The MDA Framework Mechanics Dynamics Game Tuning Workshop Aesthetics Some Common Themes Here are some themes we examined. Game Tuning Workshop.
Download ReportTranscript The MDA Framework Mechanics Dynamics Game Tuning Workshop Aesthetics Some Common Themes Here are some themes we examined. Game Tuning Workshop.
The MDA Framework Mechanics Dynamics Game Tuning Workshop Aesthetics Some Common Themes Here are some themes we examined. Game Tuning Workshop Theme: Dynamics and Fantasy • Our game dynamics have meaning within our game’s core fantasy. • That meaning may or may not be compatible. • In order to remain faithful to our subject matter, dynamics and fantasy must be in alignment. Game Tuning Workshop © Steve Jackson Games Game Tuning Workshop www.sjgames.com Choices Theme: “Possibilty Space” and Drama Time Game Tuning Workshop Theme: State Space and Design Flexibility • The state space of a game is the set of possible states the system can be in. • The larger the state space, the easier it is to make changes. • As we modify our design, we can expect the state space to grow. Game Tuning Workshop Theme: Aesthetic Breadth • Games are not aesthetic laser beams. • Neither are players, neither are designers. • As professionals, we need to be able to match the player’s values as well as our own. Game Tuning Workshop A Final Thought “The intellect is a Bailey bridge built between islands of inspiration” - Mike Myers www.algorithmancy.org [email protected] Game Tuning Workshop Shameless Plugs • Oasis (IGF, Wed) • Beyond Fun – Setting Aesthetic Goals and Sticking to Them (Fri AM) • Would the Real Emergent Gameplay Please Stand Up? (Thu AM) • Cross-Platform UI Development (Thu PM) • Industry Collaboration with Academia (Thu PM) • Experimental Gameplay Workshop (Thu PM) Game Tuning Workshop Probability is a Valuable Model Chance in 36 This is a model of 2d6: 2 3 4 5 6 7 8 Die roll 9 10 11 12 Game Tuning Workshop Game Design and Tuning Workshop Orientation Marc “MAHK” LeBlanc GDC 2003 Game Tuning Workshop Orientation Overview Part I: Workshop Format Part II: Outline Our Formal Approach Part III: Formal Approach in Detail Part IV: Tuning Game Tuning Workshop Part I: Introduction In this part we will: • Explain the workshop high concept. • Describe the format. • Introduce the faculty. Game Tuning Workshop This Workshop Is: • • • • In its third year Designed to be hands-on. Focused on the tuning process. Grounded in a formal approach to game design. • Intended to be open-ended. Game Tuning Workshop This Workshop Isn’t: • About the game “industry.” • About the game design “profession.” • Concerned with the early stages of game design. • A one-way street. Game Tuning Workshop What You’ll be Doing • • • • • Playing games. Analyzing games. Critiquing games. Modifying games. Refining games. Game Tuning Workshop A Few Ground Rules • Please attend the whole thing. • Collaborate, Share, and Encourage. • Save the “meta-discussion” for the very end. Game Tuning Workshop Workshop Format • Small-group activities. Main Exercises (3) Electives (choose 1 from 3 each day) Game Tuning Workshop Introducing the Faculty • • • • • • Myself Rob Fermier Austin Grossman Frank Lantz Andrew Leker Steve Librande • Katie Salen • Tim Stellmach Also Helping Out: • Art Min • Robin Hunicke Game Tuning Workshop Part II: A Formal Approach In this section, we present • A formal framework for game design. • A view of the designer-player relationship Game Tuning Workshop Game Design “Frameworks” • Paradigms for organizing our understanding. Game Tuning Workshop Game Design “Frameworks” • Paradigms for organizing our understanding. • Example Frameworks: The 400 Project Design Patterns Game Tuning Workshop Game Design “Frameworks” • Paradigms for organizing our understanding. • Example Frameworks: The 400 Project Design Patterns • Separate from the process. Game Tuning Workshop Our Framework • Organized around the designer-player relationship. • Grounded in a formal approach. Game Tuning Workshop The Designer-Player Relationship Designer Player Game Tuning Workshop The Designer-Player Relationship Game Designer Player Game Tuning Workshop The Designer-Player Relationship Creates Game Designer Consumes Player Game Tuning Workshop The Designer-Player Relationship Designer Creates Game Book Game Tuning Workshop Consumes Player The Designer-Player Relationship Designer Creates Game Book Movie Game Tuning Workshop Consumes Player The Designer-Player Relationship Designer Creates Game Book Movie Painting Game Tuning Workshop