Title: Is this thing on
1Is this thing on?
2Game Design Workshop
3About The Workshop
- Started in 2001
- Hands-on
- Focused on iteration
- Grounded in a formal approach
- Intended to be open-ended
4What Its NOT about
- How to get a job as a game designer
- How to write a design document
- Where game ideas come from
- How to get your game funded
- How to use a level editor
5In Other Words...
- Its not about the Business(Getting a job,
pitching a game, getting funded) - Its not about the Profession(Writing documents,
tracking bugs, using tools) - Its about the Craft(Making games that are fun)
6What Youll be Doing
- Playing games
- Analyzing games
- Critiquing games
- Modifying games
- Refining games
7The Faculty
- Jonathan Hamel
- BreakAway Games
- Clint Hocking
- Ubisoft
- Robin Hunicke
- Electronic Arts (LA)
- Frank Lantz
- Area/Code
- Marc LeBlanc
- Mind Control Software
- Andrew Leker
- Mind Control Software
- Steve Librande
- Electronic Arts (Spore)
- Tim Stellmach
- Vicarious Visions
8A Few Ground Rules
- Please attend as much as you can
- Collaborate, Share, and Encourage
- Save the meta-discussion for the very end
- Turn the laptop off
- Fail Early. Fail Often.
- Fail Sooner. Fail Faster.
9Let the Games Begin!
- Go to the room matching your poker chip
- Blue 3005
- Red 3007
- White 3020
10SiSSYFiGHT 3000
11Overview
- SiSSYFiGHT simulates a playground fight between
little girls.
12Overview
- Each girl begins with 10 Self-Esteem chips
- and the goal of the game is to reduce your
opponents self-esteem to ZERO!
13Overview
- When there are only one or two players left with
any self-esteem, they win the game!
14Setup
- Each player starts with
- 1. Three Action cards
- 2. Six Target cards, 1 No Target card
- 3. Ten chips.
- Each player plays a different color.
- Choose a color and put it in your badge holder.
15Rules
- Each Round
- Choose an Action and Target in secret.
- Reveal cards simultaneously
- Resolve actions
- All communication must be public.
- When you run out of chips, youre out.
- When one or two people are left, they win.
16Actions
- Solo
- Target discards one chip.
- Team
- If anyone else teams against this target, she
discards two chips per attacking player. - Defend
- Not an attack choose No Target as your
target. - If no one targets you lose one chip.
- Else, lose half the chips required (round
down).1 ? 0, 2 ? 1, 3 ? 1, 4 ? 2, etc.
17Coffee at 1100
- Play until then
- Come back here at 1115
18General Observations About Sissyfight?
19Whats fun about SiSSYFiGHT?
- What kinds of fun did you experience?
- Can we get more specific than fun?
20Whats fun about SiSSYFiGHT?
- What kinds of fun did you experience?
- Can we get more specific than fun?
- Intrigue Negotiation, Cooperation, Betrayal
- Challenge Tactics, Problem Solving
- Drama
21How do we get from
22To
23Whats missing?
Rules
Fun
24The causal link
Rules
Fun
Behavior
This is what sets games apart
25Games As Software
Rules
Fun
Behavior
26Games As Software
Rules
Fun
Behavior
Code
Requirements
Process
27A Design Vocabulary
28A Design Vocabulary
29A Design Vocabulary
30The MDA Framework
31Definitions
- 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.
32The Designer/Player Relationship
?
33The Players Perspective
Mechanics
Aesthetics
Dynamics
?
Player
34The Designers Perspective
35MDA
- A Taxonomy of Design Knowledge
- Aesthetics
- Dynamics
- Mechanics
- and the interactions between them.
36Aesthetics of SiSSYFiGHT
- Fellowship Negotiation, Cooperation, Betrayal
- Challenge Tactics, Problem Solving
- Narrative Drama
37Dynamics of SiSSYFIGHT
38Mechanics of SiSSYFiGHT
- Turn-based
- Hit Points
- Public Communication
- Simultaneous Action
39SiSSYFiGHT Fiction
- Does SiSSYFiGHT do a good job of conveying its
subject matter? - How can it do better?
40SiSSYFiGHT Fiction
- What other fictional genre or subject matter
could the mechanics of SiSSYFiGHT simulate?
41Exercise
- 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?
42Brainstorming
- Everyone Grab a Sticky Pad
43When I Say Go
- You will have 90 seconds.
- Write down as many genre ideas as you can.
- One to a sticky note.
- Keep it Short (? 5 words)
- No idea is too dumb.
- Work in silence.
44Ready?
45Pens Down!
- With your group
- Get on your feet!
- Find some wall space
- Stick your ideas to the wall
- Put like ideas together
- Look for critical mass
- Narrow down a fiction to work on.
46Exercise
- Youve chosen a setting or fiction for
SiSSYFiGHT. - Adapt the game to your chosen subject matter.
- Keep in mind the aesthetic qualities we
identified at the beginning. - How can the rules of the game be changed to best
support your fiction?
47Lunch at 1230
- Work until then
- Sign up for Electives in 3005
- Come back here at 200
48Welcome Back
- Continue working with your group
- Be ready to present at 300
49Exercise
- Youve chosen a setting or fiction for
SiSSYFiGHT. - Adapt the game to your chosen subject matter.
