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A Formal Approach to Game Design and Game Research

A. M. D. A Formal Approach to Game Design and Game Research. MDA: Why?. Post mortems are 20/20… …but understanding is fuzzy! Formal Abstract Design Tools, et al Make better games Save time and money Scaffold for research, study and production. MDA: What?. Game Tuning Workshop

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A Formal Approach to Game Design and Game Research

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  1. A M D A Formal Approach to Game Design and Game Research

  2. MDA: Why? • Post mortems are 20/20… • …but understanding is fuzzy! • Formal Abstract Design Tools, et al • Make better games • Save time and money • Scaffold for research, study and production AAAI Workshop: Challenges in Game AI

  3. MDA: What? • Game Tuning Workshop • GDC 2001-2004 • Teach via exercises • Experienced Faculty • Blizzard, Ensemble, Mind Control, Ion Storm, Looking Glass, SOE, Valve, Visual Concepts, Wizards of the Coast, etc. AAAI Workshop: Challenges in Game AI

  4. MDA: Who? • Audience • Academic • Ludology, Narratology, Game Studies • Development • Design, Programing, Art • Marketing, Production and Biz! • Blends • Computer Science • Art/Technology AAAI Workshop: Challenges in Game AI

  5. MDA: Biased! • Artifact-centered approach • Games produce behavior, not media • Building is understanding • Until you apply these concepts, it’s hard to really “grok” them. AAAI Workshop: Challenges in Game AI

  6. A M D Introduction

  7. Designer-Player Relationship   Creates Consumes Game Designer Player AAAI Workshop: Challenges in Game AI

  8. Designer-Player Relationship   Creates Consumes Game Designer Player Book Movie Painting AAAI Workshop: Challenges in Game AI

  9. Designer-Player Relationship • Unpredictable • How will it be consumed? • What happens during consumption? • How can we formalize this? AAAI Workshop: Challenges in Game AI

  10. Rules System “Fun” Formalizing Games AAAI Workshop: Challenges in Game AI

  11. Rules Code System Behavior “Fun” Requirements Formalizing Games AAAI Workshop: Challenges in Game AI

  12. Formalizing Games Code System “Fun” Mechanics Rules Behavior Requirements AAAI Workshop: Challenges in Game AI

  13. Formalizing Games Code Behavior “Fun” Mechanics Dynamics Rules System Requirements AAAI Workshop: Challenges in Game AI

  14. Formalizing Games Code Behavior Requirements Mechanics Dynamics Aesthetics Rules System “Fun” AAAI Workshop: Challenges in Game AI

  15. Mechanics Dynamics Aesthetics Definitions • Mechanics • Components of a game at the level of data representation and algorithms AAAI Workshop: Challenges in Game AI

  16. Mechanics Dynamics Aesthetics Definitions • Dynamics • Run-time behavior of the mechanics as they operate upon user input, and the outputs of other mechanics, over time. AAAI Workshop: Challenges in Game AI

  17. Mechanics Dynamics Aesthetics Definitions • Aesthetics • Desirable emotional responses evoked in the player, when she interacts with the game. AAAI Workshop: Challenges in Game AI

  18. A M D Aesthetics

  19. Aesthetics • Charades is “fun” • Quake is “fun” • The Sims is “fun” • Final Fantasy is “fun” AAAI Workshop: Challenges in Game AI

  20. 1. Sensation • Game as sense-pleasure • 2. Fantasy • Game as make-believe • 3. Narrative • Game as drama • 4. Challenge • Game as obstacle course • 5. Fellowship • Game as social framework • 6. Discovery • Game as uncharted territory • 7. Expression • Game as self-discovery • 8. Submission • Game as pastime Aesthetics • 8 Kinds of Fun: AAAI Workshop: Challenges in Game AI

  21. Aesthetics • Charades: Fellowship, Expression, Challenge • Quake • The Sims • Final Fantasy AAAI Workshop: Challenges in Game AI

  22. Aesthetics • Charades: Fellowship, Expression, Challenge • Quake: Challenge, Sensation, Fantasy • The Sims • Final Fantasy AAAI Workshop: Challenges in Game AI

  23. Aesthetics • Charades: Fellowship, Expression, Challenge • Quake: Challenge, Sensation, Fantasy • The Sims: Discovery, Fantasy, Expression, Narrative • Final Fantasy AAAI Workshop: Challenges in Game AI

  24. Aesthetics • Charades: Fellowship, Expression, Challenge • Quake: Challenge, Sensation, Fantasy • The Sims: Discovery, Fantasy, Expression, Narrative • Final Fantasy: Fantasy, Narrative, Expression, Discovery, Challenge, Submission AAAI Workshop: Challenges in Game AI

