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Loving your Player with Juicy Feedback

Loving your Player with Juicy Feedback. Robin Hunicke dConstruct 2009. GAMEISM. GOALS. SKILLS. STORY. CHALLENGE. GAMEISM. MDA. Introduction.

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Loving your Player with Juicy Feedback

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  1. Lovingyour PlayerwithJuicyFeedback Robin Hunicke dConstruct 2009

  2. GAMEISM

  3. GOALS

  4. SKILLS

  5. STORY

  6. CHALLENGE

  7. GAMEISM

  8. MDA Introduction

  9. Designer-Player Relationship   Creates Consumes Game Designer Player

  10. Designer-Player Relationship   Creates Consumes Game Designer Player Book Movie Painting Website

  11. Unpredictable Use! • How will it be consumed? • What happens during consumption? How can we formalize this?

  12. Formalizing Games Rules System “Fun”

  13. Formalizing Games Rules System “Fun” Code Behavior Requirements

  14. Formalizing Games Code System “Fun” Mechanics Rules Behavior Requirements

  15. Formalizing Games Code Code “Fun” Mechanics Dynamics Rules Rules Requirements

  16. Formalizing Games Code Code Mechanics Dynamics Aesthetics Rules Rules

  17. Mechanics Dynamics Aesthetics Definitions • Mechanics • Game components like data representation and algorithms that define how it works.

  18. Mechanics Dynamics Aesthetics Definitions • Dynamics • The run-time behavior of the mechanics … and resulting output, over time.

  19. Mechanics Dynamics Aesthetics Definitions • Aesthetics • The player’s emotional response, when she interacts with the game.

  20. MDA Aesthetics Aesthetics

  21. No More “Fun” • Charades is “fun” • Quakeis “fun” • The Simsis “fun” • Final Fantasy is “fun”

  22. Aesthetics Applied • Charades: Fellowship, Expression, Challenge • Quake • The Sims • Final Fantasy

  23. Aesthetics Applied • Charades: Fellowship, Expression, Challenge • Quake: Challenge, Sensation, Fantasy • The Sims • Final Fantasy

  24. Aesthetics Applied • Charades: Fellowship, Expression, Challenge • Quake: Challenge, Sensation, Fantasy • The Sims: Discovery, Fantasy, Expression, Narrative • Final Fantasy

  25. Aesthetics Applied • Charades: Fellowship, Expression, Challenge • Quake: Challenge, Sensation, Fantasy • The Sims: Discovery, Fantasy, Expression, Narrative • Final Fantasy: Fantasy, Narrative, Expression, Discovery, Challenge, Submission

  26. Sensation?

  27. Aesthetic Models • Tell us what games do (well OR poorly) • Charades and Monopoly: Competition • Requires emotional investment • Perceivable winning condition • Achievable winning condition

  28. MDA Dynamics Dynamics

  29. Dynamics of Charades • Dynamics create Aesthetics • Challenge • Time pressure • Opponent play • Fellowship • Shared information • Group-sized goals (beat the other teams)

  30. Model: 2D 6 Chance in 36 2 3 4 5 6 7 8 9 10 11 12 Die Roll

  31. Model: Feedback System Room Thermometer Too Cold! Controller Too Hot!

  32. Model: Monopoly Move Roll Losers $$$$$$ Pay Up! Winners $$$$$$ Cash In!

  33. MDA Mechanics Mechanics

  34. Mechanics • Mechanics support Dynamics • Cards: • Trick taking, betting… • …bluffing, shooting the moon • Shooters: • Weapons, ammo, spawn points… • … camping or sniping

  35. Mechanics • Mechanics support Dynamics • Dice: • Moving to unpredictable location • … drive-by “strategery” • Cards: • Go to Jail, get money from Bank… • … upset planning

  36. Model: Monopoly Move Roll Losers $$$$$$ Pay Up! Winners $$$$$$ Cash In!

  37. Design Via Mechanics • Increase Investment • Smaller board, more rolls, larger dice • Faster pace of play • Constant rate tax or increased payouts • Smaller gaps between players • Randomly distributed properties • Add predictablity • Encourage “trading” • Increase agency

  38. Missing Dynamics • Provide Achievable Winning Conditions • Subsidies for the poor • Taxes for the rich • Calculate @ Go • or when exercising a monopoly

  39. MDA You Can Use It!

  40. Mechanics Dynamics Aesthetics MDA as Lens • Typical designer perspective • Mechanics give rise to Dynamics… • which support the overall Aesthetic.  Designer

  41. Mechanics Dynamics Aesthetics MDA as Lens • Typical player perspective • Aesthetics set a tone… • born out by Mechanics and Dynamics.  Player

  42. Mechanics Dynamics Aesthetics A New Perspective • As a Player • Recognize how our actions help create and support entertainment experiences  Player

  43. Mechanics Dynamics Aesthetics MDA as Lens • As a Designer • Use aesthetic goals to focus the design  Designer

  44. Use MDA to: • Put the player on stage • Avoid feature-driven design • Eliminate “clutter” • Create iterative process • Streamline development Avoid fixing what isn’t broken

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