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Designing & Building Gameplay Features

Designing & Building Gameplay Features. Todd Batty, Producer. Internal Use Only. Agenda. Terminology Identify your Core Feedback Loops Practical Application Process. Terminology – Core – Feedback – Application – Process. Terminology. User vs Player Gameplay Mechanics

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Designing & Building Gameplay Features

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  1. Designing & Building Gameplay Features Todd Batty, Producer Internal Use Only

  2. Agenda • Terminology • Identify your Core • Feedback Loops • Practical Application • Process Terminology– Core – Feedback – Application – Process

  3. Terminology • User vs Player • Gameplay Mechanics • Gameplay System • Game Terminology– Core – Feedback – Application – Process

  4. Terminology • User vs Player • Gameplay Mechanics • Gameplay System • Game Terminology– Core – Feedback – Application – Process

  5. User vs Player • For purposes of this presentation: • A person playing the game will be defined as a User • A character in the game will be defined as a Player Terminology– Core – Feedback – Application – Process

  6. Terminology • User vs Player • Gameplay Mechanics • Gameplay System • Game Terminology– Core – Feedback – Application – Process

  7. Gameplay Mechanics • Gameplay Mechanics are actions that a User can perform. Run Shoot Dunk Block Pass Steal Shove Gameplay Mechanics NBA Street Trick Punk Alleyoop Terminology– Core – Feedback – Application – Process

  8. Terminology • User vs Player • Gameplay Mechanics • Gameplay System • Game Terminology– Core – Feedback – Application – Process

  9. Gameplay System • Gameplay Mechanics combine together create a Gameplay System Locomotion Punk System NBA Street Trick Punk (2-man) Steal Counter Shove Counter Terminology– Core – Feedback – Application – Process

  10. The “Features” Trap • We typically build gameplay based on a feature list. • In Sports, this list is most often extrapolated from analyzing the real sport. “Basketball has bounce passes. We need bounce passes.” • Once we have built all or most of these features, we then try to piece them together in a sensible manner. • This is not really game design at all. • Once serious playtesting begins, usually post-alpha, we then begin to discover holes in the system. “Bounce passes serve no purpose in the game.” • Patching these holes often requires new features, adding unwanted risk and chaos late in the project. • This can be prevented by prototyping and building balanced, closed-loop systems in pre-production. • This starts with the Core. Terminology– Core – Feedback – Application – Process

  11. The “Features” Trap Run Steal Screen Alley-Oop Shoot Trick Block Put-Back Punk (2-man) Dunk Pass Steal Counter ??? ??? Shove Counter Shove Terminology– Core – Feedback – Application – Process

  12. Be a Director, Not a Critic • Designers must do more than say “What”, they need to clearly know the “How” and “When” and “Why” of every system they design. • Designers must know what they will WANT to tune and include that in the design.

  13. Idea Vs. Critique Vs. Design • Idea • We need to throw punches • Critique • I want to throw punches • (2 days later) I don’t like it, make it more fun • (2 days later) It doesn’t feel right make it faster • (2 days later) It’s too fast make is slower and now let me steer it • (2 days later) This sucks, maybe we should start kicks and come back to punches later • (Adding complexity to a broken system before it’s functional) • Design (Actual design we had planned on a whiteboard for MMA before doing the protoype moves) • I want to throw punches with the following tuning parameters • Each punch should always reach it’s target if within 12 feet, if too close to target they should back up – each punch should achieve ideal range • Punch Speed – each attack should have a telegraphed wind up that can be tuned through branch-in windows, designers should be able to tune an attributed called ATTR_Punch_Speed_AttackName • Multiplied by stamina and front leg damage • We need 2 branch in windows one for combo and one for initial strike • Power – Tuned through an attribute called ATTR_Punch_Power_AttackName • Multiplied by stamina and back leg damage • Combo Timing – Each attack should have an attribute for tuning branch out windows for each limb so that every attack can have combos tuned • Branch Out Timing – Each attack should have a tuning parameter called ATTR_Punch_FollowThrough_PunchName this attribute should tune the branch out window when I am allowed to move again after punching • Visual Skill – Each punch should have a visual skill animation that is set through a tuning parameter called ATTR_Punch_VisualSkill_PunchName, this tuning param should make the attack look more sloppy and vulnerable without changing the timing • Range – Each punch should have a tuning attribute called ATTR_Punch_Range_PunchName this attribute should clamp the maximum range for that punch. • Steering – Jabs and Hooks should be able to steer left and right around the opponent as you throw them.