Consumes Player The Designer-Player Relationship Designer Creates Game Book Movie Painting Chair Game Tuning Workshop Consumes Player The Designer-Player Relationship Designer Creates Game Book Movie Painting Chair Car Game Tuning Workshop Consumes Player The Designer-Player Relationship Designer Creates Game Book Movie Painting Chair Car Steak Dinner Game Tuning Workshop Consumes Player The Designer-Player Relationship Creates Game Consumes Designer Player The difference is the way that games are consumed. Game Tuning Workshop An Extreme Opposite Example: A Theatrical Play The “design team” knows: • Script • Lighting • Acoustics • Seating • Intermissions Game Tuning Workshop Games, on the Contrary The designer doesn’t know: • When will the player play? How often? For how long? • Where? With Whom? And most importantly... • What will happen during the game? Game Tuning Workshop Obligatory Editorial This lack of predictability is the essence of play. It should be embraced, not eschewed. Game Tuning Workshop A Formal Model of “Game Consumption” Rules System Behavior Game Tuning Workshop “Fun” The Player-Designer Relationship, Revisited Designer Rules System Behavior Game Tuning Workshop “Fun” Player The MDA Framework Mechanics Dynamics Game Tuning Workshop Aesthetics Definitions • Mechanics: The rules and concepts that formally specify the game-as-system. Game Tuning Workshop Definitions • Mechanics: The rules and concepts that formally specify the game-as-system. • Dynamics: The run-time behavior of the game-as-system. Game Tuning Workshop 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. Game Tuning Workshop The Building Blocks: Formal Models • • • • • No Grand Unified Theory Instead, lots of little models Models can be formulas or abstractions. We can think of models as “lenses.” Discovering new models is an ongoing process. Game Tuning Workshop MDA is a “Taxonomy” for Models • • • • Knowledge of Aesthetics Knowledge of Dynamics Knowledge of Mechanics Knowledge of the interactions between them. Game Tuning Workshop Properties of Good Models We want our models to be: • Formal (i.e. well-defined). • Abstract (i.e. widely applicable). • Proven (i.e. known to work). On any given game, we expect to use several different abstractions, not one big one. Game Tuning Workshop Part III: MDA in detail In this part, we discuss Aesthetics, Dynamics and Mechanics in detail. Game Tuning Workshop The Player’s Perspective Mechanics Dynamics Game Tuning Workshop Aesthetics The Designer’s Perspective Mechanics Dynamics Game Tuning Workshop Aesthetics 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? Game Tuning Workshop Eight Kinds of “Fun” Game Tuning Workshop Eight Kinds of "Fun" 1. Sensation Game as sense-pleasure Game Tuning Workshop Eight Kinds of "Fun" 1. Sensation Game as sense-pleasure 2. Fantasy Game as make-believe Game Tuning Workshop Eight Kinds of "Fun" 1. Sensation Game as sense-pleasure 2. Fantasy Game as make-believe 3. Narrative Game as drama Game Tuning Workshop Eight Kinds of "Fun" 1. Sensation Game as sense-pleasure 2. Fantasy Game as make-believe 3. Narrative Game as drama 4. Challenge Game as obstacle course Game Tuning Workshop Eight Kinds of "Fun" 1. Sensation Game as sense-pleasure 5. Fellowship Game as social framework 2. Fantasy Game as make-believe 3. Narrative Game as drama 4. Challenge Game as obstacle course Game Tuning Workshop Eight Kinds of "Fun" 1. Sensation Game as sense-pleasure 5. Fellowship Game as social framework 2. Fantasy Game as make-believe 6. Discovery Game as uncharted territory 3. Narrative Game as drama 4. Challenge Game as obstacle course Game Tuning Workshop Eight Kinds of "Fun" 1. Sensation Game as sense-pleasure 5. Fellowship Game as social framework 2. Fantasy Game as make-believe 6. Discovery Game as uncharted territory 3. Narrative 7. Expression Game as drama Game as self-discovery 4. Challenge Game as obstacle course Game Tuning Workshop Eight Kinds of "Fun" 1. Sensation Game as sense-pleasure 5. Fellowship Game as social framework 2. Fantasy Game as make-believe 3. Narrative 6. Discovery Game as uncharted territory 7. Expression Game as drama Game as self-discovery 4. Challenge 8. Masochism Game as obstacle course Game as submission Game Tuning Workshop Clarifying Our Aesthetics • Charades is “fun.” • Quake is “fun.” • Final Fantasy is “fun.” Game Tuning Workshop Clarifying Our Aesthetics • Charades: Fellowship, Expression, Challenge • Quake: Challenge, Sensation, Competition, Fantasy • Final Fantasy: