Title: Beyond Fun: Setting Aesthetic Goals and Sticking to Them
1Beyond FunSetting Aesthetic Goals and Sticking
to Them
- Tim Stellmach Craig Derrick
- Design Group Manager Project Manager
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2- The first and foremost question to be answered
about any game is Is it fun? - The Levelord (Richard Bailey Gray )
3Wheres the fun?
- Game developers dont put the fun in the game in
the first place. - It emerges from the players interaction.
- All developers make is the play object, not the
play itself.
4The Switcheroo
- A large software project requires a specification
of the software the play object. - The spec gets some sort of play object made
whether or not it says how the player is supposed
to feel.
5Formulating Goals
- What is a goal?
- How should I begin to formulate my goals?
6Formulating Goals
- You should be able to tell what the goal is (vs.
other possible outcomes). - The desired result must be possible.
- A plan of action must be formable.
- You should be able to tell how the plan is going.
- Bonus Knowing how long it is likely to take is
much nicer than not.
7Formulating Goals
- Tell what the goal is Specific.
- Possible result Realistic.
- Workable plan Attainable.
- Tell how its going Measurable.
- Manageable duration Time Frame.
Youll hear this called a S.M.A.R.T. goal
8Aesthetic Goals
- What are game aesthetics?
- Definition taken from MDA framework
- The desirable emotional responses evoked by the
game dynamics - Can we apply S.M.A.R.T?
?
?
Designer
Player
9Whats Missing?
- Most projects intended aesthetics are Realistic
and Attainable. - Timeliness is generally a constraint on the plan,
not a problem with the desired aesthetic.
- If desired effect is known, process needs to be
devised to Measure it. - Often, though, aims are not even Specific.
10- The first and foremost question to be answered
about any game is Is it fun? - The Levelord (Richard Bailey Gray )
Game projects need a functional specification,
but first and foremost they need an aesthetic one.
11Why Beyond Fun
- Fun carries baggage about the nature of the
effect. - Fun implies nothing about process.
- Great word, but not for talking about this
particular thing. - What typologies exist to help define a games
aesthetic?
12Caillois Fundamental Categories
- Agôn contests of skill.
- Alea games of chance.
- Mimicry games of make-believe, fantasy, and
imitation. - Ilinx games of vertigo.
13Caillois Axis of Ludus vs. Paidia
- Ludus Sobriety of attitude, formality of game
structure. - Paidia Frivolity of attitude, informality of
game structure.
14The Caillois Graph
Paidia
Ludus
15Garneaus Fourteen Forms of Fun
- Beauty
- Immersion
- Intellectual Problem Solving
- Competition
- Social Interaction
- Comedy
- Thrill of Danger
- Physical Activity
- Love
- Creation
- Power
- Discovery
- Advancement and Completion
- Application of an Ability
16LeBlancs Eight Kinds of Fun
- Sensation Game as sense-pleasure
- Fantasy Game as make-believe
- Narrative Game as drama
- Challenge Game as obstacle course
- Fellowship Game as social framework
- Discovery Game as uncharted territory
- Expression Game as self-discovery
- Submission Game as pastime
17Multiple Aesthetics
- Games dont present only a single aesthetic
- Examples
- Charades Fellowship, Expression, Challenge
- Quake Challenge, Sensation, Fellowship, Fantasy
- Final Fantasy Fantasy, Narrative, Expression,
Discovery, Challenge, Submission
18Multiple Aesthetics
- Aesthetics are not either present or absent in a
game, but rather are present to different
degrees. - All of this got Caillois into a pickle in his day.
19Unified Theory of Game Aesthetics
- Caillois Seminal to the field
- Garneau Down-to-earth
- LeBlanc Analytically rigorous
20Garneau Competition
LeBlanc Challenge Fellowship
Caillois Agôn, maybe Alea.
ò
ò
Aesthetic model
Ludus vs. Paidia?
21Doesnt That Just Spell S.A.R.T?
- Specific descriptions of your aesthetic goals are
not sufficient. - Much of the key measurement happens in day-to-day
process checking - Goal specifications must be integrated into your
process documents.
22Process Translation
- Create the following
- Vision Statement
- Project Charter
- Competitive analysis
23Vision Statement
- Whats a vision statement?
- A vision statement is a way of communicating the
ideas and purposes of your game in an easily
understood manner to encourage and inspire the
team to achieve and meet the goals of creating
the game
24Project Charter
- Whats a project charter?
- A project charter is generally a one or two page
document that outlines the purpose, expectations,
and challenges that you have identified for your
project
25Project Charter Headings
- Customer Expectations
- Key Documents / Assets
- Internal Objectives
- Critical Selling Features
- Known Development Challenges
26Game Development is a Journey
- Youre likely to get lostoften
- Use your charter to guide yourself back to the
original goals of the project.
27Competitive Analysis
- Whats a competitive analysis?
- Why do this?
- Analysis may yield insight into what
differentiates the goals of your game from
contemporaries, from both an aesthetic and
functional point of view.
28Competitive Analysis Headings
- Feature Set
- Platform(s)
- Target Demographic
- License / Tie-In
- Reviews
- NPD Funworld Data
29Project Example Thief
- Whats fun about running away from fights?
- Whats fun about sitting around doing nothing?
30Project Example Thief
- Aesthetic goal Empowerment (specifically, remedy
of power imbalance) via tactics - Aesthetic goal Dramatic tension.
31Project Example Thief
- Game Mechanic Rope Arrows
- Game Mechanic AI suspicion
32Art, Craft, Management
- Management, if it serves its purpose, empowers
creative people. It is not the antithesis of
art, but its helper. - The processes of a developed craft are
freely-adopted constraints. As such they enable
and serve creativity just as rules create and
define play.
33Final Thoughts
- THANK YOU FOR ATTENDING!
- QUESTIONS?
- Dont forget your feedback forms!