SiSSYFiGHT 3000. Overview SiSSYFiGHT simulates a playground fight between little girls.

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SiSSYFiGHT 3000 SiSSYFiGHT 3000

Transcript of SiSSYFiGHT 3000. Overview SiSSYFiGHT simulates a playground fight between little girls.

SiSSYFiGHT 3000SiSSYFiGHT 3000

OverviewOverview

SiSSYFiGHT simulates a SiSSYFiGHT simulates a playground fight between playground fight between little girls. little girls.

OverviewOverview

Each girl begins with 10 Each girl begins with 10 Self-Esteem chips Self-Esteem chips

… … and the goal of the and the goal of the game is to reduce your game is to reduce your opponents’ self-esteem to opponents’ self-esteem to ZERO! ZERO!

OverviewOverview

When there are only one or When there are only one or two players left with any two players left with any self-esteem, they win the self-esteem, they win the game!game!

SetupSetup

Each player starts with: Each player starts with: 1.1. Three “Action” cards Three “Action” cards

2.2. Six “Target” cards, 1 “No Target” Six “Target” cards, 1 “No Target” cardcard

3.3. Ten chips. Ten chips.

Everyone should pick one of Everyone should pick one of the six colors. the six colors.

Each Round:Each Round:

• Choose an “Action” and Choose an “Action” and “Target” in secret.“Target” in secret.

• Reveal cards simultaneouslyReveal cards simultaneously• Resolve actionsResolve actions

All communication must be public. All communication must be public. When you run out of chips, you’re out.When you run out of chips, you’re out. When When oneone or or twotwo people are left, they win. people are left, they win.

ActionsActions

• SoloSolo: : Target discards Target discards oneone chip. chip.

• TeamTeam: : If anyone else teams against this target, If anyone else teams against this target,

she discards she discards twotwo chips chips per attacking playerper attacking player..

• DefendDefend: : Not an attack – choose “No Target” as your Not an attack – choose “No Target” as your

target.target. If no one targets youIf no one targets you: lose : lose oneone chip. chip. Else, lose Else, lose halfhalf the chips required (round down). the chips required (round down).

Coffee Break at 11:00Coffee Break at 11:00

• Play until thenPlay until then• Pick a different classroomPick a different classroom

30013001 30033003 30053005

General Observations?General Observations?

What’s fun about What’s fun about SiSSYFiGHT?SiSSYFiGHT?

• What What kinds of funkinds of fun did you did you experience?experience?

• Can we get more specific than Can we get more specific than “fun?”“fun?”

What’s fun about What’s fun about SiSSYFiGHT?SiSSYFiGHT?

• What What kinds of funkinds of fun did you did you experience?experience?

• Can we get more specific than Can we get more specific than “fun?”“fun?” Intrigue: Negotiation, Cooperation, Intrigue: Negotiation, Cooperation,

BetrayalBetrayal Challenge: Tactics, Problem SolvingChallenge: Tactics, Problem Solving DramaDrama

How do we get from…How do we get from…

• Cards• Chips• Rules

To…To…

• Intrigue• Challenge• Drama

• Cards• Chips• Rules

What’s missing?What’s missing?

“Rules” “Fun”

The causal link…The causal link…

This is what sets games apart…

“Rules” “Fun”“Behavior”

Games As SoftwareGames As Software

“Rules” “Fun”“Behavior”

Games As SoftwareGames As Software

“Rules” “Fun”“Behavior”

Code RequirementsProcess

A Design VocabularyA Design Vocabulary

“Fun”“Behavior”

RequirementsProcessMechanics

A Design VocabularyA Design Vocabulary

“Fun”

RequirementsMechanics Dynamics

A Design VocabularyA Design Vocabulary

Mechanics Dynamics Aesthetics

The MDA FrameworkThe MDA Framework

Mechanics Dynamics Aesthetics

DefinitionsDefinitions

• MechanicsMechanics: The rules and : The rules and concepts that formally concepts that formally specify the game-as-system.specify the game-as-system.

• DynamicsDynamics: The run-time : The run-time behavior of the game-as-behavior of the game-as-system.system.

• AestheticsAesthetics: The : The desirable desirable emotional responsesemotional responses evoked evoked by the game dynamics.by the game dynamics.

The Designer/Player The Designer/Player RelationshipRelationship

Designer Player

Mechanics AestheticsDynamics

The Player’s PerspectiveThe Player’s Perspective

Player

Mechanics AestheticsDynamics

The Designer’s The Designer’s PerspectivePerspective

Designer

Mechanics AestheticsDynamics

Understanding Understanding AestheticsAesthetics

• We need to get past words like We need to get past words like “fun” and “gameplay.”“fun” and “gameplay.”