- Keep in mind the aesthetic qualities we
identified at the beginning. - How can the rules of the game be changed to best
support your fiction? - Be ready to present at 300!
50Discussion
- Lets compare solutions. What different
approaches did we take?
51Discussion
- How did the game dynamics support your subject
matter? - Were the game dynamics and the subject matter
ever in conflict? - How did your choice of subject matter influence
your process?
52Any Final Observations?
53The MDA Framework
54Understanding Aesthetics
- 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?
55Eight Kinds of Fun
Game as art object
56Eight Kinds of Fun
Game as make-believe
57Eight Kinds of Fun
- Sensation
- Fantasy
- Narrative
Game as unfolding story
58Eight Kinds of Fun
- Sensation
- Fantasy
- Narrative
- Challenge
Game as obstacle course
59Eight Kinds of Fun
- Sensation
- Fantasy
- Narrative
- Challenge
- Fellowship
Game as social framework
60Eight Kinds of Fun
- Sensation
- Fantasy
- Narrative
- Challenge
- Fellowship
- Discovery
Game as uncharted territory
61Eight Kinds of Fun
- Sensation
- Fantasy
- Narrative
- Challenge
- Fellowship
- Discovery
- Expression
Game as soap box
62Eight Kinds of Fun
- Sensation
- Fantasy
- Narrative
- Challenge
- Fellowship
- Discovery
- Expression
- Submission
Game as mindless pastime
63Clarifying Our Aesthetics
Charades is fun Team Fortress is fun Final
Fantasy is fun
64Clarifying Our Aesthetics
Charades is Fellowship, Expression,
Challenge Team Fortress is Competition,
Schadenfreude, Challenge, Sensation,
Fantasy Final Fantasy is Fantasy, Narrative,
Expression, Discovery, Challenge, Masochism
Each game pursues multiple aesthetics. Again,
there is no Game Unified Theory.
65Clarifying Our Goals
- As designers, we can choose certain aesthetics as
goals for our game design. - We need more than a one-word definition of our
goals.
66Formulating an Aesthetic Model
- For each aesthetic goal
- Write a formal definition
- List criteria for success
- List modes of failure
- Serves as an aesthetic compass
- These are often reusable
Some examples
67Goal Competition
- Definition 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 cant win.
- A player cant measure his progress.
68Goal Pirate Fantasy
- Definition A pirate fantasy conforms to the
genre conventions of pirate movies, and permits
the player to engage in certain kinds of
anti-social pirate behavior. -
69Goal Pirate Fantasy
- Definition A pirate fantasy conforms to the
genre conventions of pirate movies, and permits
the player to engage in certain kinds of
anti-social pirate behavior. - Success
- Empowerment
- Independence
- Greed
- Treachery
- Prey upon Weak
- Failure
- Vulnerability
- Compassion
- Generosity
70Goal Drama
- Definition A game is dramatic if
- Its central conflict creates dramatic tension.
- The dramatic tension builds towards a climax.
71Goal Drama
- Success
- A sense of uncertainty
- A sense of inevitability
- Tension increases towards a climax
- Failure
- The conflicts outcome is obvious (no
uncertainty) - No sense of forward progress (no inevitability)
- Player doesnt care how the conflict resolves.
72Understanding Dynamics
- What about the games behavior can we predict
before we go to playtest? - How can we explain the behavior that we observe?
73Formalizing Game Dynamics
Input
Output
Rules
(Player)
State
(Graphics/Sound)
The State Machine Model
Examples Chess, Team Fortress
74Models of Game Dynamics
- Again, no Grand Unified Theory
- Instead, a collection of many Dynamic Models.
- Dynamics models are analytical in nature.
Some examples
75Example Random Variable
76Example Feedback System
- A feedback system monitors and regulates its own
state.
Room
Thermometer
Heater
Too Cold
Too Hot
Controller
Cooler
An Ideal Thermostat
77Example Operant Conditioning
- The player is part of the system, too!
- Psychology gives us models to explain and predict
the players behavior.
78Example Random Variable
79Where Models Come From
- Analysis of existing games
- Other Fields
- Math, Psychology, Engineering
- Our own experience
80Understanding Mechanics
- Theres a vast library of common game mechanics.
81Examples
- Cards
- Shuffling, Trick-Taking, Bidding
- Shooters
- Ammunition, Spawn Points
- Golf
- Sand Traps, Water Hazards
82Mechanics vs. Dynamics
- Theres 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.
83MDA
- A Taxonomy of Design Knowledge
- Aesthetics
- Dynamics
- Mechanics
- and the interactions between them.
84MDA in SiSSYFiGHT
- Simultaneous turns attack actions ?
85MDA in SiSSYFiGHT
- Simultaneous turns attack actions ?
Competition, Random Attacks
Equality
Scourge
Cooperation, Team Attacks
86MDA in SiSSYFiGHT
- Simultaneous turns attack actions ?
Competition, Random Attacks
Equality
Scourge
Cooperation, Team Attacks
? Betrayal!
87Coffee at 400
- At 415, find your Elective A room
- World of Rulecraft 3005
- Seven Deadly Sins 3007
- Coopetition 3020