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SiSSYFiGHT%203000

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What's fun about SiSSYFiGHT? What kinds of fun did you experience? ... How will we know a particular kind of 'fun' when we see it? Eight Kinds of 'Fun' ... – PowerPoint PPT presentation

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Title: SiSSYFiGHT%203000


1
SiSSYFiGHT 3000
2
Overview
  • SiSSYFiGHT simulates a playground fight between
    little girls.

3
Overview
  • Each girl begins with 10 Self-Esteem chips
  • and the goal of the game is to reduce your
    opponents self-esteem to ZERO!

4
Overview
  • When there are only one or two players left with
    any self-esteem, they win the game!

5
Setup
  • 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.

6
Each 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.

7
Actions
  • 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).

8
Coffee Break at 1100
  • Play until then
  • Pick a different classroom
  • 3001
  • 3003
  • 3005

9
General Observations?
10
Whats fun about SiSSYFiGHT?
  • What kinds of fun did you experience?
  • Can we get more specific than fun?

11
Whats 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

12
How do we get from
  • Cards
  • Chips
  • Rules

13
To
  • Intrigue
  • Challenge
  • Drama
  • Cards
  • Chips
  • Rules

14
Whats missing?
Rules
Fun
15
The causal link
Rules
Fun
Behavior
This is what sets games apart
16
Games As Software
Rules
Fun
Behavior
17
Games As Software
Rules
Fun
Behavior
Code
Requirements
Process
18
A Design Vocabulary
19
A Design Vocabulary
20
A Design Vocabulary
21
The MDA Framework
22
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.

23
The Designer/Player Relationship
?
24
The Players Perspective
Mechanics
Aesthetics
Dynamics
?
Player
25
The Designers Perspective
26
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?

27
Eight Kinds of Fun
28
Eight Kinds of Fun
  • Sensation

Game as art object
29
Eight Kinds of Fun
  • Sensation
  • Fantasy

Game as make-believe
30
Eight Kinds of Fun
  • Sensation
  • Fantasy
  • Narrative

Game as unfolding story
31
Eight Kinds of Fun
  • Sensation
  • Fantasy
  • Narrative
  • Challenge

Game as obstacle course
32
Eight Kinds of Fun
  • Sensation
  • Fantasy
  • Narrative
  • Challenge
  • Fellowship

Game as social framework
33
Eight Kinds of Fun
  • Sensation
  • Fantasy
  • Narrative
  • Challenge
  • Fellowship
  • Discovery

Game as uncharted territory
34
Eight Kinds of Fun
  • Sensation
  • Fantasy
  • Narrative
  • Challenge
  • Fellowship
  • Discovery
  • Expression

Game as soap box
35
Eight Kinds of Fun
  • Sensation
  • Fantasy
  • Narrative
  • Challenge
  • Fellowship
  • Discovery
  • Expression
  • Submission

Game as mindless pastime
36
Clarifying Our Aesthetics
Charades is fun Counter-Strike is fun Final
Fantasy is fun
37
Clarifying 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.
38
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.

39
Formulating 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
40
Goal 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.

41
Goal 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.

42
Goal 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

43
Goal 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

44
Goal Drama
  • Definition A game is dramatic if
  • Its central conflict creates dramatic tension.
  • The dramatic tension builds towards a climax.

45
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.

46
Aesthetics of SiSSYFiGHT
  • Fellowship Negotiation, Cooperation, Betrayal
  • Challenge Tactics, Problem Solving
  • Narrative Drama

47
Understanding Dynamics
  • What about the games behavior can we predict
    before we go to playtest?
  • How can we explain the behavior that we observe?

48
Formalizing Game Dynamics
Input
Output
Rules
(Player)
State
(Graphics/Sound)
The State Machine Model
Examples Chess, Counter-Strike
49
Models of Game Dynamics
  • Again, no Grand Unified Theory
  • Instead, a collection of many Dynamic Models.
  • Dynamics models are analytical in nature.

Some examples
50
Example Random Variable
  • This is a model of 2d6

51
Example Feedback System
  • A feedback system monitors and regulates its own
    state.

An Ideal Thermostat
52
Example Operant Conditioning
  • The player is part of the system, too!
  • Psychology gives us models to explain and predict
    the players behavior.

53
Where Models Come From
  • Analysis of existing games
  • Other Fields
  • Math, Psychology, Engineering
  • Our own experience

54
Dynamics of SiSSYFIGHT
On to Mechanics...
55
Understanding Mechanics
  • Theres a vast library of common game mechanics.

56
Examples
  • Cards
  • Shuffling, Trick-Taking, Bidding
  • Shooters
  • Ammunition, Spawn Points
  • Golf
  • Sand Traps, Water Hazards

57
Mechanics of SiSSYFiGHT
  • Turn-based
  • Hit Points
  • Public Communication
  • Simultaneous Action

58
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.

59
MDA
  • A Taxonomy of Design Knowledge
  • Aesthetics
  • Dynamics
  • Mechanics
  • and the interactions between them.

60
MDA in SiSSYFiGHT
  • Simultaneous turns attack actions ?

61
MDA in SiSSYFiGHT
  • Simultaneous turns attack actions ?

Competition, Random Attacks
Equality
Scourge
Cooperation, Team Attacks
62
MDA in SiSSYFiGHT
  • Simultaneous turns attack actions ?

Competition, Random Attacks
Equality
Scourge
Cooperation, Team Attacks
? Betrayal!
63
SiSSYFiGHT Fiction
  • Does SiSSYFiGHT do a good job of conveying its
    subject matter?
  • How can it do better?

64
SiSSYFiGHT Fiction
  • What other fictional genre or subject matter
    could the mechanics of SiSSYFiGHT simulate?

65
Exercise
  • 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?

66
Brainstorming
  • Everyone Grab a Sticky Pad

67
When I Say Go
  1. You will have 90 seconds.
  2. Write down as many genre ideas as you can.
  3. One to a sticky note.
  4. Keep it Short (? 5 words)
  5. No idea is too dumb.
  6. Work in silence.

68
Ready?
  • Go!

69
Pens 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.

71
Welcome 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?

72
Discussion
  • Lets compare solutions. What different
    approaches did we take?

73
Discussion
  • 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?

74
Any Final Observations?
75
Coffee!
  • After the break, go to your Elective A room
  • World of Randomness 3001
  • World of Creativity 3003
  • World of Rulecraft 3005

76
Elective B
  • Us vs. It 3001
  • Cart Before Horse 3003
  • 3 Musketeers 3005
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