• What kinds of “fun” are there?What kinds of “fun” are there?

• How will we know a particular How will we know a particular kind of “fun” when we see it?kind of “fun” when we see it?

Eight Kinds of “Fun”Eight Kinds of “Fun”

Eight Kinds of “Fun”Eight Kinds of “Fun”

Game as art object• SensationSensation

Eight Kinds of “Fun”Eight Kinds of “Fun”

Game as make-believe

• SensationSensation• FantasyFantasy

Eight Kinds of “Fun”Eight Kinds of “Fun”

Game as unfolding story

• SensationSensation• FantasyFantasy• NarrativeNarrative

Eight Kinds of “Fun”Eight Kinds of “Fun”

Game as obstacle course

• SensationSensation• FantasyFantasy• NarrativeNarrative• ChallengeChallenge

Eight Kinds of “Fun”Eight Kinds of “Fun”

Game as social framework

• SensationSensation• FantasyFantasy• NarrativeNarrative• ChallengeChallenge• FellowshipFellowship

Eight Kinds of “Fun”Eight Kinds of “Fun”

Game as uncharted territory

• SensationSensation• FantasyFantasy• NarrativeNarrative• ChallengeChallenge• FellowshipFellowship• DiscoveryDiscovery

Eight Kinds of “Fun”Eight Kinds of “Fun”

Game as soap box

• SensationSensation• FantasyFantasy• NarrativeNarrative• ChallengeChallenge• FellowshipFellowship• DiscoveryDiscovery• ExpressionExpression

Eight Kinds of “Fun”Eight Kinds of “Fun”

Game as mindless pastime

• SensationSensation• FantasyFantasy• NarrativeNarrative• ChallengeChallenge• FellowshipFellowship• DiscoveryDiscovery• ExpressionExpression• SubmissionSubmission

Charades is “fun”

Counter-Strike is “fun”

Final Fantasy is “fun”

Clarifying Our Clarifying Our AestheticsAesthetics

Charades isFellowship, Expression, Challenge

Counter-Strike isChallenge, Sensation, Competition, Fantasy

Final Fantasy isFantasy, Narrative, Expression, Discovery, Challenge, Masochism

Each game pursues multiple aesthetics.Again, there is no Game Unified Theory.

Clarifying Our Clarifying Our AestheticsAesthetics

Clarifying Our GoalsClarifying Our Goals

• As designers, we can choose As designers, we can choose certain aesthetics as goals certain aesthetics as goals for our game design.for our game design.

• We need more than a one-We need more than a one-word definition of our goals.word definition of our goals.

Some examples…

Formulating an “Aesthetic Formulating an “Aesthetic Model”Model”

For each aesthetic goal:For each aesthetic goal:• Write a formal definitionWrite a formal definition• List criteria for successList criteria for success• List modes of failureList modes of failure

• Serves as an “aesthetic Serves as an “aesthetic compass”compass”

• These are often reusableThese are often reusable

Goal: CompetitionGoal: Competition

• Definition: A game is competitive Definition: A game is competitive if players are emotionally if players are emotionally invested in defeating each other.invested in defeating each other.

• Success:Success: Players are adversaries.Players are adversaries. Players want to win.Players want to win.

• Failure:Failure: A player feels that he can’t win.A player feels that he can’t win. A player can’t measure his progress.A player can’t measure his progress.

Goal: Pirate FantasyGoal: Pirate Fantasy

• Definition: A pirate fantasy conforms Definition: A pirate fantasy conforms to the genre conventions of pirate to the genre conventions of pirate movies, and permits the player to movies, and permits the player to engage in certain kinds of anti-social engage in certain kinds of anti-social pirate behavior. pirate behavior.

Goal: Pirate FantasyGoal: Pirate Fantasy

• Definition: A pirate fantasy conforms Definition: A pirate fantasy conforms to the genre conventions of pirate to the genre conventions of pirate movies, and permits the player to movies, and permits the player to engage in certain kinds of anti-social engage in certain kinds of anti-social pirate behavior. pirate behavior.

• Success:Success: EmpowermentEmpowerment IndependenceIndependence GreedGreed TreacheryTreachery Prey upon WeakPrey upon Weak

Goal: Pirate FantasyGoal: Pirate Fantasy

• Definition: A pirate fantasy conforms Definition: A pirate fantasy conforms to the genre conventions of pirate to the genre conventions of pirate movies, and permits the player to movies, and permits the player to engage in certain kinds of anti-social engage in certain kinds of anti-social pirate behavior. pirate behavior.

