Title: Formal Design Tools
1Formal Design Tools
- Feedback Systems
- and the Dramatic Structure of Competition
A rant by MAHK
GDC 1999
2Game Design Fortune Cookies
- Aimless wandering is the enemy of fun.
- Hardship is not the same as gameplay.
- Create compelling illusions, not realistic
simulations. - Know your roots.
- 50,000,000 Elvis fans cant be wrong.
3The Alternative Formal Design Tools
- Rules, Models, Techniques
- Well-defined
- Abstract (i.e. cross-genre)
- Day-to-day utility
- Well-understood application context
- Lenses, not value statements
4Lecture Overview
- Context Competitions
- Feedback Systems
- Definition
- Positive Negative Feedback
- Application to Games
- Dramatic Structure
- Definition
- Application to Games
- Drama-Creation Techniques
5Obligatory Disclaimers
- This is really pointy-headed.
- There will be math.
- No LaPlace transforms No game theory.
- This may be review.
- Leave now.
6Part 1 Feedback Systems
A feedback system monitors and regulates its own
output.
Room
Thermometer
Heater
Too Cold
Too Hot
Controller
Example An Ideal Thermostat
Cooler
7The Thermostat System is Negative Feedback
- Reduces the difference between the actual
temperature and the target temperature.
8Negative Feedback Systems
- Drive their output towards a target value.
- Keep their output within an acceptable range.
- Are stable.
9Positive Feedback
Room
Thermometer
Heater
Too Cold
Too Hot
Controller
Cooler
Example The Evil Anti-Thermostat
10Positive Feedback Systems
- Drive their output away from the target value.
- Left to their own devices, will drive their
output to infinity. - Are unstable.
11In Other Words
? Troom F(Troom Tthermostat)
Or
? Troom F(Troom Tthermostat)
F(x) is any increasing function.
12Feedback Systems in Games
Game State
Scoring Function
Game Mechanical Bias
Controller
13Example Negative Feedback Basketball
For every N points of difference in the two
teams scores, the losing team may have an extra
player in play.
14Laptop Motivation Slide
This is the point in my talk where my laptop
crashed at the GDC in march. A round of
encouraging applause, please, to my laptop, for
making it this far.
15Positive Feedback Basketball
For every N points of difference in the two
teams scores, the winning team may have an extra
player in play.
16In Other Words
? Sme F(Sme Syou)
Or
? Sme F(Sme Syou)
F(x) is any increasing function Sme and Syou are
the two teams scores.
17Feedback Rule 1
- Negative feedback stabilizes the game.
- Positive feedback destabilizes the game.
- Stability is game balance.
18Feedback Rule 2
- Negative feedback forgives the loser.
- Positive feedback rewards the winner.
19Feedback Rule 3
- Negative feedback can prolong the game.
- Positive feedback can end it.
20Feedback Rule 4
- Positive feedback magnifies early successes.
- Negative feedback magnifies late ones.
21The Most Common Example The Intrinsic Negative
Feedback in Many-Player Games
Everybody gang up on the scourge!
22Other Feedback Examples
- Battle Arena Toshinden desperation moves
(negative) - Civilization exponential growth (positive)
- Wing Commander system damage (positive)
23One More Example An Auto Racing Game with Guns
- Front-mounted guns negative feedback
- Rear-mounted guns positive feedback
24Feedback Rule 5
- Feedback systems can emerge from your game
systems by accident. - Be sure to identify them.
- Many-player games
- Simulations
25Feedback Rule 6
- When two different feedback systems are in
conflict, one will overwhelm the other.
- Theres no equilibrium
- Small biases matter
26Feedback Rule 7
- Players are stabilizing influences.
- The player who is ahead
- Sandbags
- Gets lazy
- Has too many options
27Feedback Rule 8
- Feedback systems can take control away from the
players.
28Feedback Summary
- Feedback systems exist in games
- Negative feedback stabilizes the game.
- Positive feedback destabilizes the game.
- Some feedback systems are emergent.
- Both positive and negative feedback are useful to
game designers.
On to Part 2...
29Part 2 Dramatic Structure
30Dramatic Structure
- Formal tool for narrative design.
- Competition can have dramatic structure.
- Some games have both competition narrative.
31Dramatic Structure In Games
- Creates a sense of wholeness.
- Provides a larger context for small decisions.
- Creates games that make good stories.
32What Creates Dramatic Tension?
- Competition is Conflict.
- Uncertainty The winner is unknown.
- Inevitability
- Resolution is imminent.
- The game is moving forward.
33- Dramatic tension does not guarantee dramatic
structure.
34Dramatic Structure Examples
- Basketball (organized vs. pick-up)
- Clock creates inevitability
- Magic The Gathering
- Deck, Mana create inevitability.
- Deathmatch
- Small-scale drama in each confrontation
- No overall structure
35Creating Inevitability
- Approach the end of the game through
- A non-reversible process.
- A non-renewable resource.
36Creating Uncertainty
- We want the game to feel close.
- Thus, negative feedback systems can induce
uncertainty. - Other stabilizing forces also work.
37Timing the Climax
- Too Early
- Too much time spent knowing who will win.
- Players become spectators.
- Too Late
- End of game takes the players by surprise.
- A moment of realization is necessary.
38Timing the Climax
- In games, the climax comes relatively late,
because - Again, competition is conflict.
- It does in narrative.
- Some resolution occurs after the game ends.
39Resolving Dramatic Tension
- Maintain the same sense of inevitability (i.e.
the same non-reversible process.) - Replace uncertainty with certainty, through
de-stabilizing forces (e.g. positive feedback).
40Example Basketball
- Negative feedback moves climax later.
- Positive feedback moves it earlier.
41Example StarCraft
- Uncertainty
- Fog of War
- Inevitability
- Finite raw materials
- Time is a resource
- Uncertainty erodes over time.
- Exponential growth eventually destabilizes.
42Example Titan
- Details
- Build Conquer game
- Fighting costs units (attrition).
- Winning fights earns units power
- Attrition remains constant, but rewards increase.
43Example Titan
- Early game
- Costs outweigh rewards
- Stable uncertain
- Late game
- Rewards outweigh costs
- Unstable certain
- Weak sense of inevitability.
44Example FireTeam Deathmatch
- Details
- Deathmatch with teams.
- Phase 1 Infinite resurrection, earn lives.
- Phase 2 Finite resurrection, spend lives.
(Phase 2 has positive feedback)
45Example FireTeam Deathmatch
- Inevitability
- Time limit
- Uncertainty
- Phase 1 is stable uncertain
- Phase 2 is unstable certain
- Phase 1 is longer than Phase 2 late climax
46Example You Dont Know Jack
- Uncertainty
- Questions increase in value over time.
- High-Scoring bonus rounds late in the game.
- Inevitability
- Fixed game length
- Can easily climax too early
- Random feedback elements
47A Newtonian Metaphor
- Dramatic Tension Potential Energy
- Stabilizing/Destabilizing Forces Force
- Forward Progress Distance
48Dramatic Structure Summary
- Games can benefit from dramatic structure.
- Non-reversible processes create inevitability.
- Stabilizing forces create uncertainty.
- Resolve the tension you create.
49Questions?
- mahk_at_lglass.com
- www2.lglass.com/mahk
Shameless Plug GDC 2000
Formal Design Tools Emergent Complexity,
Emergent Narrative