Fantasy, Narrative, Expression, Discovery, Challenge, Masochism • Each game pursues multiple aesthetics. • Again, there is no Game Unified Theory. Game Tuning Workshop 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. Game Tuning Workshop What is an “Aesthetic Model?” • A rigorous definition of an aesthetic goal. • Serves as an “aesthetic compass.” • States criteria for success as well as possible modes of failure. Some examples… Game Tuning Workshop Goal: Competition Model: A game is competitive if: • Players are adversaries. • Players have an ongoing emotional investment in defeating each other. Some Failure Modes: • A player feels that he can’t win. • A player can’t measure his progress. Game Tuning Workshop Goal: Realistic Flight Simulation Possible Models: Our flight dynamics are realistic if: • They match a mathematical formula, or, • They pass our “realism checklist,” Failure Modes: • Counter-intuitive system behavior. Game Tuning Workshop Goal: Drama Model: A game is dramatic if: • Its central conflict creates dramatic tension. • The dramatic tension builds towards a climax. Dramatic Tension Clima x Conflict Resolution Narrative Time Game Tuning Workshop Goal: Drama Failure Modes: • Lack of conflict. • Lack of tension. The conflict’s outcome is obvious (no uncertainty). No sense of forward progress (no inevitability). • Tension does not increase towards a climax. Game Tuning Workshop On to Dynamics... Understanding Dynamics • How can we predict and explain the behavior of the game-as-system? Game Tuning Workshop Formalizing Game Dynamics Input Rules (Player) Output State (Graphics/ Sound) The “State Machine” Model Examples: Chess, Quake Game Tuning Workshop Models of Game Dynamics • Again, no Grand Unified Theory • Instead, a collection of many Dynamic Models. • Dynamics models are analytical in nature. Some examples… Game Tuning Workshop Example: Random Variable Chance in 36 This is a model of 2d6: 2 3 4 5 6 7 8 Die roll 9 10 11 12 Game Tuning Workshop Example: Feedback System A feedback system monitors and regulates its own state. Room Thermometer Heater Too Cold Too Hot Cooler Controller An Ideal Thermostat Game Tuning Workshop Example: Operant Conditioning • The player is part of the system, too! • Psychology gives us models to explain and predict the player’s behavior. Game Tuning Workshop Where Models Come From • Analysis of existing games. • Other Fields: Math, Psychology, Engineering… • Our own experience. Game Tuning Workshop On to Mechanics... Understanding Mechanics • There’s a vast library of common game mechanics. Game Tuning Workshop Examples • Cards: Shuffling, Trick-Taking, Bidding • Shooters: Ammunition, Spawn Points • Golf: Sand Traps, Water Hazards Game Tuning Workshop Mechanics vs. Dynamics We need to acknowledge mechanics and dynamics as distinct concepts. Dynamics emerge from Mechanics. Game Tuning Workshop Interaction Models • How do specific dynamics emerge from specific mechanics? • How do specific dynamics evoke specific aesthetics? Game Tuning Workshop Example: Time Pressure • “Time pressure” is a dynamic. • It can create dramatic tension. • Various mechanics create time pressure: Simple time limit “Pace” monster Depleting resource Game Tuning Workshop Moving Forward… Let’s hope the future brings us: • A rich aesthetic vocabulary. • A eclectic library of game mechanics. • A catalog of formal models: Aesthetic, Dynamic, Interaction In other words, “Formal Abstract Design Tools.” Game Tuning Workshop Part IV: Tuning In this part we will: • Define tuning. • Present a formal approach. Game Tuning Workshop What we mean by “Tuning:” Analyze Test Revise Tuning is an iterative process. Game Tuning Workshop We’re not limited to: • Parameter tweaking • “Fiddling with knobs” Game Tuning Workshop MDA in the Tuning Process Aesthetic Models help us: • Articulate our goals. • Point out our game’s flaws. • Measure our progress. Dynamic Models help us: • Pinpoint our problems. Both kinds help us: • Evaluate possible revisions. Game Tuning Workshop Learning From the Tuning Process Between iterations, we re-evaluate: • Our goals. • Our models • Our assumptions. Sometimes we need to revise our own thinking as well. Game Tuning Workshop The Tuning Process Before we start: • Know our aesthetic goals. While we iterate: • Aesthetic and dynamics models guide our way. Between Iterations • Learn from the process. Game Tuning Workshop Time for Coffee... After the break, go to the classroom that matches the color of your poker chip: Blue Red White C1 C2 C3 Game Tuning Workshop