IAT 410: Advanced Game Design - PowerPoint PPT Presentation

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IAT 410: Advanced Game Design

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Setup blog for this class and email me the link (easy?) DUE Monday 9/10, 11:59p ... Shooters. Ammunition, Spawn Points. Golf. Sand Traps, Water Hazards ... – PowerPoint PPT presentation

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Title: IAT 410: Advanced Game Design


1
IAT 410 Advanced Game Design
  • Instructors Magy Seif El-Nasr, Eric Yang
  • Teaching Assistant Ai Nakatani

2
Class Overview
Developinga game
  • Learn by doing (design, develop, test, prototype
    cycle)
  • Learn about tools
  • Learn to Critique others work

Lab assignments
Blogs (individual assignment)
3
What 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

4
Books
  • Tracy Fullertons Book
  • Game Design Workshop Designing, Prototyping, and
    Playtesting. 2004

5
Structure
  • 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)

6
Schedule
  • 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

7
Grading
  • 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

8
IMPORTANT
  • 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)

9
Some games from previous classes
10
Your 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

11
Concept Document
  • How to present your game idea?

12
How 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

13
Time for Game Trivia
  • Lets see if you know the games I play

14
Game Trivia
15
Game Trivia
16
Game Trivia
17
Game Trivia
18
Game Trivia
19
Game Trivia
20
Game Trivia
21
Game Trivia
22
Game Trivia
23
Concept Document
  • Outside Resources Fogg Conceptual Designs
    (handout)

24
Concept 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)

25
Concept 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

26
Concept 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?

27
Concept 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

28
MDA 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

29
The Designer-Player Relationship
?
?
Designer
Player
30
The Designer-Player Relationship
?
?
Game
Designer
Player
31
The Designer-Player Relationship
?
?
Creates
Consumes
Game
Designer
Player
32
The Designer-Player Relationship
?
?
Creates
Consumes
Game
Designer
Player
Book
33
The Designer-Player Relationship
?
?
Creates
Consumes
Game
Designer
Player
Book Movie
34
The Designer-Player Relationship
?
?
Creates
Consumes
Game
Designer
Player
Book Movie Painting
35
The Designer-Player Relationship
?
?
Creates
Consumes
Game
Designer
Player
Book Movie Painting Chair
36
The Designer-Player Relationship
?
?
Creates
Consumes
Game
Designer
Player
Book Movie Painting Chair Car
37
The Designer-Player Relationship
?
?
Creates
Consumes
Game
Designer
Player
Book Movie Painting Chair Car Pizza
38
The Designer-Player Relationship
?
?
Creates
Consumes
Game
Designer
Player
The difference is the way that games are consumed.
39
An Extreme Opposite ExampleA Theatrical Play
  • The design team knows
  • Script
  • Lighting
  • Acoustics
  • Seating
  • Intermissions

40
Games, 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?

41
Obligatory Editorial
  • This lack of predictability is the essence of
    play.
  • It should be embraced, not eschewed.

42
Games as Software
Code
43
Games as Software
Code
Process
44
Games as Software
Code
Requirements
Process
45
Games as Software
Code
Requirements
Process
Rules
46
Games as Software
Code
Requirements
Process
Rules
Activity
47
Games as Software
Code
Requirements
Process
Rules
Fun
Activity
48
A Design Vocabulary
Code
Requirements
Process
Rules
Fun
Activity
49
A Design Vocabulary
Code
Requirements
Process
Mechanics
Rules
Fun
Activity
50
A Design Vocabulary
Requirements
Process
Mechanics
Dynamics
Fun
Game
51
A Design Vocabulary
Mechanics
Aesthetics
Dynamics
52
The MDA Framework
Mechanics
Aesthetics
Dynamics
53
Definitions
  • 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.

54
The Designer/Player Relationship, Revisited
Mechanics
Aesthetics
Dynamics
?
?
Designer
Player
55
The Players Perspective
Mechanics
Aesthetics
Dynamics
?
Player
56
The Designers Perspective
Mechanics
Aesthetics
Dynamics
?
Designer
57
Three Views of Games
Mechanics
Aesthetics
Dynamics
  • But they are causally linked

58
The 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

59
MDA is a Taxonomy for Models
  • Knowledge of Aesthetics
  • Knowledge of Dynamics
  • Knowledge of Mechanics
  • Knowledge of the interactions between them

60
Properties 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.

61
Part III MDA in detail
  • In this part, we discuss Aesthetics, Dynamics and
    Mechanics in detail.

62
The Designers Perspective
Mechanics
Aesthetics
Dynamics
?
Designer
63
Understanding 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?

