Title: IAT 410: Advanced Game Design
1IAT 410 Advanced Game Design
- Instructors Magy Seif El-Nasr, Eric Yang
- Teaching Assistant Ai Nakatani
2Class Overview
Developinga game
- Learn by doing (design, develop, test, prototype
cycle) - Learn about tools
- Learn to Critique others work
Lab assignments
Blogs (individual assignment)
3What would you learn?
- Why games work, Game design principles (what?)
- Interaction models
- Balance
- Feedback
- Motivation
- Immersion
- Design and Development cycle (how?)
- Tools rendering engines, game engines,
prototyping tools
4Books
- Tracy Fullertons Book
- Game Design Workshop Designing, Prototyping, and
Playtesting. 2004
5Structure
- Lectures more on how-tos rather than theory
(that is IAT 312) - Labs
- Lab tutorial
- Lab assignment
- Presentations
- Quick
- Be prepared
- Send us presentations before class (MUST)
6Schedule
- Course webpage http//www.sfu.ca/magy/courses/IA
T410-Fall07/index.html - Tentative at
- http//www.sfu.ca/magy/courses/IAT410-Fall07/
schedule.htmlThis is where you go for DUES and
UPDATES
7Grading
- Project
- Group of 5 (individual grade weekly assessment,
and attendance) - 45 on deliverables
- 5 Concept presentation (individual)
- 15 paper prototype, testing doc, and
presentation - 15 prototype, testing doc, and presentation
- 10 final game, testing doc, and presentation
- 20 labs
- 30 critiques (on ur blogs)
- 5 weekly assessment
8IMPORTANT
- All deadline are to be submitted before the
class, i.e. Monday midnight - Send all assignments, presentations, and
documentations by email to magy_at_sfu.ca with
subject IAT-410, all emails without this
subject will be ignored. - Note about LABS, no email necessary (check
marked)
9Some games from previous classes
10Your Next assignments
- Setup blog for this class and email me the link
(easy?)DUE Monday 9/10, 1159p - Game Concept Presented and Voted onDUE Monday
9/17, 1159pPresented in labs, 9/18 - No labs or lecture next week, get ready for the
concept competition
11Concept Document
- How to present your game idea?
12How do you design a good game?
- Do a lot of research
- Have a good team
- Test, test, test
- Prototypes (small, use all tools possible)
- You can use some of the frameworks around
- MDA framework (this weeks labs)
- Game balance, fit to an old model (e.g. rock,
paper, scissors) - Read Tracys book (chapters 1-5)
- There are several other good books and papers I
can recommend
13Time for Game Trivia
- Lets see if you know the games I play
14Game Trivia
15Game Trivia
16Game Trivia
17Game Trivia
18Game Trivia
19Game Trivia
20Game Trivia
21Game Trivia
22Game Trivia
23Concept Document
- Outside Resources Fogg Conceptual Designs
(handout)
24Concept Document
- Use the template supplied by Fogg
- 1. Title Page
- Title
- Visual to situate your game, genre
- Design Challenge what is new about your game
- 2. Overview
- Genre, if one exists
- discuss aesthetics of your game (use MDA to refer
to a list of aesthetics)
25Concept Document
- 3. User Description
- Who is the audience? Age? Gamers?
- 4. Storyboard of experience discuss gameplay
- What is the player doing? GamePlay
- point out the features of your game
- show the mechanics that will achieve the
aesthetics you pointed out earlier - Discuss underlying systems of your game
26Concept Document
- 5. Prototyping nothing there
- 6. Features/Functionality
- More details on the game system
- More details on the aesthetics
- More details on the mechanics of the game
- 7. Justification of the Design
- Is it based an already accepted system? Or new
(can argue for originality)? - Basically why should we give you money to build
this game?
27Concept Document
- 8. User Testing nothing there
- 9. Shortcomings
- List problems of the design
- List Risks
- 10. Expansion
- What are the alternative designs you are thinking
of trying? - 11. Next Steps
- 12. Summary
28MDA framework
- Slides are Marcs slides, used at GDC 2005
- Marc is a great guy, look up his game Oasis
(Warning very very addictive), but a MUST play
29The Designer-Player Relationship
?
?
Designer
Player
30The Designer-Player Relationship
?
?
Game
Designer
Player
31The Designer-Player Relationship
?
?
Creates
Consumes
Game
Designer
Player
32The Designer-Player Relationship
?
?
Creates
Consumes
Game
Designer
Player
Book
33The Designer-Player Relationship
?
?
Creates
Consumes
Game
Designer
Player
Book Movie
34The Designer-Player Relationship
?
?
Creates
Consumes
Game
Designer
Player
Book Movie Painting
35The Designer-Player Relationship
?
?
Creates
Consumes
Game
Designer
Player
Book Movie Painting Chair
36The Designer-Player Relationship
?
?
Creates
Consumes
Game
Designer
Player
Book Movie Painting Chair Car
37The Designer-Player Relationship
?
?
Creates
Consumes
Game
Designer
Player
Book Movie Painting Chair Car Pizza
38The Designer-Player Relationship
?
?
Creates
Consumes
Game
Designer
Player
The difference is the way that games are consumed.
39An Extreme Opposite ExampleA Theatrical Play
- The design team knows
- Script
- Lighting
- Acoustics
- Seating
- Intermissions
40Games, on the Contrary
- The designer doesnt know
- When will the player play?
- How often? For how long?
- Where? With Whom?
- And most importantly...
- What will happen during the game?
41Obligatory Editorial
- This lack of predictability is the essence of
play. - It should be embraced, not eschewed.
