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Download Slides - The collected game design rants of Marc LeBlanc
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Is this thing on? Game Design Workshop Orientation Marc “MAHK” LeBlanc GDC 2004 Orientation Overview Part I: Workshop Format Part II: Outline Our Formal Approach Part III: Formal Approach in Detail Part IV: Tuning Part I: Introduction In this part we will: • Explain the workshop high concept • Describe the format • Introduce the faculty About The Workshop • This is the fifth year • Hands-on • Focused on iterative design • Grounded in a formal approach to game design • Intended to be open-ended Things You Won’t Learn Here • How to get a job as a game designer • How to write a design document • Where game ideas “come from” • How to get your game funded • How to use a level editor In Other Words... • It’s not about the Business (Getting a job, pitching a game, getting funded) • It’s not about the Profession (Writing documents, tracking bugs, using tools) • It’s about the Craft (Making games that are fun) What You’ll be Doing • Playing games • Analyzing games • Critiquing games • Modifying games • Refining games A Few Ground Rules • Please attend the whole thing • Collaborate, Share, and Encourage • Save the “meta-discussion” for the very end Workshop Format • Small-group activities. Main Exercises (3) Electives (choose 1 from 3 each day) Introducing the Faculty • Myself • Andrew Leker • Rob Fermier • Steve Librande • Jonathan Hamel • Art Min • Robin Hunicke • Randy Smith • Frank Lantz • Tim Stellmach Part II: A Formal Approach In this section, we present: • A formal framework for game design • A view of the designer-player relationship Game Design “Frameworks” • Paradigms for organizing our understanding Game Design “Frameworks” • Paradigms for organizing our understanding • Example Frameworks: The 400 Project Design Patterns Game Design “Frameworks” • Paradigms for organizing our understanding • Example Frameworks: The 400 Project Design Patterns • Separate from the process Our Framework • Grounded in a formal approach • Organized around the designerplayer relationship The Designer-Player Relationship Designer Player The Designer-Player Relationship Designer Game Player The Designer-Player Relationship Designer Creates Game Consumes Player The Designer-Player Relationship Designer Creates Game Book Consumes Player The Designer-Player Relationship Designer Creates Game Book Movie Consumes Player The Designer-Player Relationship Designer Creates Game Book Movie Painting Consumes Player The Designer-Player Relationship Designer Creates Game Book Movie Painting Chair Consumes Player The Designer-Player Relationship Designer Creates Game Book Movie Painting Chair Car Consumes Player The Designer-Player Relationship Designer Creates Game Book Movie Painting Chair Car Pizza Consumes Player The Designer-Player Relationship Creates Game Consumes Designer Player The difference is the way that games are consumed. An Extreme Opposite Example: A Theatrical Play The “design team” knows: • Script • Lighting • Acoustics • Seating • Intermissions 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? Obligatory Editorial This lack of predictability is the essence of play. It should be embraced, not eschewed. Games as Software Code Games as Software Code Process Games as Software Code Process Requirements Games as Software Code Rules Process Requirements Games as Software Code Process Rules Activity Requirements Games as Software Code Process Requirements Rules Activity “Fun” A Design Vocabulary Code Process Requirements Rules Activity “Fun” A Design Vocabulary Code Process Requirements Mechanics Rules Activity “Fun” A Design Vocabulary Mechanics Process Requirements Dynamics Game “Fun” A Design Vocabulary Mechanics Dynamics Aesthetics The MDA Framework Mechanics Dynamics Aesthetics 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. The Designer/Player Relationship, Revisited Mechanics Designer Dynamics Aesthetics Player The Player’s Perspective Mechanics Dynamics Aesthetics Player The Designer’s Perspective Mechanics Designer Dynamics Aesthetics Three “Views” of Games Mechanics Dynamics Aesthetics But they are causally linked The Building Blocks: Formal Models • • • • No Grand Unified Theory Instead, lots of little models We can think of models as “lenses” Models can be formulas or abstractions • Discovering new models is an ongoing process MDA is a “Taxonomy” for Models • Knowledge of Aesthetics • Knowledge of Dynamics • Knowledge of Mechanics • Knowledge of the interactions between them Properties of Good Models We want our models to be: • Formal (well-defined) • Abstract (widely applicable) • Proven (known to work) On any given game, we expect to use several different abstractions, not one big one. Part III: MDA in detail In this part, we discuss Aesthetics, Dynamics and Mechanics in detail. The Designer’s Perspective Mechanics Designer Dynamics 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? Eight Kinds of “Fun” Eight Kinds of “Fun” 1. Sensation Game as sense-pleasure Eight Kinds of “Fun” 1. Sensation 2. Fantasy Game as make-believe Eight Kinds of “Fun” 1. Sensation 2. Fantasy 3. Narrative Game as unfolding story Eight Kinds of “Fun” 1. 