Is this thing on?. Game Design Workshop Orientation GDC 2008.

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Is this thing on? Is this thing on?

Transcript of Is this thing on?. Game Design Workshop Orientation GDC 2008.

Page 1: Is this thing on?. Game Design Workshop Orientation GDC 2008.

Is this thing on?Is this thing on?

Page 2: Is this thing on?. Game Design Workshop Orientation GDC 2008.

Game Design WorkshopGame Design Workshop

OrientationOrientation

GDC 2008GDC 2008

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About The WorkshopAbout The Workshop

• Started in 2001Started in 2001• Hands-onHands-on• Focused on iterationFocused on iteration• Grounded in a formal Grounded in a formal

approach approach • Intended to be open-endedIntended to be open-ended

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What It’s NOT about…What It’s NOT about…

• How to get a job as a game How to get a job as a game designerdesigner

• How to write a design documentHow to write a design document• Where game ideas “come from” Where game ideas “come from” • How to get your game fundedHow to get your game funded• How to use a level editorHow to use a level editor

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In Other Words...In Other Words...• It’s not about the BusinessIt’s not about the Business

(Getting a job, pitching a game, (Getting a job, pitching a game, getting funded)getting funded)

• It’s not about the ProfessionIt’s not about the Profession(Writing documents, tracking (Writing documents, tracking bugs, using tools)bugs, using tools)

• It’s about the CraftIt’s about the Craft(Making games that are fun)(Making games that are fun)

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What You’ll be DoingWhat You’ll be Doing

• Playing gamesPlaying games• Analyzing gamesAnalyzing games• Critiquing gamesCritiquing games• Modifying gamesModifying games• Refining gamesRefining games

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The FacultyThe Faculty

• Jonathan HamelJonathan HamelBreakAway GamesBreakAway Games

• Clint HockingClint HockingUbisoftUbisoft

• Robin HunickeRobin HunickeElectronic Arts (LA)Electronic Arts (LA)

• Frank LantzFrank LantzArea/CodeArea/Code

• Marc LeBlancMarc LeBlancMind Control SoftwareMind Control Software

• Andrew LekerAndrew LekerMind Control SoftwareMind Control Software

• Steve LibrandeSteve LibrandeElectronic Arts (Spore)Electronic Arts (Spore)

• Tim StellmachTim StellmachVicarious VisionsVicarious Visions

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A Few Ground RulesA Few Ground Rules

• Please attend as much as you Please attend as much as you cancan

• Collaborate, Share, and Collaborate, Share, and EncourageEncourage

• Save the “meta-discussion” for Save the “meta-discussion” for the very endthe very end

• Turn the laptop offTurn the laptop off• Fail Early. Fail Often.Fail Early. Fail Often.• Fail Sooner. Fail Faster.Fail Sooner. Fail Faster.

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Let the Games Begin!Let the Games Begin!

Go to the room matching your Go to the room matching your poker chippoker chip

• Blue: 3005Blue: 3005• Red: 3007Red: 3007• White: 3020White: 3020

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SiSSYFiGHT 3000SiSSYFiGHT 3000

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OverviewOverview

SiSSYFiGHT simulates a SiSSYFiGHT simulates a playground fight between playground fight between little girls. little girls.

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OverviewOverview

Each girl begins with 10 Self-Each girl begins with 10 Self-Esteem chips Esteem chips

… … and the goal of the game and the goal of the game is to reduce your opponents’ is to reduce your opponents’ self-esteem to ZERO! self-esteem to ZERO!

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OverviewOverview

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

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SetupSetup

Each player starts with: Each player starts with: 1.1. Three “Action” cards Three “Action” cards

2.2. Six “Target” cards, 1 “No Target” cardSix “Target” cards, 1 “No Target” card

3.3. Ten chips. Ten chips.

Each player plays a different Each player plays a different color.color.

Choose a color and put it in your Choose a color and put it in your badge holder.badge holder.

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RulesRules

Each Round:Each Round:• Choose an “Action” and “Target” Choose an “Action” and “Target”

in secret.in secret.• Reveal cards simultaneouslyReveal cards simultaneously• Resolve actionsResolve actions

• All communication must be public. All communication must be public. • When you run out of chips, you’re out.When you run out of chips, you’re out.• When When oneone or or twotwo people are left, they win. people are left, they win.

