Title: Is this thing on
1Is this thing on?
2The Last Mile of Game Design
3Programming is the last mile of game design.
4Introduction The Alien Archeologist
- I have two artifacts from Earth to present to
the Academy.
5Artifact 1 A Game
6Artifact 2 A Computing Device
7Games are State Machines
Input
Output
Rules
(Player)
(Graphics/Sound)
- All games are computer games.
- Game design transcends media.
8The Punch Line
- Game design is programming.
9Part I Games as Software
10This is Not a Programming Talk
Topics I Wont Discuss
- Graphics Sound
- Real-Time Simulation
- Physics
- AI
- Network
- Object Database
- The Console Environment
11Games vs. Other Software
What makes a program a game?
- Fun!
- That is, games serve an emotional purpose, not a
pragmatic one.
- This isnt a definition.
12Games as Software
Code
13Games as Software
Code
Process
14Games as Software
Code
Requirements
Process
15Games as Software
Code
Requirements
Process
Rules
16Games as Software
Code
Requirements
Process
Rules
Game Session
17Games as Software
Code
Requirements
Process
Rules
Fun
Game Session
18A Design Vocabulary
Code
Requirements
Process
Rules
Fun
Game Session
19A Design Vocabulary
Code
Requirements
Process
Mechanics
Rules
Fun
Game Session
20A Design Vocabulary
Requirements
Process
Mechanics
Dynamics
Fun
Game
21A Design Vocabulary
Mechanics
Aesthetics
Dynamics
22Definitions
- Mechanics The rules and concepts that formally
specify the game-as-system.
- Dynamics The run-time behavior of the
game-as-system.
- Aesthetics The desirable emotional responses
evoked by the game dynamics.
23The Designer and The Player
?
?
Designer
Player
24The Players Perspective
25The Designers Perspective
26MDA is a Taxonomy of Design Knowledge
- Knowledge of Aesthetics
- Knowledge of Dynamics
- Knowledge of Mechanics
- Knowledge of the interactions between them.
27Part II Aesthetics Explored
28Requirements Analysisfor Games
- We need to understand the emotional requirements
of our software.
29Requirements Analysis
- Scenario The customer wants to cancel an order
and get a refund.
- Actions
- Log onto website.
- Navigate to pending orders page.
- Click cancel button next to order.
30for Games?
- Scenario The player wants to blow stuff up.
- Actions
- Find rocket launcher.
- Find victims.
- Kick major booty.
31Whats the Difference?
- With productivity software, the user brings his
goals to the application.
- With games, the application brings goals to the
user.
- Software eschews emergent behavior.
- Games embrace it.
32We Need an Aesthetic Lexicon
- We need to get past words like fun and
gameplay.
- What kinds of fun are there?
- How will we know a particular kind of fun when
we see it?
33Eight 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
34Eight 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
35Clarifying Our Aesthetics
- Charades is fun.
- Quake is fun.
- Final Fantasy is fun.
36Clarifying Our Aesthetics
- Charades Fellowship, Expression, Challenge
- Quake Challenge, Sensation, Competition,
Fantasy
- Final Fantasy Fantasy, Narrative, Expression,
Discovery, Challenge, Masochism
Each game pursues multiple aesthetics.
No Grand Unified Theory.
37Clarifying Our Goals
- As designers, we can choose certain aesthetics as
goals for our game design.
- As with other software, our process is driven by
requirements, not features.
38Part IV Lets Play!
- Talking about music is like dancing about
architecture.
- - unknown
39Rules for Three Musketeers
- Players take turns moving one of their pieces.
No diagonal moves.
- Musketeers move by capturing a nearby enemy.
- Cardinals men move to a nearby empty space.
- Cardinal wins if the Musketeers are in the same
row or column.
- Musketeers win if they cannot move.
Starting Board
40Discussion Questions
- Whats a good strategy for the Musketeers?
- For the Cardinal?
41Discussion Questions
- What are the aesthetics of Three Musketeers?
- In other words, whats fun about it?
-
42Discussion Questions
- When does the dramatic climax of the game
occur?
-
43Discussion Questions
- Can we prove that the game halts?
44Discussion Questions
- 1. What is the maximum number of choices the
musketeer player can have on his turn?
- 2. How many first moves are there?
45Discussion Questions
- 1. What is the maximum number of choices the
musketeer player can have on his turn?
- 2. How many first moves are there?
46Discussion Questions
- 1. What is the maximum number of choices the
musketeer player can have on his turn?
- 2. How many first moves are there?
- 3. How many last moves are there?
47Discussion Questions
- What does this graph look like?
Choices
Time
48Discussion Questions
Choices
Time
49Part V The Dramatic Arc
Climax
Falling Action
Rising Action
Time
50The Dramatic Arc Pervades Game Aesthetics
- Narrative Conflict/Resolution
- Challenge Obstacle/Triumph
- Discovery Novelty/Mastery
- Submission Toil/Reward, Chaos/Order
- Competition Equality/Supremacy
51So Games are Stories, Right?
52So Games are Stories, Right?
- Rather, Play and Narrative intersect.
53So Games are Stories, Right?
- Rather, Play and Narrative intersect.
- The Dramatic Arc is the point of intersection.
54So Games are Stories, Right?
- Rather, Play and Narrative intersect.
- The Dramatic Arc is the point of intersection.
- Drama is more primal than narrative.
55So Games are Stories, Right?
- Rather, Play and Narrative intersect.
- The Dramatic Arc is the point of intersection.
- Drama is more primal than narrative.
- Games dont tell stories, they are stories.
56Drama in Detail
- Drama Requires
- Dramatic Tension
- Rising and Falling Action
57Drama in Detail
- Drama Requires
- Dramatic Tension
- Uncertainty
- Inevitability
- Rising and Falling Action
58Dramatic Tension
- Uncertainty The outcome is ambiguous
- Inevitability The outcome is imminent.
59Drama in Three Musketeers
- Uncertainty Search tree complexity
- Inevitability Depletion of the Cardinals men
- (consider pushing variant)
60Other Sources of Uncertainty
- Negative Feedback (Crash Team Racing)
- Rising Stakes (Jeopardy)
- Limited Information (Warcraft)
61Other Sources of Inevitability
- Non-reversible processes.
- Non-renewable resources.
- Perception is important.
62Denouement in Games
- Games need to resolve their tension.
- Some resolution happens outside the game.
- Many digital games build in post-game resolution.
63Drama as an Aesthetic Requirement
- We can construct an aesthetic checklist.
- What is our source of uncertainty?
- What is our source of inevitability?
- Are they working?
64Drama as an Aesthetic Requirement
- We can identify possible modes of failure
- Uncertainty source not strong enough.
- Inevitability hard to perceive.
- Climax comes too early, or too late.
65Drama is Just One Example
- Not intended as a Grand Unified Theory.
- A single model among many.
66Thats All!
- Game design programming
- Mechanics ? Dynamics ? Aesthetics
- Emotional requirements analysis
- Three Musketeers
- Drama as a play Aesthetic
67Questions?
- Slides
- www.algorithmancy.org
- (www.monkeyjump.com)
- Game
- www.oasisgame.com
- Email
- mahk_at_world.std.com
68 Steve Jackson Games
www.sjgames.com