VJ14 Day2 GRUVI
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Transcript of VJ14 Day2 GRUVI
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Game Design Workshop
Taller de Diseo de JuegosJonathan Hamel@jhameltime
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Welcome Back!
Designer
Mechanics AestheticsDynamics
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Turns + hit points + actions
BETRAYA
MDA in SiSSYFIGHT
Equality Scourge
Competition,
Random Attacks
Cooperation,Team Attacks
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Definitions
Mechanics: The rules and concepts that formalspecify the game-as-system.
Dynamics: The run-time behavior of the game-a
system.
Aesthetics: The desirable emotional responsesby the game dynamics.
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Iterative Design Process
Playtest
AnalyzeModify
Fail fastFollow the fun
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TODAY
A deeper dive on the components of MDA
An exercise about making players care about N
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Schedule
14001800 again today
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Game Design WorkshopMDA in Detail
Credit to Mahk LeBlanc (Riot)
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Games as Feedback Loops
State
Measure
Decide
Alter
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Two Kinds of Feedback Mechanics
Negative: We give the losing player a bonus (blue she
Positive: We give the winning player a bonus (speed b
Resulting dynamics: Stabilizing force vs. Snowball effe
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Dynamics & Aesthetics
Where does Drama come from? Conflict creates dramatic tension
Tension builds towards a climax
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Tension is a Function of Uncertainty
A game is as tense as it is close
Tension = f(closeness)
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So These Are Related!
Feedback systems can govern closeness,therefore tension.
Thus they can be a useful tool for influencing d
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So These Are Related!
Feedback systems can govern closeness,therefore tension.
Thus they can be a useful tool for influencing d
Dynamics
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So These Are Related!
Feedback systems can govern closeness,therefore tension.
Thus they can be a useful tool for influencing d
AestheticsDynamics
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Important Distinction
Feedback mechanics are a useful toolfor influencing drama
in a competitive environment.
NOT your racing game is bad if it doesnt havefeedback system.
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The Problem of Applicability
Not all tools are hammers.
Not all problems are nails.
We need a language for describing problems.
Solutions are not value statements.
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Understanding Aesthetics
We need to get past words like fun and game
What kinds of fun are there?
How will we know a particular kind of fun whe
it?
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Eight Kinds of Fun
Sensation game as sense pleasure
Challenge as obstacle course
Association as social framework
Narrative as unfolding story
Fantasy as permission to pretend
Expression as soapbox
Discovery as uncharted territory
Submission as mindless pastime
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Clarifying Our Goals
An aesthetic vocabularly helps us describe the problems we want to solve.
We need more than a one-word description of o
goals.
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Some examples
Formulating an Aesthetic Model
For each aesthetic goal: Write a formal definition
List criteria for success
List modes of failure
Serves as an aesthetic compass
These are often reusable
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Goal: Competition
Definition: A game is competitive if players are emotioinvested in defeating each other.
Success:
Players are adversaries.
Players want to win.
Failure:
A player feels that he cant win.
A player cant measure his progress.
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Goal: Drama
Definition:
A game is dramatic if its central conflict crea
dramatic tension.
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Goal: Drama
Success: A sense of uncertainty
A sense of inevitability
Tension increases towards a climax
Failure:
The conflicts outcome is obvious (no uncertainty)
No sense of forward progress (no inevitability)
Player doesnt care how the conflict resolves.
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Goal: Pirate Fantasy
Definition: A pirate fantasy conforms to the genconventions of pirate movies, and permits the p
engage in certain kinds of anti-social pirate beh
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Goal: Pirate Fantasy
Success: Empowerment
Independence
Greed
Treachery
Prey upon Weak
Failure: Vulnerability
Compassion
Generosity
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Aesthetic Models are a Vital Tool
Its hard to solve problems we cant describe. To ourselves
To each other in a collaborative environment
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Understanding Dynamics
Behavior is separate from rules.
The same behavior can emerge from many diff
rules.
We can create Dynamic Models
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Dynamic Models Help Us
Explain the behavior we observe Predict behavior before it happens
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Feedback System is One Example
Negative feedback loop(Stabilizing force)
Positive feedback loop
(Snowball effect)
State
Decide
Alter
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2 3 4 5 6 7 8 9 10 11 12
Chanc
ein36
Die roll
The Science of Probability
This is a model of 2d6:
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The Science of Psychology
The player is part of the system, too! Psychology is the science of understandingand
predictingbehavior
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The Science of Psychology
Operant conditioning Variable schedules of reward produce persistence
Behavioral economics
Cognitive load consumes the same part of the brain
use to make sound judgements Empathy theory
Expressions of vulnerability can encourage empathy
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Understanding Mechanics
Knowledge of Mechanics is encyclopedic Play lots of games
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Understanding Mechanics
Cards Shuffling, Trick-Taking, Bidding
Shooters
Ammunition, Spawn Points, Health
Golf Sand Traps, Water Hazards
Basketball
Passing, 24 second shot clock (90*60)/(112*2
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It's not so much about this
Mechanics Dynamics Aesthet
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This is where design happens
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Game Design WorkshopRiver Xcape
Credit to Jeb Havens (Google)
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Overview
RivrXcape simulates the plight of ten people
escaping across a raging river.
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RivrXcape(tm)- The Basic Game Rules
Ten people are caughtin a section of ragingriver between twodeadly waterfalls.
They must get to safetybefore they are sweptover the edge.
The goal is to get asmany as possible to theriver bank on the right.