2. 3. 4. Sensation Fantasy Narrative Challenge Game as obstacle course Eight Kinds of “Fun” 1. 2. 3. 4. 5. Sensation Fantasy Narrative Challenge Fellowship Game as social framework Eight Kinds of “Fun” 1. 2. 3. 4. 5. 6. Sensation Fantasy Narrative Challenge Fellowship Discovery Game as uncharted territory Eight Kinds of “Fun” 1. 2. 3. 4. 5. 6. 7. Sensation Fantasy Narrative Challenge Fellowship Discovery Expression Game as self-discovery Eight Kinds of “Fun” 1. 2. 3. 4. 5. 6. 7. 8. Sensation Fantasy Narrative Challenge Fellowship Discovery Expression Submission Game as mindless pastime Clarifying Our Aesthetics • Charades is “fun” • Quake is “fun” • Final Fantasy is “fun” Clarifying Our Aesthetics • Charades is Fellowship, Expression, Challenge • Quake 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. 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. What is an “Aesthetic Model?” • A rigorous definition of an aesthetic goal • States criteria for success and failure • Serves as an “aesthetic compass” Some examples… Goal: Competition Model: 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 can’t win. A player can’t measure his progress. Goal: Realistic Flight Simulation Model: Flight dynamics match user expectations. Success: Match a mathematical formula Pass our “realism checklist” Failure: Counter-intuitive system behavior. 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 Goal: Drama Success: A sense of uncertainty A sense of inevitability Tension increases towards a climax Failure: The conflict’s outcome is obvious (no uncertainty) No sense of forward progress (no inevitability) Player doesn’t care how the conflict resolves. On to Dynamics... Understanding Dynamics • What about the game’s behavior can we predict before we go to playtest? • How can we explain the behavior that we observe? Formalizing Game Dynamics Input (Player) Rules Output State (Graphics/ Sound) The “State Machine” Model Examples: Chess, Quake Models of Game Dynamics • Again, no Grand Unified Theory • Instead, a collection of many Dynamic Models. • Dynamics models are analytical in nature. Some examples… Example: Random Variable Chance in 36 This is a model of 2d6: 2 3 4 5 6Die7roll8 9 10 11 12 Example: Feedback System A feedback system monitors and regulates its own state. Room Thermometer Heater Too Cold Too Hot Cooler Controller An Ideal Thermostat Example: Operant Conditioning • The player is part of the system, too! • Psychology gives us models to explain and predict the player’s behavior. Where Models Come From • Analysis of existing games • Other Fields: Math, Psychology, Engineering… • Our own experience On to Mechanics... Understanding Mechanics • There’s a vast library of common game mechanics. Examples • Cards Shuffling, Trick-Taking, Bidding • Shooters Ammunition, Spawn Points • Golf Sand Traps, Water Hazards Mechanics vs. Dynamics • There’s a grey area Some behaviors are direct consequences of rules. Others are indirect. “Dynamics” usually means the latter. Mechanics vs. Dynamics • There’s 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. Mechanics vs. Dynamics • There’s 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. Interaction Models • How do specific dynamics emerge from specific mechanics? • How do specific dynamics evoke specific aesthetics? 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 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” Part IV: Tuning In this part we will: • Define tuning • Present a formal approach What we mean by “Tuning” Analyze Test Revise Tuning is an iterative process. We’re not limited to: • Parameter tweaking • “Fiddling with knobs” 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 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. 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 Time for Coffee... Part V: Some Common Themes Here are some themes you’ll see throughout the 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. © Steve Jackson Games www.sjgames.com 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.