logging in or signing up gdc 2000 Waldarrama Download Post to : URL : Related Presentations : Share Add to Flag Embed Email Send to Blogs and Networks Add to Channel Uploaded from authorPOINT Insert YouTube videos in PowerPont slides with aS Desktop Copy embed code: (To copy code, click on the text box) Embed: URL: Thumbnail: WordPress Embed Customize Embed The presentation is successfully added In Your Favorites. Views: 252 Category: Entertainment License: All Rights Reserved Like it (0) Dislike it (0) Added: June 17, 2007 This Presentation is Public Favorites: 1 Presentation Description No description available. Comments Posting comment... Premium member Presentation Transcript Pre-Game Show: 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 Pre-Game Show: 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: Formal Design Tools: Formal Design Tools Emergent Complexity, Emergent Narrative A rant by MAHK GDC 2000 Q: What is the most over-used word in all of game design?: Q: What is the most over-used word in all of game design? Q: What is the most over-used word in all of game design?: Q: What is the most over-used word in all of game design? A: 'Fun' Down with “Fun!”: 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. Formal Design Tools: 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 Lecture Overview: 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 A Brief Taxonomy of “Fun”: A Brief Taxonomy of 'Fun' A Brief Taxonomy of “Fun”: A Brief Taxonomy of 'Fun' 1. Sensation Game as sense-pleasure A Brief Taxonomy of “Fun”: A Brief Taxonomy of 'Fun' 1. Sensation Game as sense-pleasure 2. Fantasy Game as make-believe A Brief Taxonomy of “Fun”: A Brief Taxonomy of 'Fun' 1. Sensation Game as sense-pleasure 2. Fantasy Game as make-believe 3. Narrative Game as drama A Brief Taxonomy of “Fun”: 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 A Brief Taxonomy of “Fun”: 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 A Brief Taxonomy of “Fun”: 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 A Brief Taxonomy of “Fun”: 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 A Brief Taxonomy of “Fun”: 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 Part 1: Games as Complex Systems: Rules Input Output (Player) (Graphics/Sound) The 'State Machine' Model Part 1: Games as Complex Systems Definitions: 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 Example: Conway’s Game of Life: 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.' Conway’s Life is a Complex System: 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. Examples in Games: Examples in Games Chess: Attack andamp; Defense, Discovered Check, Knight Fork, etc. Go: Eyes, Life andamp; Death patterns, Tesuji Magic: The Gathering: Card Combos, Deck Archetypes EverQuest: 'Trains,' 'Kiting,' 'Kill-stealing' Part 2: Aesthetics of Emergence: Part 2: Aesthetics of Emergence What makes Emergent Complexity 'fun?' Emergence and Discovery: Emergence and Discovery The emergent properties of the system form an explorable space. More complexity means more space. Emergence and Challenge: Emergence and Challenge A game’s emergent properties form its 'strategic vocabulary.' New scenarios and obstacles can emerge. Emergence and Narrative: Emergence and Narrative So there I was... Emergence and Narrative: Emergence and Narrative Narrative emerges from game events. Complexity gives you infinite monkeys. A game’s fantasy gives meaning to the narrative. Emergent vs. Embedded Narrative: Emergent vs. Embedded Narrative Emergent narrative occurs as short vignettes. Embedded (Authored) narrative works well for major story arcs. Narrative in Thief: 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. Emergence and Fantasy: Emergence and Fantasy Emergent properties don’t necessarily support the metaphor. Contradictions are common, creating absurd fantasies. Slide31: © Steve Jackson Games www.sjgames.com Absurd Fantasy Trouble Spots: Absurd Fantasy Trouble Spots Sci-Fi/Fantasy simulations Simulation reveals flaws andamp; side effects Sports Sims Emergent properties must be replicated faithfully. Other Perils of Emergence: Other Perils of Emergence Degenerate strategies ('exploits') Unintended feedback systems. Overly stable Overly unstable There’s no substitute for playtest!: There’s no substitute for playtest! Prototype early Playtest often Quick Summary: Quick Summary Emergence can create: Discovery Challenge Narrative Fantasy (tricky) Unexamined: Sensation Fellowship Expression Masochism Part 3: Models of Complex Games: Part 3: Models of Complex Games How do we make these things? Common Characteristics: Common Characteristics Individual elements are simple. Rich interactions Game state has many elements. Random initial conditions. Complexity does not mean lots of rules. Homogeneous vs. Heterogeneous: 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. Creating Complex Systems:A Heterogeneous Approach: 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. Examples: 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. Tiered System Structure: 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 Tiered System Structure: Tiered System Structure Foundation systems will survive the development process. Enables incremental development of second tiers. Landmarks for system exploration. System Interactions: Feed-In: 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. Bi-directional Feed-in is Feedback: Bi-directional Feed-in is Feedback Stable: Resist change (Thermostat) Unstable: Amplify change (Snowball effect) System Interactions: Resource Exchange: System Interactions: Resource Exchange Resources serve as a medium for system interaction. Resource Exchange: Competition: Resource Exchange: Competition Two systems consume the same resource. Magic: Spells andamp; Creatures compete for mana. Resource Exchange: Transmission: Resource Exchange: Transmission One system produces a resources that another consumes. Civilization: Cities produce units; Combat consumes them. Resource Exchange: Transformation: Resource Exchange: Transformation A system converts one resource into another Starcraft: Repairs turn raw materials into hit points. Resources are Energy: Resources are Energy Energy can be created by Production Transformation Transformation 'arbitrage' Exploits can manifest as 'energy spikes.' Preventing Energy Spikes: 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. Summary: Summary Emergence can create: Challenge, Discovery, Narrative Emergence can thwart Fantasy. Create Cross-terms between simple systems Feed-in Resource exchange More Info: 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 You do not have the permission to view this presentation. In order to view it, please contact the author of the presentation.
gdc 2000 Waldarrama Download Post to : URL : Related Presentations : Share Add to Flag Embed Email Send to Blogs and Networks Add to Channel Uploaded from authorPOINT Insert YouTube videos in PowerPont slides with aS Desktop Copy embed code: (To copy code, click on the text box) Embed: URL: Thumbnail: WordPress Embed Customize Embed The presentation is successfully added In Your Favorites. Views: 252 Category: Entertainment License: All Rights Reserved Like it (0) Dislike it (0) Added: June 17, 2007 This Presentation is Public Favorites: 1 Presentation Description No description available. Comments Posting comment... Premium member Presentation Transcript Pre-Game Show: 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 Pre-Game Show: 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: Formal Design Tools: Formal Design Tools Emergent Complexity, Emergent Narrative A rant by MAHK GDC 2000 Q: What is the most over-used word in all of game design?: Q: What is the most over-used word in all of game design? Q: What is the most over-used word in all of game design?: Q: What is the most over-used word in all of game design? A: 'Fun' Down with “Fun!”: 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. Formal Design Tools: 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 Lecture Overview: 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 A Brief Taxonomy of “Fun”: A Brief Taxonomy of 'Fun' A Brief Taxonomy of “Fun”: A Brief Taxonomy of 'Fun' 1. Sensation Game as sense-pleasure A Brief Taxonomy of “Fun”: A Brief Taxonomy of 'Fun' 1. Sensation Game as sense-pleasure 2. Fantasy Game as make-believe A Brief Taxonomy of “Fun”: A Brief Taxonomy of 'Fun' 1. Sensation Game as sense-pleasure 2. Fantasy Game as make-believe 3. Narrative Game as drama A Brief Taxonomy of “Fun”: 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 A Brief Taxonomy of “Fun”: 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 A Brief Taxonomy of “Fun”: 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 A Brief Taxonomy of “Fun”: 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 A Brief Taxonomy of “Fun”: 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 