  14. Terminology • User vs Player • Gameplay Mechanics • Gameplay System • Game Terminology– Core – Feedback – Application – Process

  15. Game Network of Gameplay Mechanics andGameplay Systems make up the Game as a whole Heave Shot inbound Turbo Locomotion Fake Steal Fake Punk Shoot Dunk Punk Steal Jumpoff Dunk Alleyoop Shot Block Dunk Block Steal Bobble Poke Steal Take Steal Counter Steal Counter Punk Body Counter Punk Ball Jumpoff Counter Jumpoff Block Block Alleyoop Fake Shove Trick Shove Trick Point Earned Gbreaker Earned Gbreaker Triggered Light Shove Strong Shove Shove Behind Counter Shove GBreaker GB Trick GB Dunk GB Punk GB Pass *NOTE: This is not an actual game. It is gibberish. GB Reward GB Jumpoff Dunk GB Punk Counter Body GB Punk Counter Ball Terminology– Core – Feedback – Application – Process

  16. Agenda • Terminology • Identify your Core • Feedback Loops • Practical Application • Process Terminology– Core – Feedback – Application – Process

  17. Identify your Core Gameplay System • Determine your game’s win condition. • Identify the mechanics that directly impact this condition. • Identify the mechanics that directly prevent this condition. • These mechanics combine to create a system. This system is your Core. Terminology– Core – Feedback – Application – Process

  18. Win Condition • How do Users win your game? • Sports • Score more points than the other team • Boxing, Fighting • Kill or be killed (last man standing wins) • Driving • Point A to Point B fastest • Shooters • Point A to Point B survival Terminology– Core – Feedback – Application – Process

  19. NBA Street Example • Win Condition: • Score 21 points before your opponent does. • Core Offense Mechanics: • Locomotion, Shooting, Dunking • Core Defense Mechanics: • Locomotion, Blocking • Core System: • Shoot or Dunk vs. Block Terminology– Core – Feedback – Application – Process

  20. NBA Street Core System Run NBA Street Shoot or Dunk vs Block System Shoot Dunk Block Terminology– Core – Feedback – Application – Process

  21. Core System • Your Core System is the gameplay system a new User will learn first and the one they will use the most. • Watch newbies play your game! • Blackjack Example Improvements and innovations to the core will have the biggest impact on the most consumers. Terminology– Core – Feedback – Application – Process

  22. Core System What is your game’s Core System? Terminology– Core – Feedback – Application – Process

  23. Hitting the Bullseye Terminology– Core – Feedback – Application – Process

  24. Example: MMA Terminology– Core – Feedback – Application – Process

  25. Accessibility • It’s about “access” not “blocking” • This is not turning off features in “easy” mode, this is about the feature set you must use to be successful enough to WIN on easy. • The answer SHOULD be ONLY THE CORE SYSTEM • The core system should never change as difficulty increases • Sub-Systems should never change as difficulty increases • Progression to get to FULL DEPTH • Casual gamers are not “Stupid”, they just access gameplay purely for FUN, not to WIN. • A casual gamer will go just as deep as hard core gamer IF there is clear progression. • The Major difference is a “casual gamer” will stop playing if frustrated. • A casual gamer will not “beat a game in 6 hours and return it”.

  26. Simulation Vs. Arcade Sports • Above the core systems for simulation sports games are the rules of the sport • Visual realism can still be somewhere else in the bulls-eye • Arcade sports can break the rules of the sport, if it’s fun • Goal tending in NBA Street • Blowing people up in Mario Strikers

  27. Agenda • Terminology • Identify your Core • Feedback Loops • Practical Application • Process Terminology– Core – Feedback – Application – Process

  28. Feedback Loops • Give us a tool to evaluate our game mechanics. • Allow us to understand the psychology of the User. • Help us to quantify things like “Play” and “Fun”. • Allow us to analyze our learning curves. Terminology– Core – Feedback – Application – Process

  29. Gameplay Mechanic: Jump Press a button Simulate jump Jump animation plays on screen I can jump! Terminology– Core – Feedback – Application – Process

  30. Feedback Loop • User performs an action. • These actions trigger a simulation update. • The game then provides feedback to the User. • User then absorbs feedback and updates their mental model. This is called a Feedback Loop. Terminology– Core – Feedback – Application – Process

  31. Feedback Loop* Action Simulation Feedback Learning! *http://www.gamasutra.com/view/feature/1524/the_chemistry_of_game_design.php Terminology– Core – Feedback – Application – Process

  32. Feedback Loop • In order to learn and eventually master a Gameplay Mechanic the User will go through multiple, chained Feedback Loops. Terminology– Core – Feedback – Application – Process

