesthetics: Aesthetics 8 Kinds of Fun:
Aesthetics: Aesthetics Charades: Fellowship, Expression, Challenge
Quake
The Sims
Final Fantasy
Aesthetics: Aesthetics Charades: Fellowship, Expression, Challenge
Quake: Challenge, Sensation, Fantasy
The Sims
Final Fantasy
Aesthetics: Aesthetics Charades: Fellowship, Expression, Challenge
Quake: Challenge, Sensation, Fantasy
The Sims: Discovery, Fantasy, Expression, Narrative
Final Fantasy
Aesthetics: Aesthetics Charades: Fellowship, Expression, Challenge
Quake: Challenge, Sensation, Fantasy
The Sims: Discovery, Fantasy, Expression, Narrative
Final Fantasy: Fantasy, Narrative, Expression, Discovery, Challenge, Submission
Aesthetics: Aesthetics No 'Grand Unified Theory' of fun
Concrete vocabulary helps us:
Break games into constituent elements
Pinpoint features that aid aesthetic goals
Taxonomize games beyond 'genre'
Aesthetic Models: Aesthetic Models What games do: well or poorly
Charades and Quake: Competition
Requires emotional investment
Perceivable winning condition
Achievable winning condition
Models in Action: Models in Action Models guide us like a compass
Does this aesthetic work for target players?
Are we missing something?
How can we modify our design?
Quake + fellowship = Counter Strike
A: A Dynamics D M
Dynamics: Dynamics Dynamics create Aesthetics
Challenge
Time pressure
Opponent play
Fellowship
Shared information (teams)
Group-sized goals (capture a base)
Dynamics: Dynamics Dynamics create Aesthetics
Expression
Building, buying, and designing
Personalizing or customizing
Dramatic Tension
Rising tension, release, denouement
Characters in conflict, alliances and betrayals
Dynamic Models : Dynamic Models Predict and describe interactions
Evaluate them concretely
Avoid pitfalls
Model: 2D 6: Model: 2D 6 2 3 4 5 6 7 8 9 10 11 12 Chance in 36 Die Roll
Model: Feedback System: Model: Feedback System Room Too Cold! Too Hot! Thermometer Controller
Model: Monopoly: Model: Monopoly Pay Up! Cash In! Move Roll Losers
$$$$$$ Winners
$$$$$$
Models in Action: Models in Action Fix the boring endgame?
Reward players who are behind
Impede players who are ahead
Less 'realistic' perhaps, but…
Winners feel challenge
Losers have hope
Tension arc is longer andamp; more fulfilling
A: A Mechanics D M
Mechanics: Mechanics Mechanics support Dynamics
Cards:
Trick taking, betting…
…bluffing, shooting the moon
Shooters:
Weapons, ammo, spawn points…
… camping or sniping
Mechanics of Monopoly: Mechanics of Monopoly Dice and Board
Own/Collect Land
Specials (Go, jail, railroads, etc)
Draw Cards
Build stuff
Negotiate (optional)
Mechanics of Monopoly: Mechanics of Monopoly Increased Dramatic Tension
Smaller board, more rolls, larger dice
Constant rate tax or increased payouts
Randomly distributed properties
Mechanics of Monopoly: Mechanics of Monopoly Achievable Winning Conditions
Subsidies for the poor
Taxes for the rich
Calculate @ Go
or when exercising a monopoly
Tuning: Tuning Discuss flaws using MDA
Do changes effect aesthetics?
Taxes lead to complex calculations
Tuning: Tuning Use models to guide our thinking
Proposed die/board changes
Length of turns?
Length of games?
Odds for acquisitions?
A: A Framework for Player and Designer D M
MDA as Lens: MDA as Lens Typical designer perspective
Mechanics give rise to Dynamics…
which support the overall Aesthetic. ï‚€ Designer
MDA as Lens: MDA as Lens Typical player perspective
Aesthetics set a tone…
born out by Mechanics and Dynamics. ï‚€ Player Mechanics Dynamics Aesthetics
A New Perspective: A New Perspective When playing
Recognize how our actions help create and support entertainment experiences ï‚€ Player
A New Perspective: A New Perspective When building
Use aesthetic goals to drive our overall design ï‚€ Designer Mechanics Dynamics Aesthetics
MDA: MDA Put the player on stage
MDA: MDA Put the player on stage
Avoid feature-driven design
MDA: MDA Put the player on stage
Avoid feature-driven design
Eliminate 'clutter'
MDA: MDA Put the player on stage
Avoid feature-driven design
Eliminate 'clutter'
Streamline development
MDA: MDA Put the player on stage
Avoid feature-driven design
Eliminate 'clutter'
Streamline development
Support iterative design
MDA: MDA Put the player on stage
Avoid feature-driven design
Eliminate 'clutter'
Streamline development
Support iterative design
Avoid fixing what isn’t broken
Thanks!: Thanks! Rob Zubek
Marc LeBlanc
Game Tuning Workshop
www.algorithmancy.8kindsoffun.org
Questions?: Questions?