Loving your Player with Juicy Feedback

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Loving your Player with Juicy Feedback Robin Hunicke dConstruct 2009

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

Transcript of Loving your Player with Juicy Feedback

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Loving your Player

with Juicy

FeedbackRobin Hunicke dConstruct 2009

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GAMEISM

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GOALS

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SKILLS

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STORY

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CHALLENGE

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GAMEISM

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Introduction

MDA

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Designer-Player Relationship

Designer

Player

GameCreates Consumes

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Designer-Player Relationship

Designer

Player

GameCreates Consumes

BookMovie

PaintingWebsite

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Unpredictable Use!• How will it be consumed?• What happens during consumption?

How can we formalize this?

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Formalizing Games

Rules System “Fun”

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Formalizing Games

Rules System “Fun”

Code Behavior Requirements

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Formalizing Games

Code System “Fun”

Rules Behavior Requirements

Mechanics

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Formalizing Games

Code

Rules

Dynamics

Code

Rules

Mechanics

“Fun”

Requirements

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Formalizing Games

Aesthetics

Code

Rules

Dynamics

Code

Rules

Mechanics

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Definitions• Mechanics– Game components like data representation and

algorithms that define how it works.

Mechanics Dynamics Aesthetics

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Definitions• Dynamics– The run-time behavior of the mechanics … and

resulting output, over time.

Mechanics Dynamics Aesthetics

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Definitions• Aesthetics– The player’s emotional response, when she

interacts with the game.

Mechanics Dynamics Aesthetics

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Aesthetics

AestheticsMDA

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No More “Fun”• Charades is “fun”• Quake is “fun”• The Sims is “fun”• Final Fantasy is “fun”

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Aesthetics Applied• Charades: Fellowship, Expression, Challenge

• Quake• The Sims• Final Fantasy

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Aesthetics Applied• Charades: Fellowship, Expression, Challenge

• Quake: Challenge, Sensation, Fantasy

• The Sims• Final Fantasy

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Aesthetics Applied• Charades: Fellowship, Expression, Challenge

• Quake: Challenge, Sensation, Fantasy

• The Sims: Discovery, Fantasy, Expression, Narrative

• Final Fantasy

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Aesthetics Applied• Charades: Fellowship, Expression, Challenge

• Quake: Challenge, Sensation, Fantasy

• The Sims: Discovery, Fantasy, Expression, Narrative

• Final Fantasy: Fantasy, Narrative, Expression, Discovery, Challenge, Submission

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Sensation?

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

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Dynamics

DynamicsMDA

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Dynamics of Charades• Dynamics create Aesthetics– Challenge• Time pressure• Opponent play

– Fellowship• Shared information• Group-sized goals (beat the other teams)

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Model: 2D 6

2 3 4 5 6 7 8 9 10 11 122 3 4 5 6 7 8 9 10 11 12

Chan

ce in

36

Die Roll

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Model: Feedback System

Room

Too Cold!

Too Hot!

Thermometer

Controller

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Model: Monopoly

Pay Up!

Cash In!

Move

Roll

Losers$$$$$$

Winners$$$$$$

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Mechanics

Mechanics

MDA

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Mechanics• Mechanics support Dynamics– Cards: • Trick taking, betting…• …bluffing, shooting the moon

– Shooters:• Weapons, ammo, spawn points…• … camping or sniping

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Mechanics• Mechanics support Dynamics– Dice: • Moving to unpredictable location• … drive-by “strategery”

– Cards:• Go to Jail, get money from Bank…• … upset planning

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Model: Monopoly

Pay Up!

Cash In!

Move

Roll

Losers$$$$$$

Winners$$$$$$

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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

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

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You Can Use It!

MDA

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MDA as Lens• Typical designer perspective – Mechanics give rise to Dynamics…– which support the overall Aesthetic.

Designer

Mechanics Dynamics Aesthetics

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

Player

Mechanics Dynamics Aesthetics

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A New Perspective• As a Player– Recognize how our actions help create and

support entertainment experiences

Player

Mechanics Dynamics Aesthetics

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MDA as Lens• As a Designer– Use aesthetic goals to focus the design

Designer

Mechanics Dynamics Aesthetics

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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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So What about Juciness?

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Something More…

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A New Letter?

( )M D A J

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Defining “Juicy”• Tactile• Inviting• Repeatable• Real-time• Emergent• Coherent• Small• Delicate• Fresh

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“FEEL”

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Juiciness is Paramount! “If your player is going to spend most of her

time … experiencing a sense physicality and control, shouldn’t the amount of time you spend on that feeling be commensurate?

From the beginning of preproduction until the final game ships, design should include [juicy feedback].”

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Juicer than Ever Before!• Increased fidelity & responsiveness – Input processing– Visualization /Sound– Actualization /Articulation– Prototype Technologies

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Examples?

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Juicy Mileage

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Juicy Philanthropy

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Juicy Cities

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Juicy Input?

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Juicy Output?

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Jucine$$

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Juicy Robots

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Embodiment

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Tenderness

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Intent

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Zen

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Loving Your Player

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Loving Your Player

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Juicy Feedback gives your users moment-

to-moment joyful feelings when they engage with your

design.

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Useless Machines

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Where Next?

ADM J

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Juciphiles Unite!

Thank You!