M D A A Formal Approach to Game
- Slides: 55
M D A A Formal Approach to Game Design and Game Research
MDA: Why? l Post mortems are 20/20… l …but understanding is fuzzy! l Formal Abstract Design Tools, et al ¡ Make better games ¡ Save time and money ¡ Scaffold for research, study and production
MDA: What? l Game Tuning Workshop ¡ GDC 2001 -2006 ¡ Teach via exercises ¡ Experienced Faculty l Blizzard, Ensemble, Mind Control, Ion Storm, Looking Glass, SOE, Valve, Visual Concepts, Wizards of the Coast, etc.
MDA: Who? l Audience ¡ Academic l Ludology, Narratology, Game Studies ¡ Development Design, Programing, Art l Marketing, Production and Biz! l ¡ Blends Computer Science l Art/Technology l
MDA: Biased! l Artifact-centered ¡ Games l Building ¡ Until approach produce behavior, not media is understanding you apply these concepts, it’s hard to really “grok” them.
M D A Introduction
Designer-Player Relationship Designer Creates Game Consumes Player
Designer-Player Relationship Designer Creates Game Book Movie Painting Consumes Player
Designer-Player Relationship l Unpredictable ¡ How will it be consumed? ¡ What happens during consumption? ¡ How can we formalize this?
Formalizing Games Rules System “Fun”
Formalizing Games Rules System “Fun” Code Behavior Requirements
Formalizing Games Code System “Fun” Behavior Requirements Mechanics Rules
Formalizing Games Code Behavior Mechanics Dynamics Rules System “Fun” Requirements
Formalizing Games Code Behavior Requirements Mechanics Dynamics Aesthetics Rules System “Fun”
Definitions l Mechanics ¡ Components of a game at the level of data representation and algorithms Mechanics Dynamics Aesthetics
Definitions l Dynamics ¡ Run-time behavior of the mechanics as they operate upon user input, and the outputs of other mechanics, over time. Mechanics Dynamics Aesthetics
Definitions l Aesthetics ¡ Desirable emotional responses evoked in the player, when she interacts with the game. Mechanics Dynamics Aesthetics
M D A Aesthetics
Aesthetics l Charades is “fun” l Quake is “fun” l The Sims is “fun” l Final Fantasy is “fun”
Aesthetics l 8 Kinds of Fun: 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 l Charades: Fellowship, Expression, Challenge l Quake l The Sims l Final Fantasy
Aesthetics l Charades: Fellowship, Expression, Challenge l Quake: Challenge, Sensation, Fantasy l The Sims l Final Fantasy
Aesthetics l Charades: Fellowship, Expression, Challenge l Quake: Challenge, Sensation, Fantasy l The Sims: Discovery, Fantasy, Expression, Narrative l Final Fantasy
Aesthetics l Charades: Fellowship, Expression, Challenge l Quake: Challenge, Sensation, Fantasy l The Sims: Discovery, Fantasy, Expression, Narrative l Final Fantasy: Fantasy, Narrative, Expression, Discovery, Challenge, Submission
Aesthetics l No “Grand Unified Theory” of fun l Concrete vocabulary helps us: ¡ Break games into constituent elements ¡ Pinpoint features that aid aesthetic goals ¡ Taxonomize games beyond “genre”
Aesthetic Models l What games do: well or poorly ¡ Charades and Quake: Competition ¡ Requires emotional investment Perceivable winning condition l Achievable winning condition l
Models in Action l Models guide us like a compass ¡ Does this aesthetic work for target players? ¡ Are we missing something? ¡ How can we modify our design? l Quake + fellowship = Counter Strike
M D A Dynamics
Dynamics l Dynamics create Aesthetics ¡ Challenge Time pressure l Opponent play l ¡ Fellowship Shared information (teams) l Group-sized goals (capture a base) l
Dynamics l Dynamics create Aesthetics ¡ Expression Building, buying, and designing l Personalizing or customizing l ¡ Dramatic Tension Rising tension, release, denouement l Characters in conflict, alliances and betrayals l
Dynamic Models l Predict and describe interactions l Evaluate them concretely l Avoid pitfalls
Chance in 36 Model: 2 D 6 2 3 4 5 6 7 Die Roll 8 9 10 11 12
Model: Feedback System Thermometer Room Too Cold! Too Hot! Controller
Model: Monopoly Move Roll Losers $$$$$$ Pay Up! Winners $$$$$$ Cash In!
Models in Action l Fix the boring endgame? ¡ Reward players who are behind ¡ Impede players who are ahead ¡ Less “realistic” perhaps, but… Winners feel challenge l Losers have hope l Tension arc is longer & more fulfilling l
M D A Mechanics
Mechanics l Mechanics support Dynamics ¡ Cards: Trick taking, betting… l …bluffing, shooting the moon l ¡ Shooters: Weapons, ammo, spawn points… l … camping or sniping l
Mechanics of Monopoly l Dice and Board l Own/Collect Land l Specials (Go, jail, railroads, etc) l Draw Cards l Build stuff l Negotiate (optional)
Mechanics of Monopoly l Increased ¡ Smaller Dramatic Tension board, more rolls, larger dice ¡ Constant rate tax or increased payouts ¡ Randomly distributed properties
Mechanics of Monopoly l Achievable Winning Conditions ¡ Subsidies for the poor ¡ Taxes for the rich Calculate @ Go l or when exercising a monopoly l
Tuning l Discuss ¡ Do l flaws using MDA changes effect aesthetics? Taxes lead to complex calculations
Tuning l Use models to guide our thinking ¡ Proposed die/board changes Length of turns? l Length of games? l Odds for acquisitions? l
M D A Framework for Player and Designer
MDA as Lens l Typical designer perspective ¡ Mechanics give rise to Dynamics… ¡ which support the overall Aesthetic. Designer Mechanics Dynamics Aesthetics
MDA as Lens l Typical player perspective ¡ Aesthetics set a tone… ¡ born out by Mechanics and Dynamics. Mechanics Dynamics Aesthetics Player
A New Perspective l When playing ¡ Recognize how our actions help create and support entertainment experiences Player Mechanics Dynamics Aesthetics
A New Perspective l When ¡ Use building aesthetic goals to drive our overall design Mechanics Dynamics Aesthetics Designer
MDA l Put the player on stage
MDA l Put the player on stage l Avoid feature-driven design
MDA l Put the player on stage l Avoid feature-driven design l Eliminate “clutter”
MDA l Put the player on stage l Avoid feature-driven design l Eliminate “clutter” l Streamline development
MDA l Put the player on stage l Avoid feature-driven design l Eliminate “clutter” l Streamline development l Support iterative design
MDA l Put the player on stage l Avoid feature-driven design l Eliminate “clutter” l Streamline development l Support iterative design l Avoid fixing what isn’t broken
Thanks! l Rob Zubek l Marc Le. Blanc l Game Tuning Workshop ¡ www. algorithmancy. 8 kindsoffun. org
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