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Beyond Fun: Setting Aesthetic Goals and Sticking to Them

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Title: Beyond Fun: Setting Aesthetic Goals and Sticking to Them


1
Beyond FunSetting Aesthetic Goals and Sticking
to Them
  • Tim Stellmach Craig Derrick
  • Design Group Manager Project Manager

2
  • The first and foremost question to be answered
    about any game is Is it fun?
  • The Levelord (Richard Bailey Gray )

3
Wheres 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.

4
The 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.

5
Formulating Goals
  • What is a goal?
  • How should I begin to formulate my goals?

6
Formulating 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.

7
Formulating 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
8
Aesthetic 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
9
Whats 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.
11
Why 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?

12
Caillois Fundamental Categories
  • Agôn contests of skill.
  • Alea games of chance.
  • Mimicry games of make-believe, fantasy, and
    imitation.
  • Ilinx games of vertigo.

13
Caillois Axis of Ludus vs. Paidia
  • Ludus Sobriety of attitude, formality of game
    structure.
  • Paidia Frivolity of attitude, informality of
    game structure.

14
The Caillois Graph
Paidia
Ludus
15
Garneaus 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

16
LeBlancs 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

17
Multiple 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

18
Multiple 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.

19
Unified Theory of Game Aesthetics
  • Caillois Seminal to the field
  • Garneau Down-to-earth
  • LeBlanc Analytically rigorous

20
Garneau Competition
LeBlanc Challenge Fellowship
Caillois Agôn, maybe Alea.
ò
ò
Aesthetic model
Ludus vs. Paidia?
21
Doesnt 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.

22
Process Translation
  • Create the following
  • Vision Statement
  • Project Charter
  • Competitive analysis

23
Vision 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

24
Project 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

25
Project Charter Headings
  • Customer Expectations
  • Key Documents / Assets
  • Internal Objectives
  • Critical Selling Features
  • Known Development Challenges

26
Game Development is a Journey
  • Youre likely to get lostoften
  • Use your charter to guide yourself back to the
    original goals of the project.

27
Competitive 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.

28
Competitive Analysis Headings
  • Feature Set
  • Platform(s)
  • Target Demographic
  • License / Tie-In
  • Reviews
  • NPD Funworld Data

29
Project Example Thief
  • Whats fun about running away from fights?
  • Whats fun about sitting around doing nothing?

30
Project Example Thief
  • Aesthetic goal Empowerment (specifically, remedy
    of power imbalance) via tactics
  • Aesthetic goal Dramatic tension.

31
Project Example Thief
  • Game Mechanic Rope Arrows
  • Game Mechanic AI suspicion

32
Art, 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.

33
Final Thoughts
  • THANK YOU FOR ATTENDING!
  • QUESTIONS?
  • Dont forget your feedback forms!
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