• Success:Success: EmpowermentEmpowerment IndependenceIndependence GreedGreed TreacheryTreachery Prey upon WeakPrey upon Weak

• Failure:Failure: VulnerabilityVulnerability CompassionCompassion GenerosityGenerosity

Dra

ma

tic

Te

nsi

on

Narrative Time

Conflict Resolution

Climax

Goal: DramaGoal: Drama

Definition: A game is dramatic if:Definition: A game is dramatic if:• Its central conflict creates dramatic Its central conflict creates dramatic

tension.tension.• The dramatic tension builds towards a The dramatic tension builds towards a

climax.climax.

Goal: DramaGoal: Drama

• Success: Success: A sense of uncertaintyA sense of uncertainty A sense of inevitabilityA sense of inevitability Tension increases towards a climaxTension increases towards a climax

• Failure:Failure: The conflict’s outcome is obvious (no The conflict’s outcome is obvious (no

uncertainty)uncertainty) No sense of forward progress (no No sense of forward progress (no

inevitability)inevitability) Player doesn’t care how the conflict resolves. Player doesn’t care how the conflict resolves.

Aesthetics of Aesthetics of SiSSYFiGHTSiSSYFiGHT

• Fellowship: Negotiation, Fellowship: Negotiation, Cooperation, BetrayalCooperation, Betrayal

• Challenge: Tactics, Problem Challenge: Tactics, Problem SolvingSolving

• Narrative: DramaNarrative: Drama

Understanding Understanding DynamicsDynamics

• What about the game’s What about the game’s behavior can we predict behavior can we predict before we go to playtest?before we go to playtest?

• How can we explain the How can we explain the behavior that we observe?behavior that we observe?

Formalizing Game Formalizing Game DynamicsDynamics

RulesInput Output

State(Player)

(Graphics/Sound)

The “State Machine” Model

Examples: Chess, Counter-Strike

Some examples…

Models of Game Models of Game DynamicsDynamics

• Again, no Grand Unified TheoryAgain, no Grand Unified Theory

• Instead, a collection of many Instead, a collection of many Dynamic Models.Dynamic Models.

• Dynamics models are analytical Dynamics models are analytical in nature. in nature.

2 3 4 5 6 7 8 9 10 11 12

Chance

in 3

6

Die roll

Example: Random Example: Random VariableVariable

• This is a model of 2d6:This is a model of 2d6:

An Ideal Thermostat

Room

Too Cold

Too Hot

Thermometer

Controller

Cooler

Heater

Example: Feedback Example: Feedback SystemSystem• A feedback system monitors and regulates its own A feedback system monitors and regulates its own

state.state.

Example: Operant Example: Operant ConditioningConditioning• The player is part of the The player is part of the

system, too!system, too!

• Psychology gives us models Psychology gives us models to explain and predict the to explain and predict the player’s behavior. player’s behavior.

Where Models Come Where Models Come FromFrom

• Analysis of existing gamesAnalysis of existing games

• Other Fields: Other Fields: Math, Psychology, Engineering…Math, Psychology, Engineering…

• Our own experienceOur own experience

Dynamics of SiSSYFIGHTDynamics of SiSSYFIGHT

Equality Scourge

Competition,Random Attacks

Cooperation,Team Attacks

On to Mechanics...

Understanding Understanding MechanicsMechanics

• There’s a vast library of There’s a vast library of common game mechanics.common game mechanics.

ExamplesExamples

• CardsCards Shuffling, Trick-Taking, BiddingShuffling, Trick-Taking, Bidding

• ShootersShooters Ammunition, Spawn PointsAmmunition, Spawn Points

• GolfGolf Sand Traps, Water HazardsSand Traps, Water Hazards

Mechanics of Mechanics of SiSSYFiGHTSiSSYFiGHT

• Turn-basedTurn-based• Hit PointsHit Points• Public CommunicationPublic Communication• Simultaneous ActionSimultaneous Action

Mechanics vs. DynamicsMechanics vs. Dynamics

• There’s a grey areaThere’s a grey area Some behaviors are direct Some behaviors are direct

consequences of rules.consequences of rules. Others are indirect.Others are indirect. ““Dynamics” usually means the latter. Dynamics” usually means the latter.

• Dynamics and Mechanics are Dynamics and Mechanics are different views of games.different views of games.

