Title: SiSSYFiGHT%203000
1SiSSYFiGHT 3000
2Overview
- SiSSYFiGHT simulates a playground fight between
little girls.
3Overview
- Each girl begins with 10 Self-Esteem chips
- and the goal of the game is to reduce your
opponents self-esteem to ZERO!
4Overview
- When there are only one or two players left with
any self-esteem, they win the game!
5Setup
- Each player starts with
- 1. Three Action cards
- 2. Six Target cards, 1 No Target card
- 3. Ten chips.
- Everyone should pick one of the six colors.
6Each 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.
7Actions
- 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).
8Coffee Break at 1100
- Play until then
- Pick a different classroom
- 3001
- 3003
- 3005
9General Observations?
10Whats fun about SiSSYFiGHT?
- What kinds of fun did you experience?
- Can we get more specific than fun?
11Whats 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
12How do we get from
13To
14Whats missing?
Rules
Fun
15The causal link
Rules
Fun
Behavior
This is what sets games apart
16Games As Software
Rules
Fun
Behavior
17Games As Software
Rules
Fun
Behavior
Code
Requirements
Process
18A Design Vocabulary
19A Design Vocabulary
20A Design Vocabulary
21The MDA Framework
22Definitions
- 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.
23The Designer/Player Relationship
?
24The Players Perspective
Mechanics
Aesthetics
Dynamics
?
Player
25The Designers Perspective
26Understanding 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?
27Eight Kinds of Fun
28Eight Kinds of Fun
Game as art object
29Eight Kinds of Fun
Game as make-believe
30Eight Kinds of Fun
- Sensation
- Fantasy
- Narrative
Game as unfolding story
31Eight Kinds of Fun
- Sensation
- Fantasy
- Narrative
- Challenge
Game as obstacle course
32Eight Kinds of Fun
- Sensation
- Fantasy
- Narrative
- Challenge
- Fellowship
Game as social framework
33Eight Kinds of Fun
- Sensation
- Fantasy
- Narrative
- Challenge
- Fellowship
- Discovery
Game as uncharted territory
34Eight Kinds of Fun
- Sensation
- Fantasy
- Narrative
- Challenge
- Fellowship
- Discovery
- Expression
Game as soap box
35Eight Kinds of Fun
- Sensation
- Fantasy
- Narrative
- Challenge
- Fellowship
- Discovery
- Expression
- Submission
Game as mindless pastime
36Clarifying Our Aesthetics
Charades is fun Counter-Strike is fun Final
Fantasy is fun
37Clarifying Our Aesthetics
Charades is Fellowship, Expression,
Challenge Counter-Strike 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.
38Clarifying 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.
39Formulating 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
40Goal 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.
41Goal 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. -
42Goal 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
43Goal 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
44Goal Drama
- Definition A game is dramatic if
- Its central conflict creates dramatic tension.
- The dramatic tension builds towards a climax.
45Goal 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.
46Aesthetics of SiSSYFiGHT
- Fellowship Negotiation, Cooperation, Betrayal
- Challenge Tactics, Problem Solving
- Narrative Drama
47Understanding Dynamics
- What about the games behavior can we predict
before we go to playtest? - How can we explain the behavior that we observe?
48Formalizing Game Dynamics
Input
Output
Rules
(Player)
State
(Graphics/Sound)
The State Machine Model
Examples Chess, Counter-Strike
49Models of Game Dynamics
- Again, no Grand Unified Theory
- Instead, a collection of many Dynamic Models.
- Dynamics models are analytical in nature.
Some examples
50Example Random Variable
51Example Feedback System
- A feedback system monitors and regulates its own
state.
An Ideal Thermostat
52Example Operant Conditioning
- The player is part of the system, too!
- Psychology gives us models to explain and predict
the players behavior.
53Where Models Come From
- Analysis of existing games
- Other Fields
- Math, Psychology, Engineering
- Our own experience
54Dynamics of SiSSYFIGHT
On to Mechanics...
55Understanding Mechanics
- Theres a vast library of common game mechanics.
56Examples
- Cards
- Shuffling, Trick-Taking, Bidding
- Shooters
- Ammunition, Spawn Points
- Golf
- Sand Traps, Water Hazards
57Mechanics of SiSSYFiGHT
- Turn-based
- Hit Points
- Public Communication
- Simultaneous Action
58Mechanics 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.
59MDA
- A Taxonomy of Design Knowledge
- Aesthetics
- Dynamics
- Mechanics
- and the interactions between them.
60MDA in SiSSYFiGHT
- Simultaneous turns attack actions ?
61MDA in SiSSYFiGHT
- Simultaneous turns attack actions ?
Competition, Random Attacks
Equality
Scourge
Cooperation, Team Attacks
62MDA in SiSSYFiGHT
- Simultaneous turns attack actions ?
Competition, Random Attacks
Equality
Scourge
Cooperation, Team Attacks
? Betrayal!
63SiSSYFiGHT Fiction
- Does SiSSYFiGHT do a good job of conveying its
subject matter? - How can it do better?
64SiSSYFiGHT Fiction
- What other fictional genre or subject matter
could the mechanics of SiSSYFiGHT simulate?
65Exercise
- 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?
66Brainstorming
- Everyone Grab a Sticky Pad
67When 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.
68Ready?
69Pens 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.
70- When your group has picked a subject,
- you are free to go to lunch.
- Feel free to get started on your design.
- Dont forget to sign up for an elective.
- We will reconvene at 200.
71Welcome Back!
- 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?
72Discussion
- Lets compare solutions. What different
approaches did we take?
73Discussion
- 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?
74Any Final Observations?
75Coffee!
- After the break, go to your Elective A room
- World of Randomness 3001
- World of Creativity 3003
- World of Rulecraft 3005
76Elective B
- Us vs. It 3001
- Cart Before Horse 3003
- 3 Musketeers 3005