Part 1: Games as Complex Systems: Rules Input Output (Player) (Graphics/Sound) The 'State Machine' Model Part 1: Games as Complex Systems Definitions: 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 Example: Conway’s Game of Life: 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.' Conway’s Life is a Complex System: 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. Examples in Games: Examples in Games Chess: Attack andamp; Defense, Discovered Check, Knight Fork, etc. Go: Eyes, Life andamp; Death patterns, Tesuji Magic: The Gathering: Card Combos, Deck Archetypes EverQuest: 'Trains,' 'Kiting,' 'Kill-stealing' Part 2: Aesthetics of Emergence: Part 2: Aesthetics of Emergence What makes Emergent Complexity 'fun?' Emergence and Discovery: Emergence and Discovery The emergent properties of the system form an explorable space. More complexity means more space. Emergence and Challenge: Emergence and Challenge A game’s emergent properties form its 'strategic vocabulary.' New scenarios and obstacles can emerge. Emergence and Narrative: Emergence and Narrative So there I was... Emergence and Narrative: Emergence and Narrative Narrative emerges from game events. Complexity gives you infinite monkeys. A game’s fantasy gives meaning to the narrative. Emergent vs. Embedded Narrative: Emergent vs. Embedded Narrative Emergent narrative occurs as short vignettes. Embedded (Authored) narrative works well for major story arcs. Narrative in Thief: 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. Emergence and Fantasy: Emergence and Fantasy Emergent properties don’t necessarily support the metaphor. Contradictions are common, creating absurd fantasies. Slide31: © Steve Jackson Games www.sjgames.com Absurd Fantasy Trouble Spots: Absurd Fantasy Trouble Spots Sci-Fi/Fantasy simulations Simulation reveals flaws andamp; side effects Sports Sims Emergent properties must be replicated faithfully. Other Perils of Emergence: Other Perils of Emergence Degenerate strategies ('exploits') Unintended feedback systems. Overly stable Overly unstable There’s no substitute for playtest!: There’s no substitute for playtest! Prototype early Playtest often Quick Summary: Quick Summary Emergence can create: Discovery Challenge Narrative Fantasy (tricky) Unexamined: Sensation Fellowship Expression Masochism Part 3: Models of Complex Games: Part 3: Models of Complex Games How do we make these things? Common Characteristics: Common Characteristics Individual elements are simple. Rich interactions Game state has many elements. Random initial conditions. Complexity does not mean lots of rules. Homogeneous vs. Heterogeneous: 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. Creating Complex Systems:A Heterogeneous Approach: 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. Examples: 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. Tiered System Structure: 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 Tiered System Structure: Tiered System Structure Foundation systems will survive the development process. Enables incremental development of second tiers. Landmarks for system exploration. System Interactions: Feed-In: 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. Bi-directional Feed-in is Feedback: Bi-directional Feed-in is Feedback Stable: Resist change (Thermostat) Unstable: Amplify change (Snowball effect) System Interactions: Resource Exchange: System Interactions: Resource Exchange Resources serve as a medium for system interaction. Resource Exchange: Competition: Resource Exchange: Competition Two systems consume the same resource. Magic: Spells andamp; Creatures compete for mana. Resource Exchange: Transmission: Resource Exchange: Transmission One system produces a resources that another consumes. Civilization: Cities produce units; Combat consumes them. Resource Exchange: Transformation: Resource Exchange: Transformation A system converts one resource into another Starcraft: Repairs turn raw materials into hit points. Resources are Energy: Resources are Energy Energy can be created by Production Transformation Transformation 'arbitrage' Exploits can manifest as 'energy spikes.' Preventing Energy Spikes: 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. Summary: Summary Emergence can create: Challenge, Discovery, Narrative Emergence can thwart Fantasy. Create Cross-terms between simple systems Feed-in Resource exchange More Info: 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