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ActionsActions• SoloSolo: :

Target discards Target discards oneone chip. chip.

• TeamTeam: : If anyone else teams against this target, If anyone else teams against this target,

she discards she discards twotwo chips chips per attacking playerper attacking player..

• DefendDefend: : Not an attack – choose “No Target” as your Not an attack – choose “No Target” as your

target.target. If no one targets youIf no one targets you: lose : lose oneone chip. chip. Else, lose Else, lose halfhalf the chips required (round the chips required (round

down).down).1 1 0, 2 0, 2 1, 3 1, 3 1, 4 1, 4 2, etc. 2, etc.

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Coffee at 11:00Coffee at 11:00

• Play until thenPlay until then• Come back here at 11:15Come back here at 11:15

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General Observations General Observations About Sissyfight?About Sissyfight?

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What’s fun about What’s fun about SiSSYFiGHT?SiSSYFiGHT?

• What What kinds of funkinds of fun did you did you experience?experience?

• Can we get more specific than Can we get more specific than “fun?”“fun?”

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What’s fun about What’s fun about SiSSYFiGHT?SiSSYFiGHT?

• What What kinds of funkinds of fun did you did you experience?experience?

• Can we get more specific than Can we get more specific than “fun?”“fun?” Intrigue: Negotiation, Cooperation, BetrayalIntrigue: Negotiation, Cooperation, Betrayal Challenge: Tactics, Problem SolvingChallenge: Tactics, Problem Solving DramaDrama

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How do we get from…How do we get from…

• Cards• Chips• Rules

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To…To…

• Intrigue• Challenge• Drama

• Cards• Chips• Rules

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What’s missing?What’s missing?

“Rules” “Fun”

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The causal link…The causal link…

This is what sets games apart…

“Rules” “Fun”“Behavior”

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Games As SoftwareGames As Software

“Rules” “Fun”“Behavior”

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Games As SoftwareGames As Software

“Rules” “Fun”“Behavior”

Code RequirementsProcess

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A Design VocabularyA Design Vocabulary

“Fun”“Behavior”

RequirementsProcessMechanics

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A Design VocabularyA Design Vocabulary

“Fun”

RequirementsMechanics Dynamics

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A Design VocabularyA Design Vocabulary

Mechanics Dynamics Aesthetics

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The MDA FrameworkThe MDA Framework

Mechanics Dynamics Aesthetics

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DefinitionsDefinitions

• MechanicsMechanics: The rules and : The rules and concepts that formally specify concepts that formally specify the game-as-system.the game-as-system.

• DynamicsDynamics: The run-time behavior : The run-time behavior of the game-as-system.of the game-as-system.

• AestheticsAesthetics: The : The desirable desirable emotional responsesemotional responses evoked by evoked by the game dynamics.the game dynamics.

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The Designer/Player The Designer/Player RelationshipRelationship

Designer Player

Mechanics AestheticsDynamics

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The Player’s PerspectiveThe Player’s Perspective

Player

Mechanics AestheticsDynamics

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The Designer’s The Designer’s PerspectivePerspective

Designer

Mechanics AestheticsDynamics

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MDAMDA

• A “Taxonomy” of Design A “Taxonomy” of Design KnowledgeKnowledge AestheticsAesthetics DynamicsDynamics MechanicsMechanics ……and the and the interactions interactions between between

them.them.

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Aesthetics of Aesthetics of SiSSYFiGHTSiSSYFiGHT

• Fellowship: Negotiation, Fellowship: Negotiation, Cooperation, BetrayalCooperation, Betrayal

• Challenge: Tactics, Problem Challenge: Tactics, Problem SolvingSolving

• Narrative: DramaNarrative: Drama

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Dynamics of SiSSYFIGHTDynamics of SiSSYFIGHT

Equality Scourge

Competition,Random Attacks

Cooperation,Team Attacks

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Mechanics of Mechanics of SiSSYFiGHTSiSSYFiGHT

• Turn-basedTurn-based• Hit PointsHit Points• Public CommunicationPublic Communication• Simultaneous ActionSimultaneous Action

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SiSSYFiGHT FictionSiSSYFiGHT Fiction

• Does SiSSYFiGHT do a good Does SiSSYFiGHT do a good job of conveying its subject job of conveying its subject matter? matter?

