gdc 2000

Uploaded from authorPOINT
Views:
 
Category: Entertainment
     
 

Presentation Description

No description available.

Comments

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