64
Eight Kinds of Fun
65
Eight Kinds of Fun
  • Sensation

Game as sense-pleasure
66
Eight Kinds of Fun
  • Sensation
  • Fantasy

Game as make-believe
67
Eight Kinds of Fun
  • Sensation
  • Fantasy
  • Narrative

Game as unfolding story
68
Eight Kinds of Fun
  • Sensation
  • Fantasy
  • Narrative
  • Challenge

Game as obstacle course
69
Eight Kinds of Fun
  • Sensation
  • Fantasy
  • Narrative
  • Challenge
  • Fellowship

Game as social framework
70
Eight Kinds of Fun
  • Sensation
  • Fantasy
  • Narrative
  • Challenge
  • Fellowship
  • Discovery

Game as uncharted territory
71
Eight Kinds of Fun
  • Sensation
  • Fantasy
  • Narrative
  • Challenge
  • Fellowship
  • Discovery
  • Expression

Game as self-discovery
72
Eight Kinds of Fun
  • Sensation
  • Fantasy
  • Narrative
  • Challenge
  • Fellowship
  • Discovery
  • Expression
  • Submission

Game as mindless pastime
73
Clarifying Our Aesthetics
  • Charades is fun
  • Quake is fun
  • Final Fantasy is fun

74
Clarifying 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.
75
Clarifying 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.

76
What is an Aesthetic Model?
  • A rigorous definition of an aesthetic goal
  • States criteria for success and failure
  • Serves as an aesthetic compass

Some examples
77
Goal 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.

78
Goal Realistic Flight Simulation
  • Model Flight dynamics match user expectations.
  • Success
  • Match a mathematical formula
  • Pass our realism checklist
  • Failure
  • Counter-intuitive system behavior.

79
Goal Drama
  • Model A game is dramatic if
  • Its central conflict creates dramatic tension.
  • The dramatic tension builds towards a climax.

80
Goal 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...
81
Understanding Dynamics
  • What about the games behavior can we predict
    before we go to playtest?
  • How can we explain the behavior that we observe?

82
Formalizing Game Dynamics
Input
Output
Rules
(Player)
(Graphics/Sound)
State
The State Machine Model
Examples Chess, Quake
83
Models of Game Dynamics
  • Again, no Grand Unified Theory
  • Instead, a collection of many Dynamic Models.
  • Dynamics models are analytical in nature.

Some examples
84
Example Random Variable
  • This is a model of 2d6

85
Example Feedback System
  • A feedback system monitors and regulates its own
    state.

Room
Thermometer
Heater
Too Cold
Too Hot
Controller
An Ideal Thermostat
Cooler
86
Example Operant Conditioning
  • The player is part of the system, too!
  • Psychology gives us models to explain and predict
    the players behavior.

87
Where Models Come From
  • Analysis of existing games
  • Other Fields
  • Math, Psychology, Engineering
  • Our own experience

On to Mechanics...
88
Understanding Mechanics
  • Theres a vast library of common game mechanics.

89
Examples
  • Cards
  • Shuffling, Trick-Taking, Bidding
  • Shooters
  • Ammunition, Spawn Points
  • Golf
  • Sand Traps, Water Hazards

90
Mechanics vs. Dynamics
  • Theres a grey area
  • Some behaviors are direct consequences of rules.
  • Others are indirect.
  • Dynamics usually means the latter.

91
Mechanics 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.

92
Mechanics 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.

93
Interaction Models
  • How do specific dynamics emerge from specific
    mechanics?
  • How do specific dynamics evoke specific
    aesthetics?

94
Example Time Pressure
  • Time pressure is a dynamic.
  • It can create dramatic tension.
  • Various mechanics create time pressure
  • Simple time limit
  • Pace monster
  • Depleting resource

95
Part IV Tuning
Analyze
Test
Revise
Tuning is an iterative process.
96
Use of Sissy fight as an example game
  • Play the game
  • Reflect
  • Fiddle with the mechanics to create an aesthetic
  • Play test
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