  33. Feedback Loop Chain Example: NBA Street Steal Mechanic Press the X button Swipe Player’s arm Arm swipe animation displayed on screen I can swipe my arm! Terminology– Core – Feedback – Application – Process

  34. Feedback Loop Chain Example: NBA Street Steal Mechanic Press the X button Swipe Player’s arm Arm swipe animation displayed on screen Skills can be Chained I can swipe my arm! Swipe arm near opponent Swipe Player’s arm Ball is knocked loose I can steal the ball! Terminology– Core – Feedback – Application – Process

  35. Play • User acquires skill/tool. • User experiments with skill/tool. • User eventually uses skill/tool to learn another skill/tool. • User experiences pleasure and starts process all over again, chaining Feedback Loops together. Terminology– Core – Feedback – Application – Process

  36. Fun • Fun is derived from the act of mastering knowledge, skills and tools. • The deeper and more complex the knowledge/skills/tools learned, the more rewarding it feels. • These “aha” moments release a natural opiate in our brains called Endomorphin. • It’s like Morphine. • Which is good stuff. Terminology– Core – Feedback – Application – Process

  37. Why We Game • Practicing survival instincts • A chemical reward for practicing survival skills (this is what “FUN” is!!!) • “I want to improve this survival skill”. • Competition of survival instincts • Competition instincts to prove I am a better mate than YOU • “I am better at this survival skill than that guy, don’t you want me now?”. • Escape from personal physical limitations or societal limitations “Make Believe”. • “I want to be a hero” • “I want to be strong” • “I want to kill people”

  38. What are we practicing? • Balance • Agility • Combat • Hunting • Gathering • Nurturing • Strategy • Problem Solving

  39. The Primal Play Ladder • Gathering (collection) • Trance/Rhythm (Dance/Music) • Meditation & Social • Problem Solving (Puzzles) • Agility • Hunting (targeting and timing games) • Most shooters are hunting games not combat games • Systems/Tools Proficiency (driving/flying) • Nurturing (character creation/level up) • Socialization • Hand to Hand Combat • Group Combat Grunt (sports) • Group Combat Leadership and Strategy • Entrepreneurship

  40. Agenda • Terminology • Identify your Core • Feedback Loops • Practical Application • Process Terminology– Core – Feedback – Application – Process

  41. Practical Application • Feedback loop analysis of some core NBA Street mechanics. • How we solved one problem. • How we didn’t really solve another problem. Terminology– Core – Feedback – Application – Process

  42. Example • How steal worked • 1-man animation. • On contact, check player’s steal rating. • Based on this rating generate a probability of success. • Roll the dice. • If yes, steal. • If no, whiff. • Sometimes, randomly call a foul. Terminology– Core – Feedback – Application – Process

  43. Problem When Feedback Loops go wrong Press the X button Steal near opponent with Player A Steal near opponent with Player A Steal near opponent with Player A Swipe Player’s arm Check Player Rating Generate Random Number Swipe Player’s arm Check Player Rating Generate Random Number Swipe Player’s arm Check Player Rating Generate Random Number Swipe Player’s arm Arm swipe animation displayed on screen Player called for a Foul Ball is knocked loose Player whiffs steal attempt I can steal the ball! WTF!! I can swipe my arm! I missed! Terminology– Core – Feedback – Application – Process

  44. !Fun • User acquires skill/tool. • User experiments with skill/tool. • User is unable to use skill/tool to learn another skill/tool. • User believes their actions have been in vain, and feel frustration or boredom. • Catecholamines are released when we discover something we have learned is incorrect – this hormone is responsible for anger and frustration – NOT FUN. (it’s also why religious fanatics blow people up) Terminology– Core – Feedback – Application – Process

  45. Problem Press the X button Steal near opponent with Player A Steal near opponent with Player A Steal near opponent with Player A Swipe Player’s arm Check Player Rating Generate Random Number Swipe Player’s arm Check Player Rating Generate Random Number Swipe Player’s arm Check Player Rating Generate Random Number Swipe Player’s arm Arm swipe animation displayed on screen Player called for a Foul Ball is knocked loose Player whiffs steal attempt I can steal the ball! WTF!! I can swipe my arm! I missed! Terminology– Core – Feedback – Application – Process

  46. Question How would you fix it? Terminology– Core – Feedback – Application – Process

  47. Our Solution 1. Make steal a 2-man interaction. 2. Make steal input 100% deterministic. Terminology– Core – Feedback – Application – Process

  48. Our Solution 3. Introduce a counter-steal mechanic. Terminology– Core – Feedback – Application – Process

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