42Games as Software
Code
43Games as Software
Code
Process
44Games as Software
Code
Requirements
Process
45Games as Software
Code
Requirements
Process
Rules
46Games as Software
Code
Requirements
Process
Rules
Activity
47Games as Software
Code
Requirements
Process
Rules
Fun
Activity
48A Design Vocabulary
Code
Requirements
Process
Rules
Fun
Activity
49A Design Vocabulary
Code
Requirements
Process
Mechanics
Rules
Fun
Activity
50A Design Vocabulary
Requirements
Process
Mechanics
Dynamics
Fun
Game
51A Design Vocabulary
Mechanics
Aesthetics
Dynamics
52The MDA Framework
Mechanics
Aesthetics
Dynamics
53Definitions
- 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.
54The Designer/Player Relationship, Revisited
Mechanics
Aesthetics
Dynamics
?
?
Designer
Player
55The Players Perspective
Mechanics
Aesthetics
Dynamics
?
Player
56The Designers Perspective
Mechanics
Aesthetics
Dynamics
?
Designer
57Three Views of Games
Mechanics
Aesthetics
Dynamics
- But they are causally linked
58The Building Blocks Formal Models
- No Grand Unified Theory
- Instead, lots of little models
- We can think of models as lenses
- Models can be formulas or abstractions
- Discovering new models is an ongoing process
59MDA is a Taxonomy for Models
- Knowledge of Aesthetics
- Knowledge of Dynamics
- Knowledge of Mechanics
- Knowledge of the interactions between them
60Properties of Good Models
- We want our models to be
- Formal (well-defined)
- Abstract (widely applicable)
- Proven (known to work)
- On any given game, we expect to use several
different abstractions, not one big one.
61Part III MDA in detail
- In this part, we discuss Aesthetics, Dynamics and
Mechanics in detail.
62The Designers Perspective
Mechanics
Aesthetics
Dynamics
?
Designer
63Understanding 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?
64Eight Kinds of Fun
65Eight Kinds of Fun
Game as sense-pleasure
66Eight Kinds of Fun
Game as make-believe
67Eight Kinds of Fun
- Sensation
- Fantasy
- Narrative
Game as unfolding story
68Eight Kinds of Fun
- Sensation
- Fantasy
- Narrative
- Challenge
Game as obstacle course
69Eight Kinds of Fun
- Sensation
- Fantasy
- Narrative
- Challenge
- Fellowship
Game as social framework
70Eight Kinds of Fun
- Sensation
- Fantasy
- Narrative
- Challenge
- Fellowship
- Discovery
Game as uncharted territory
71Eight Kinds of Fun
- Sensation
- Fantasy
- Narrative
- Challenge
- Fellowship
- Discovery
- Expression
Game as self-discovery
72Eight Kinds of Fun
- Sensation
- Fantasy
- Narrative
- Challenge
- Fellowship
- Discovery
- Expression
- Submission
Game as mindless pastime
73Clarifying Our Aesthetics
- Charades is fun
- Quake is fun
- Final Fantasy is fun
74Clarifying Our Aesthetics
- Charades is
- Fellowship, Expression, Challenge
- Quake is
- Challenge, Sensation, Competition, Fantasy
- Final Fantasy is
- Fantasy, Narrative, Expression, Discovery,
Challenge, Masochism
Each game pursues multiple aesthetics. Again,
there is no Game Unified Theory.
75Clarifying 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.
76What is an Aesthetic Model?
- A rigorous definition of an aesthetic goal
- States criteria for success and failure
- Serves as an aesthetic compass
Some examples
77Goal Competition
- Model 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.
78Goal Realistic Flight Simulation
- Model Flight dynamics match user expectations.
- Success
- Match a mathematical formula
- Pass our realism checklist
- Failure
- Counter-intuitive system behavior.
79Goal Drama
- Model A game is dramatic if
- Its central conflict creates dramatic tension.
- The dramatic tension builds towards a climax.
80Goal 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
On to Dynamics...
81Understanding Dynamics
- What about the games behavior can we predict
before we go to playtest? - How can we explain the behavior that we observe?
82Formalizing Game Dynamics
Input
Output
Rules
(Player)
(Graphics/Sound)
State
The State Machine Model
Examples Chess, Quake
83Models of Game Dynamics
- Again, no Grand Unified Theory
- Instead, a collection of many Dynamic Models.
- Dynamics models are analytical in nature.
Some examples
84Example Random Variable
85Example Feedback System
- A feedback system monitors and regulates its own
state.
Room
Thermometer
Heater
Too Cold
Too Hot
Controller
An Ideal Thermostat
Cooler
86Example Operant Conditioning
- The player is part of the system, too!
- Psychology gives us models to explain and predict
the players behavior.
87Where Models Come From
- Analysis of existing games
- Other Fields
- Math, Psychology, Engineering
- Our own experience
On to Mechanics...
88Understanding Mechanics
- Theres a vast library of common game mechanics.
89Examples
- Cards
- Shuffling, Trick-Taking, Bidding
- Shooters
- Ammunition, Spawn Points
- Golf
- Sand Traps, Water Hazards
90Mechanics vs. Dynamics
- Theres a grey area
- Some behaviors are direct consequences of rules.
- Others are indirect.
- Dynamics usually means the latter.
91Mechanics 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.
92Mechanics 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.
93Interaction Models
- How do specific dynamics emerge from specific
mechanics? - How do specific dynamics evoke specific
aesthetics?
94Example Time Pressure
- Time pressure is a dynamic.
- It can create dramatic tension.
- Various mechanics create time pressure
- Simple time limit
- Pace monster
- Depleting resource
95Part IV Tuning
Analyze
Test
Revise
Tuning is an iterative process.
96Use of Sissy fight as an example game
- Play the game
- Reflect
- Fiddle with the mechanics to create an aesthetic
- Play test