• How can it do better? How can it do better?

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SiSSYFiGHT FictionSiSSYFiGHT Fiction

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

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ExerciseExercise

• Choose a fictional genre and/or Choose a fictional genre and/or setting that might fit this game. setting that might fit this game.

• Adapt the game to your chosen Adapt the game to your chosen subject matter. subject matter.

• Keep in mind the aesthetic qualities Keep in mind the aesthetic qualities we identified in the breakdown. we identified in the breakdown.

• How can the rules of the game be How can the rules of the game be changed to best support your changed to best support your fiction? fiction?

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BrainstormingBrainstorming

• Everyone Grab a Sticky PadEveryone Grab a Sticky Pad

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When I Say “Go…”When I Say “Go…”

1.1. You will have 90 seconds.You will have 90 seconds.2.2. Write down as many genre Write down as many genre

ideas as you can.ideas as you can.3.3. One to a sticky note.One to a sticky note.4.4. Keep it Short (Keep it Short ( 5 words) 5 words)5.5. No idea is too dumb.No idea is too dumb.6.6. Work in silence.Work in silence.

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Ready?Ready?

• Go!Go!

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Pens Down!Pens Down!

With your group:With your group:• Get on your feet!Get on your feet!• Find some wall spaceFind some wall space• Stick your ideas to the wallStick your ideas to the wall• Put like ideas togetherPut like ideas together• Look for critical massLook for critical mass• Narrow down a fiction to work Narrow down a fiction to work

on. on.

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Exercise:Exercise:

• You’ve chosen a setting or fiction You’ve chosen a setting or fiction for SiSSYFiGHT. for SiSSYFiGHT.

• Adapt the game to your chosen Adapt the game to your chosen subject matter. subject matter.

• Keep in mind the aesthetic qualities Keep in mind the aesthetic qualities we identified at the beginning. we identified at the beginning.

• How can the rules of the game be How can the rules of the game be changed to best support your changed to best support your fiction? fiction?

Page 47: Is this thing on?. Game Design Workshop Orientation GDC 2008.

Lunch at 12:30Lunch at 12:30

• Work until thenWork until then• Sign up for Electives in 3005Sign up for Electives in 3005• Come back here at 2:00Come back here at 2:00

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Welcome BackWelcome Back

• Continue working with your Continue working with your groupgroup

• Be ready to present at 3:00Be ready to present at 3:00

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Exercise:Exercise:

• You’ve chosen a setting or fiction for You’ve chosen a setting or fiction for SiSSYFiGHT. SiSSYFiGHT.

• Adapt the game to your chosen Adapt the game to your chosen subject matter. subject matter.

• Keep in mind the aesthetic qualities Keep in mind the aesthetic qualities we identified at the beginning. we identified at the beginning.

• How can the rules of the game be How can the rules of the game be changed to best support your fiction?changed to best support your fiction?

Be ready to present at 3:00!Be ready to present at 3:00!

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DiscussionDiscussion

• Let’s compare solutions. Let’s compare solutions. What different approaches What different approaches did we take?did we take?

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DiscussionDiscussion

How did the game dynamics How did the game dynamics support your subject matter? support your subject matter?

Were the game dynamics and the Were the game dynamics and the subject matter ever in conflict?subject matter ever in conflict?

How did your choice of subject How did your choice of subject matter influence your process?matter influence your process?

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Any Final Observations?Any Final Observations?

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The MDA FrameworkThe MDA Framework

Mechanics Dynamics Aesthetics

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Understanding Understanding AestheticsAesthetics

• We need to get past words like We need to get past words like “fun” and “gameplay.”“fun” and “gameplay.”

• What kinds of “fun” are there?What kinds of “fun” are there?

• How will we know a particular How will we know a particular kind of “fun” when we see it?kind of “fun” when we see it?

