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Loving your Player with Juicy Feedback. Robin Hunicke dConstruct 2009. GAMEISM. GOALS. SKILLS. STORY. CHALLENGE. GAMEISM. MDA. Introduction.
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Lovingyour PlayerwithJuicyFeedback Robin Hunicke dConstruct 2009
MDA Introduction
Designer-Player Relationship Creates Consumes Game Designer Player
Designer-Player Relationship Creates Consumes Game Designer Player Book Movie Painting Website
Unpredictable Use! • 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” Mechanics Rules Behavior Requirements
Formalizing Games Code Code “Fun” Mechanics Dynamics Rules Rules Requirements
Formalizing Games Code Code Mechanics Dynamics Aesthetics Rules Rules
Mechanics Dynamics Aesthetics Definitions • Mechanics • Game components like data representation and algorithms that define how it works.
Mechanics Dynamics Aesthetics Definitions • Dynamics • The run-time behavior of the mechanics … and resulting output, over time.
Mechanics Dynamics Aesthetics Definitions • Aesthetics • The player’s emotional response, when she interacts with the game.
MDA Aesthetics Aesthetics
No More “Fun” • Charades is “fun” • Quakeis “fun” • The Simsis “fun” • Final Fantasy is “fun”
Aesthetics Applied • Charades: Fellowship, Expression, Challenge • Quake • The Sims • Final Fantasy
Aesthetics Applied • Charades: Fellowship, Expression, Challenge • Quake: Challenge, Sensation, Fantasy • The Sims • Final Fantasy
Aesthetics Applied • Charades: Fellowship, Expression, Challenge • Quake: Challenge, Sensation, Fantasy • The Sims: Discovery, Fantasy, Expression, Narrative • Final Fantasy
Aesthetics Applied • Charades: Fellowship, Expression, Challenge • Quake: Challenge, Sensation, Fantasy • The Sims: Discovery, Fantasy, Expression, Narrative • Final Fantasy: Fantasy, Narrative, Expression, Discovery, Challenge, Submission
Aesthetic Models • Tell us what games do (well OR poorly) • Charades and Monopoly: Competition • Requires emotional investment • Perceivable winning condition • Achievable winning condition
MDA Dynamics Dynamics
Dynamics of Charades • Dynamics create Aesthetics • Challenge • Time pressure • Opponent play • Fellowship • Shared information • Group-sized goals (beat the other teams)
Model: 2D 6 Chance in 36 2 3 4 5 6 7 8 9 10 11 12 Die Roll
Model: Feedback System Room Thermometer Too Cold! Controller Too Hot!
Model: Monopoly Move Roll Losers $$$$$$ Pay Up! Winners $$$$$$ Cash In!
MDA Mechanics Mechanics
Mechanics • Mechanics support Dynamics • Cards: • Trick taking, betting… • …bluffing, shooting the moon • Shooters: • Weapons, ammo, spawn points… • … camping or sniping
Mechanics • Mechanics support Dynamics • Dice: • Moving to unpredictable location • … drive-by “strategery” • Cards: • Go to Jail, get money from Bank… • … upset planning
Model: Monopoly Move Roll Losers $$$$$$ Pay Up! Winners $$$$$$ Cash In!
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
Missing Dynamics • Provide Achievable Winning Conditions • Subsidies for the poor • Taxes for the rich • Calculate @ Go • or when exercising a monopoly
MDA You Can Use It!
Mechanics Dynamics Aesthetics MDA as Lens • Typical designer perspective • Mechanics give rise to Dynamics… • which support the overall Aesthetic. Designer
Mechanics Dynamics Aesthetics MDA as Lens • Typical player perspective • Aesthetics set a tone… • born out by Mechanics and Dynamics. Player
Mechanics Dynamics Aesthetics A New Perspective • As a Player • Recognize how our actions help create and support entertainment experiences Player
Mechanics Dynamics Aesthetics MDA as Lens • As a Designer • Use aesthetic goals to focus the design Designer
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