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'Fun' Mechanics. Dynamics. Aesthetics. Definitions. Mechanics ... No 'Grand Unified Theory' of fun. Concrete vocabulary helps us: ... – PowerPoint PPT presentation

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Title: A


1
A
D
M
  • A Formal Approach to Game Design
  • and Game Research

2
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

3
MDA What?
  • Game Tuning Workshop
  • GDC 2001-2006
  • Teach via exercises
  • Experienced Faculty
  • Blizzard, Ensemble, Mind Control, Ion Storm,
    Looking Glass, SOE, Valve, Visual Concepts,
    Wizards of the Coast, etc.

4
MDA Who?
  • Audience
  • Academic
  • Ludology, Narratology, Game Studies
  • Development
  • Design, Programing, Art
  • Marketing, Production and Biz!
  • Blends
  • Computer Science
  • Art/Technology

5
MDA Biased!
  • Artifact-centered approach
  • Games produce behavior, not media
  • Building is understanding
  • Until you apply these concepts,
  • its hard to really grok them.

6
A
D
M
  • Introduction

7
Designer-Player Relationship
?
?
Creates
Consumes
Game
Designer
Player
8
Designer-Player Relationship
?
?
Creates
Consumes
Game
Designer
Player
Book Movie Painting
9
Designer-Player Relationship
  • Unpredictable
  • How will it be consumed?
  • What happens during consumption?
  • How can we formalize this?

10
Formalizing Games
11
Formalizing Games
12
Formalizing Games
Code
System
Fun
Mechanics
Rules
Behavior
Requirements
13
Formalizing Games
Code
Behavior
Fun
Mechanics
Dynamics
Rules
System
Requirements
14
Formalizing Games
Code
Behavior
Requirements
Mechanics
Dynamics
Aesthetics
Rules
System
Fun
15
Definitions
  • Mechanics
  • Components of a game at the level of data
    representation and algorithms

16
Definitions
  • Dynamics
  • Run-time behavior of the mechanics as they
    operate upon user input, and the outputs of other
    mechanics, over time.

17
Definitions
  • Aesthetics
  • Desirable emotional responses evoked in the
    player, when she interacts with the game.

18
A
D
M
  • Aesthetics

19
Aesthetics
  • Charades is fun
  • Quake is fun
  • The Sims is fun
  • Final Fantasy is fun

20
Aesthetics
  • 8 Kinds of Fun

21
Aesthetics
  • Charades Fellowship, Expression, Challenge
  • Quake
  • The Sims
  • Final Fantasy

22
Aesthetics
  • Charades Fellowship, Expression, Challenge
  • Quake Challenge, Sensation, Fantasy
  • The Sims
  • Final Fantasy

23
Aesthetics
  • Charades Fellowship, Expression, Challenge
  • Quake Challenge, Sensation, Fantasy
  • The Sims Discovery, Fantasy, Expression,
    Narrative
  • Final Fantasy

24
Aesthetics
  • Charades Fellowship, Expression, Challenge
  • Quake Challenge, Sensation, Fantasy
  • The Sims Discovery, Fantasy, Expression,
    Narrative
  • Final Fantasy Fantasy, Narrative, Expression,
    Discovery, Challenge, Submission

25
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

26
Aesthetic Models
  • What games do well or poorly
  • Charades and Quake Competition
  • Requires emotional investment
  • Perceivable winning condition
  • Achievable winning condition

27
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

28
A
D
M
  • Dynamics

29
Dynamics
  • Dynamics create Aesthetics
  • Challenge
  • Time pressure
  • Opponent play
  • Fellowship
  • Shared information (teams)
  • Group-sized goals (capture a base)

30
Dynamics
  • Dynamics create Aesthetics
  • Expression
  • Building, buying, and designing
  • Personalizing or customizing
  • Dramatic Tension
  • Rising tension, release, denouement
  • Characters in conflict, alliances and betrayals

31
Dynamic Models
  • Predict and describe interactions
  • Evaluate them concretely
  • Avoid pitfalls

32
Model 2D 6
Chance in 36
2 3 4 5 6 7 8 9 10 11 12
Die Roll
33
Model Feedback System
Room
Thermometer
Too Cold!
Controller
Too Hot!
34
Model Monopoly
Move
Roll
Losers
Pay Up!
Winners
Cash In!
35
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 more fulfilling

36
A
D
M
  • Mechanics

37
Mechanics
  • Mechanics support Dynamics
  • Cards
  • Trick taking, betting
  • bluffing, shooting the moon
  • Shooters
  • Weapons, ammo, spawn points
  • camping or sniping

38
Mechanics of Monopoly
  • Dice and Board
  • Own/Collect Land
  • Specials (Go, jail, railroads, etc)
  • Draw Cards
  • Build stuff
  • Negotiate (optional)

39
Mechanics of Monopoly
  • Increased Dramatic Tension
  • Smaller board, more rolls, larger dice
  • Constant rate tax or increased payouts
  • Randomly distributed properties

40
Mechanics of Monopoly
  • Achievable Winning Conditions
  • Subsidies for the poor
  • Taxes for the rich
  • Calculate _at_ Go
  • or when exercising a monopoly

41
Tuning
  • Discuss flaws using MDA
  • Do changes effect aesthetics?
  • Taxes lead to complex calculations

42
Tuning
  • Use models to guide our thinking
  • Proposed die/board changes
  • Length of turns?
  • Length of games?
  • Odds for acquisitions?

43
A
D
M
  • Framework for Player and Designer

44
MDA as Lens
  • Typical designer perspective
  • Mechanics give rise to Dynamics
  • which support the overall Aesthetic.

?
Designer
45
MDA as Lens
  • Typical player perspective
  • Aesthetics set a tone
  • born out by Mechanics and Dynamics.

?
Mechanics
Dynamics
Aesthetics
Player
46
A New Perspective
  • When playing
  • Recognize how our actions help create and support
    entertainment experiences

?
Player
47
A New Perspective
  • When building
  • Use aesthetic goals to drive our overall design

?
Mechanics
Dynamics
Aesthetics
Designer
48
MDA
  • Put the player on stage

49
MDA
  • Put the player on stage
  • Avoid feature-driven design

50
MDA
  • Put the player on stage
  • Avoid feature-driven design
  • Eliminate clutter

51
MDA
  • Put the player on stage
  • Avoid feature-driven design
  • Eliminate clutter
  • Streamline development

52
MDA
  • Put the player on stage
  • Avoid feature-driven design
  • Eliminate clutter
  • Streamline development
  • Support iterative design

53
MDA
  • Put the player on stage
  • Avoid feature-driven design
  • Eliminate clutter
  • Streamline development
  • Support iterative design
  • Avoid fixing what isnt broken

54
Thanks!
  • Rob Zubek
  • Marc LeBlanc
  • Game Tuning Workshop
  • www.algorithmancy.8kindsoffun.org

55
Questions?
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