  25. Aesthetics • No “Grand Unified Theory” of fun • Concrete vocabulary helps us: • Break games into constituent elements • Pinpoint features that aid aesthetic goals • Taxonomize games beyond “genre” AAAI Workshop: Challenges in Game AI

  26. Aesthetic Models • What games do: well or poorly • Charades and Quake: Competition • Requires emotional investment • Perceivable winning condition • Achievable winning condition AAAI Workshop: Challenges in Game AI

  27. Models in Action • Models guide us like a compass • Does this aesthetic work for target players? • Are we missing something? • How can we modify our design? • Quake + fellowship = Counter Strike AAAI Workshop: Challenges in Game AI

  28. A M D Dynamics

  29. Dynamics • Dynamics create Aesthetics • Challenge • Time pressure • Opponent play • Fellowship • Shared information (teams) • Group-sized goals (capture a base) AAAI Workshop: Challenges in Game AI

  30. Dynamics • Dynamics create Aesthetics • Expression • Building, buying, and designing • Personalizing or customizing • Dramatic Tension • Rising tension, release, denouement • Characters in conflict, alliances and betrayals AAAI Workshop: Challenges in Game AI

  31. Dynamic Models • Predict and describe interactions • Evaluate them concretely • Avoid pitfalls AAAI Workshop: Challenges in Game AI

  32. Model: 2D 6 Chance in 36 2 3 4 5 6 7 8 9 10 11 12 Die Roll AAAI Workshop: Challenges in Game AI

  33. Model: Feedback System Room Thermometer Too Cold! Controller Too Hot! AAAI Workshop: Challenges in Game AI

  34. Model: Monopoly Move Roll Losers $$$$$$ Pay Up! Winners $$$$$$ Cash In! AAAI Workshop: Challenges in Game AI

  35. Models in Action • Fix the boring endgame? • Reward players who are behind • Impede players who are ahead • Less “realistic” perhaps, but… • Winners feel challenge • Losers have hope • Tension arc is longer & more fulfilling AAAI Workshop: Challenges in Game AI

  36. A M D Mechanics

  37. Mechanics • Mechanics support Dynamics • Cards: • Trick taking, betting… • …bluffing, shooting the moon • Shooters: • Weapons, ammo, spawn points… • … camping or sniping AAAI Workshop: Challenges in Game AI

  38. Mechanics of Monopoly • Dice and Board • Own/Collect Land • Specials (Go, jail, railroads, etc) • Draw Cards • Build stuff • Negotiate (optional) AAAI Workshop: Challenges in Game AI

  39. Mechanics of Monopoly • Increased Dramatic Tension • Smaller board, more rolls, larger dice • Constant rate tax or increased payouts • Randomly distributed properties AAAI Workshop: Challenges in Game AI

  40. Mechanics of Monopoly • Achievable Winning Conditions • Subsidies for the poor • Taxes for the rich • Calculate @ Go • or when exercising a monopoly AAAI Workshop: Challenges in Game AI

  41. Tuning • Discuss flaws using MDA • Do changes effect aesthetics? • Taxes lead to complex calculations AAAI Workshop: Challenges in Game AI

  42. Tuning • Use models to guide our thinking • Proposed die/board changes • Length of turns? • Length of games? • Odds for acquisitions? AAAI Workshop: Challenges in Game AI

  43. A M D Framework for Player and Designer

  44. Mechanics Dynamics Aesthetics MDA as Lens • Typical designer perspective • Mechanics give rise to Dynamics… • which support the overall Aesthetic.  Designer AAAI Workshop: Challenges in Game AI

  45. MDA as Lens • Typical player perspective • Aesthetics set a tone… • born out by Mechanics and Dynamics.  Mechanics Dynamics Aesthetics Player AAAI Workshop: Challenges in Game AI

  46. Mechanics Dynamics Aesthetics A New Perspective • When playing • Recognize how our actions help create and support entertainment experiences  Player AAAI Workshop: Challenges in Game AI

  47. A New Perspective • When building • Use aesthetic goals to drive our overall design  Mechanics Dynamics Aesthetics Designer AAAI Workshop: Challenges in Game AI

  48. MDA • Put the player on stage AAAI Workshop: Challenges in Game AI

  49. MDA • Put the player on stage • Avoid feature-driven design AAAI Workshop: Challenges in Game AI

  50. MDA • Put the player on stage • Avoid feature-driven design • Eliminate “clutter” AAAI Workshop: Challenges in Game AI

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