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