• Dynamics emerge from Dynamics emerge from Mechanics.Mechanics.

MDAMDA

• A “Taxonomy” of Design A “Taxonomy” of Design KnowledgeKnowledge AestheticsAesthetics DynamicsDynamics MechanicsMechanics ……and the and the interactions interactions between between

them.them.

MDA in SiSSYFiGHTMDA in SiSSYFiGHT

Simultaneous turns + attack actions Simultaneous turns + attack actions

MDA in SiSSYFiGHTMDA in SiSSYFiGHT

Simultaneous turns + attack actions Simultaneous turns + attack actions

Equality Scourge

Competition,Random Attacks

Cooperation,Team Attacks

MDA in SiSSYFiGHTMDA in SiSSYFiGHT

Simultaneous turns + attack actions Simultaneous turns + attack actions

Equality Scourge

Competition,Random Attacks

Cooperation,Team Attacks

Betrayal!

SiSSYFiGHT FictionSiSSYFiGHT Fiction

• Does SiSSYFiGHT do a good Does SiSSYFiGHT do a good job of conveying its subject job of conveying its subject matter? matter?

• How can it do better? How can it do better?

SiSSYFiGHT FictionSiSSYFiGHT Fiction

What other fictional genre or What other fictional genre or subject matter could the subject matter could the mechanics of SiSSYFiGHT mechanics of SiSSYFiGHT simulate? simulate?

ExerciseExercise

• Choose a fictional genre and/or Choose a fictional genre and/or setting that might fit this game. setting that might fit this game.

• Adapt the game to your chosen Adapt the game to your chosen subject matter. subject matter.

• Keep in mind the aesthetic qualities Keep in mind the aesthetic qualities we identified in the breakdown. we identified in the breakdown.

• How can the rules of the game be How can the rules of the game be changed to best support your changed to best support your fiction? fiction?

BrainstormingBrainstorming

• Everyone Grab a Sticky PadEveryone Grab a Sticky Pad

When I Say “Go…”When I Say “Go…”

1.1. You will have 90 seconds.You will have 90 seconds.2.2. Write down as many genre Write down as many genre

ideas as you can.ideas as you can.3.3. One to a sticky note.One to a sticky note.4.4. Keep it Short (Keep it Short ( 5 words) 5 words)5.5. No idea is too dumb.No idea is too dumb.6.6. Work in silence.Work in silence.

Ready?Ready?

• Go!Go!

Pens Down!Pens Down!

With your group:With your group:• Get on your feet!Get on your feet!• Find some wall spaceFind some wall space• Stick your ideas to the wallStick your ideas to the wall• Put like ideas togetherPut like ideas together• Look for critical massLook for critical mass• Narrow down a fiction to work Narrow down a fiction to work

on. on.

When your group has picked a subject, When your group has picked a subject, you are free to go to lunch.you are free to go to lunch.

Feel free to get started on your design.Feel free to get started on your design.

Don’t forget to sign up for an elective.Don’t forget to sign up for an elective.

We will reconvene at 2:00.We will reconvene at 2:00.

Welcome Back!Welcome Back!

• You’ve chosen a setting or fiction You’ve chosen a setting or fiction for SiSSYFiGHT. for SiSSYFiGHT.

• Adapt the game to your chosen Adapt the game to your chosen subject matter. subject matter.

• Keep in mind the aesthetic qualities Keep in mind the aesthetic qualities we identified at the beginning. we identified at the beginning.

• How can the rules of the game be How can the rules of the game be changed to best support your changed to best support your fiction? fiction?

DiscussionDiscussion

• Let’s compare solutions. Let’s compare solutions. What different approaches What different approaches did we take?did we take?

DiscussionDiscussion

How did the game dynamics How did the game dynamics support your subject matter? support your subject matter?

Were the game dynamics and the Were the game dynamics and the subject matter ever in conflict?subject matter ever in conflict?

How did your choice of subject How did your choice of subject matter influence your process?matter influence your process?

Any Final Observations?Any Final Observations?

Coffee!Coffee!

After the break, After the break, go to your Elective A room:go to your Elective A room:

World of Randomness: 3001World of Randomness: 3001

World of Creativity: 3003World of Creativity: 3003

World of Rulecraft: 3005World of Rulecraft: 3005

Elective BElective B

• Us vs. It: 3001Us vs. It: 3001• Cart Before Horse: 3003Cart Before Horse: 3003• 3 Musketeers: 30053 Musketeers: 3005