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RivrXcape(tm)Each Turn
Phase 1: Rapids (Roll 2d6) First, check for sixes. If you roll anysixes, push EVERY Meeple down onespace and then immediately re-roll thesixes. Repeat this until neither dieshows a six.
Then, for each of the two dice, pushall the Meeplesin that columndownone space.
Any Meeple that falls offthe bottom of
the board is dead. :-(dd
Phase 2: Move Towards Safety! You can now makeup to X total moves, where X is equal to the final die roll totalfrom Step 1 Each moveconsists of moving one Meeple one spacehorizontally or vertically. Each Meeplecan only make a maximumof two movesin a turn. Meeples cannot move intoor throughother Meeples' spaces. A Meeple that moves ontoone of the two brownriver bank spaces is safe. :-)
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Play until ~15:00
Try to complete three full games Write down how many people survive each gam
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General Observations About RivrXcape
A
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Whats fun about RivrXcape?
Can we get more specific than fun/not fun? How did you feelwhen you played?
Challenge: Tactics, Problem Solving
Drama: Narrative Arc, Forward Pressure
Responsibility: Oh no! moments
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Exercise Goals
Make the player careabout the individual peop Each time you play, count how many survive
Tune the game so about half of them die each t
Half the people die, but the player
should just care a lot more
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The GRUVI Model: Why Do We Care?
Getting players to emotionally attachto virtual agents
Grateful
Relatable
Useful Vulnerable
Investment (-ful)
Credit: Jeb Havens, Google/YouTube
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Grateful
The player feels directly responsible for the agents happiness
Thankful Reactions
The agents clearly express their thanks to the player for actions taken
Attributes Happiness
The agents attribute any happy moment or action to the player
Humble The agents show respect for the players ultimate authority, as they know th
never survive without you
Proactive
The agents go out of their way to try to show appreciation to the player, even
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Relatable
The player can project his or her own mind and thoughts onto the age
Transparent
The agents give clear and frequent feedback, and the player can easily see
Emotional
The agents are happy and playful at times, and sad and downtrodden at oth
Social The agents interact socially with others of their kind
Predictable
The agents make fairly simple choices, for reasons that are clear to the play
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Useful
The player derives important benefit from the agents
Powerful
The agents have especially powerful (often unique) actions, such as skilled or effi
resources, or the creation of especially cool structures or events
Renewable
The agents will continue to work as long as they are kept alive and happy
Adaptable The agents can learn, or otherwise have their behavior modified by the player to r
conditions
Resilient
The agents will actively try to keep themselves alive and avoid danger (rather tha
down like an automaton)
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Vulnerable
The player sees that the agents need him or her to survive
Mortal
The agents can die
Short Sighted
The agents wont make optimal decisions on their own
Hunted
The agents have some form of enemies they need protection from (predators, dis
environment, etc.)
Periodically Fragile
The agents are especially fragile at certain times or in certain situations (when sic
winter, at night, during a life-stage metamorphosis, etc.)
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Investment (-ful)
The player can spend a lot of time and energy on the agents
Sacrifice
The agents have a significant cost to create, nurture, and grow
Future Potential
The agents take a while to be especially useful, focusing the player on the agents
future
Support Structure The agents have recurring needs that require the player to mold the surrounding
(both natural and economic systems) to meet on a regular basis
Multiple Cycles
The agents operate and grow according to longer-term cycles that the player mus
upkeep to (age, seasons, day/night, reproductive, etc.)
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The GRUVI Model: Why We Care
Virtual Agents
Vulnerable- Mortal
- Short Sighted
- Hunted
- Periodically Fragile
Useful- Powerful- Renewable
- Adaptable
- Resilient
Grateful- Thankful Reactions- Attributes Happiness
- Humble
- Proactive
Investment- Sacrifice
- Future Potential
- Support Structure
- Multiple Cycles
Relatable- Transparent
- Emotional
- Predictable
- Social
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Beta Test at 5:15 pm
Make sure your rules are written down.
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Beta Test
Send 4 team members to 2 other tables as beta
2 people stay behind to teach the rules
Test until 5:30
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Discussion
Lets compare solutions.
What different approaches did we take?
5:50
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Game Design WorkshopClosing
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Turns + hit points + actions
BETRAYA
MDA in SiSSYFIGHT
Equality Scourge
Competition,
Random Attacks
Cooperation,Team Attacks
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MDA in Context
The game industry is full of both aesthetic modeprescriptive aesthetic lenses
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Marc LeBlanc
Sensation game as sense pleasure Challenge as obstacle course
Fellowship as social framework
Narrative as unfolding story
Fantasy as permission to pretend Expression as soapbox
Discovery as uncharted territory
Submission as mindless pastime
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or my version
Sensation game as sense pleasure Challenge as obstacle course
Association as social framework
Narrative as unfolding story
Fantasy as permission to pretend Expression as soapbox
Discovery as uncharted territory
Submission as mindless pastime
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Jason VandenBerghe
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g
Novelty
ChallengeStimulatioHarmonyThreat
Jamie Madigan, et al.
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(Immersyve)
Thi i h d i h
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This is where design happens
T k
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Takeaways
Game mechanics create dynamics when set in Game dynamics have emergent aesthetics
The designer can choose those aesthetics
Through iteration we refine both the aesthetics
clarity with which they emerge from the game
T k
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Takeaways
Aesthetic models are reusable Dynamic models come from science
Knowledge of mechanics is encyclopedic
Th k
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Thanks
Slides and materials will be posted for downloa @jhameltime