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Eight Kinds of “Fun”Eight Kinds of “Fun”

Game as art object• SensationSensation

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Eight Kinds of “Fun”Eight Kinds of “Fun”

Game as make-believe

• SensationSensation• FantasyFantasy

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Eight Kinds of “Fun”Eight Kinds of “Fun”

Game as unfolding story

• SensationSensation• FantasyFantasy• NarrativeNarrative

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Eight Kinds of “Fun”Eight Kinds of “Fun”

Game as obstacle course

• SensationSensation• FantasyFantasy• NarrativeNarrative• ChallengeChallenge

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Eight Kinds of “Fun”Eight Kinds of “Fun”

Game as social framework

• SensationSensation• FantasyFantasy• NarrativeNarrative• ChallengeChallenge• FellowshipFellowship

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Eight Kinds of “Fun”Eight Kinds of “Fun”

Game as uncharted territory

• SensationSensation• FantasyFantasy• NarrativeNarrative• ChallengeChallenge• FellowshipFellowship• DiscoveryDiscovery

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Eight Kinds of “Fun”Eight Kinds of “Fun”

Game as soap box

• SensationSensation• FantasyFantasy• NarrativeNarrative• ChallengeChallenge• FellowshipFellowship• DiscoveryDiscovery• ExpressionExpression

Page 62: Is this thing on?. Game Design Workshop Orientation GDC 2008.

Eight Kinds of “Fun”Eight Kinds of “Fun”

Game as mindless pastime

• SensationSensation• FantasyFantasy• NarrativeNarrative• ChallengeChallenge• FellowshipFellowship• DiscoveryDiscovery• ExpressionExpression• SubmissionSubmission

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Clarifying Our Clarifying Our AestheticsAestheticsCharades is “fun”

Team Fortress is “fun”

Final Fantasy is “fun”

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Charades isFellowship, Expression, Challenge

Team Fortress isCompetition, Schadenfreude, Challenge, Sensation, Fantasy

Final Fantasy isFantasy, Narrative, Expression, Discovery, Challenge, Masochism

Each game pursues multiple aesthetics.Again, there is no Game Unified Theory.

Clarifying Our Clarifying Our AestheticsAesthetics

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Clarifying Our GoalsClarifying Our Goals

• As designers, we can choose As designers, we can choose certain aesthetics as goals certain aesthetics as goals for our game design.for our game design.

• We need more than a one-We need more than a one-word definition of our goals.word definition of our goals.

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Some examples…

Formulating an “Aesthetic Formulating an “Aesthetic Model”Model”

For each aesthetic goal:For each aesthetic goal:• Write a formal definitionWrite a formal definition• List criteria for successList criteria for success• List modes of failureList modes of failure

• Serves as an “aesthetic Serves as an “aesthetic compass”compass”

• These are often reusableThese are often reusable

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Goal: CompetitionGoal: Competition

• Definition: A game is competitive Definition: A game is competitive if players are emotionally invested if players are emotionally invested in defeating each other.in defeating each other.

• Success:Success: Players are adversaries.Players are adversaries. Players want to win.Players want to win.

• Failure:Failure: A player feels that he can’t win.A player feels that he can’t win. A player can’t measure his progress.A player can’t measure his progress.

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Goal: Pirate FantasyGoal: Pirate Fantasy

• Definition: A pirate fantasy conforms Definition: A pirate fantasy conforms to the genre conventions of pirate to the genre conventions of pirate movies, and permits the player to movies, and permits the player to engage in certain kinds of anti-social engage in certain kinds of anti-social pirate behavior. pirate behavior.

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• Definition: A pirate fantasy conforms Definition: A pirate fantasy conforms to the genre conventions of pirate to the genre conventions of pirate movies, and permits the player to movies, and permits the player to engage in certain kinds of anti-social engage in certain kinds of anti-social pirate behavior. pirate behavior.

• Success:Success: EmpowermentEmpowerment IndependenceIndependence GreedGreed TreacheryTreachery Prey upon WeakPrey upon Weak

Goal: Pirate FantasyGoal: Pirate Fantasy

• Failure:Failure: VulnerabilityVulnerability CompassionCompassion GenerosityGenerosity

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Dra

ma

tic

Te

nsi

on

Narrative Time

Conflict Resolution

Climax

Goal: DramaGoal: Drama

Definition: A game is dramatic if:Definition: A game is dramatic if:• Its central conflict creates dramatic Its central conflict creates dramatic

tension.tension.• The dramatic tension builds towards a The dramatic tension builds towards a

climax.climax.

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Goal: DramaGoal: Drama

• Success: Success: A sense of uncertaintyA sense of uncertainty A sense of inevitabilityA sense of inevitability Tension increases towards a climaxTension increases towards a climax

• Failure:Failure: The conflict’s outcome is obvious (no The conflict’s outcome is obvious (no

uncertainty)uncertainty) No sense of forward progress (no No sense of forward progress (no

inevitability)inevitability) Player doesn’t care how the conflict resolves. Player doesn’t care how the conflict resolves.

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Understanding Understanding DynamicsDynamics

• What about the game’s What about the game’s behavior can we predict behavior can we predict before we go to playtest?before we go to playtest?

• How can we explain the How can we explain the behavior that we observe?behavior that we observe?

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Formalizing Game Formalizing Game DynamicsDynamics

RulesInput Output

State(Player)

(Graphics/Sound)

The “State Machine” Model

Examples: Chess, Team Fortress

Page 74: Is this thing on?. Game Design Workshop Orientation GDC 2008.

Some examples…

Models of Game Models of Game DynamicsDynamics

• Again, no Grand Unified Again, no Grand Unified TheoryTheory

• Instead, a collection of many Instead, a collection of many Dynamic Models.Dynamic Models.

• Dynamics models are Dynamics models are analytical in nature. analytical in nature.

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2 3 4 5 6 7 8 9 10 11 12

Chance

in 3

6

Die roll

Example: Random Example: Random VariableVariable

• This is a model of 2d6:This is a model of 2d6:

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An Ideal Thermostat

Room

Too Cold

Too Hot

Thermometer

Controller

Cooler

Heater

Example: Feedback Example: Feedback SystemSystemA feedback system monitors and regulates its own state.A feedback system monitors and regulates its own state.

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Example: Operant Example: Operant ConditioningConditioning

• The player is part of the The player is part of the system, too!system, too!

• Psychology gives us models Psychology gives us models to explain and predict the to explain and predict the player’s behavior. player’s behavior.

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2 3 4 5 6 7 8 9 10 11 12

Chance

in 3

6

Die roll

Example: Random Example: Random VariableVariable

• This is a model of 2d6:This is a model of 2d6:

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Where Models Come Where Models Come FromFrom

• Analysis of existing gamesAnalysis of existing games

• Other Fields: Other Fields: Math, Psychology, Engineering…Math, Psychology, Engineering…

• Our own experienceOur own experience

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Understanding Understanding MechanicsMechanics

• There’s a vast library of There’s a vast library of common game mechanics.common game mechanics.

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ExamplesExamples

• CardsCards Shuffling, Trick-Taking, BiddingShuffling, Trick-Taking, Bidding

• ShootersShooters Ammunition, Spawn PointsAmmunition, Spawn Points

• GolfGolf Sand Traps, Water HazardsSand Traps, Water Hazards

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Mechanics vs. DynamicsMechanics vs. Dynamics

• There’s a grey areaThere’s a grey area Some behaviors are direct Some behaviors are direct

consequences of rules.consequences of rules. Others are indirect.Others are indirect. ““Dynamics” usually means the latter. Dynamics” usually means the latter.

• Dynamics and Mechanics are Dynamics and Mechanics are different views of games.different views of games.

• Dynamics emerge from Dynamics emerge from Mechanics.Mechanics.

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MDAMDA

• A “Taxonomy” of Design A “Taxonomy” of Design KnowledgeKnowledge AestheticsAesthetics DynamicsDynamics MechanicsMechanics ……and the and the interactions interactions between between

them.them.

Page 84: Is this thing on?. Game Design Workshop Orientation GDC 2008.

MDA in SiSSYFiGHTMDA in SiSSYFiGHT

Simultaneous turns + attack actions Simultaneous turns + attack actions

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MDA in SiSSYFiGHTMDA in SiSSYFiGHT

Simultaneous turns + attack actions Simultaneous turns + attack actions

Equality Scourge

Competition,Random Attacks

Cooperation,Team Attacks

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MDA in SiSSYFiGHTMDA in SiSSYFiGHT

Simultaneous turns + attack actions Simultaneous turns + attack actions

Equality Scourge

Competition,Random Attacks

Cooperation,Team Attacks

Betrayal!

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Coffee at 4:00Coffee at 4:00

• At 4:15, find your Elective A At 4:15, find your Elective A room:room: World of Rulecraft: 3005World of Rulecraft: 3005 Seven Deadly Sins: 3007Seven Deadly Sins: 3007 Coopetition: 3020Coopetition: 3020