Title: SiSSYFiGHT%203000
 1SiSSYFiGHT 3000 
 2Overview
-  SiSSYFiGHT simulates a playground fight between 
 little girls.
3Overview
-  Each girl begins with 10 Self-Esteem chips 
-   and the goal of the game is to reduce your 
 opponents self-esteem to ZERO!
4Overview
-  When there are only one or two players left with 
 any self-esteem, they win the game!
5Setup
- Each player starts with 
- 1. Three Action cards 
- 2. Six Target cards, 1 No Target card 
- 3. Ten chips. 
- Everyone should pick one of the six colors. 
6Each Round
- Choose an Action and Target in secret. 
- Reveal cards simultaneously 
- Resolve actions 
- All communication must be public. 
- When you run out of chips, youre out. 
- When one or two people are left, they win. 
7Actions
- Solo 
- Target discards one chip. 
- Team 
- If anyone else teams against this target, she 
 discards two chips per attacking player.
- Defend 
- Not an attack  choose No Target as your 
 target.
- If no one targets you lose one chip. 
- Else, lose half the chips required (round down). 
 
8Coffee Break at 1100
- Play until then 
- Pick a different classroom 
- 3001 
- 3003 
- 3005 
9General Observations? 
 10Whats fun about SiSSYFiGHT?
- What kinds of fun did you experience? 
- Can we get more specific than fun?
11Whats fun about SiSSYFiGHT?
- What kinds of fun did you experience? 
- Can we get more specific than fun? 
- Intrigue Negotiation, Cooperation, Betrayal 
- Challenge Tactics, Problem Solving 
- Drama
12How do we get from
  13To
  14Whats missing?
Rules
Fun 
 15The causal link
Rules
Fun
Behavior
This is what sets games apart 
 16Games As Software
Rules
Fun
Behavior 
 17Games As Software
Rules
Fun
Behavior
Code
Requirements
Process 
 18A Design Vocabulary 
 19A Design Vocabulary 
 20A Design Vocabulary 
 21The MDA Framework 
 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/Player Relationship
? 
 24The Players Perspective
Mechanics
Aesthetics
Dynamics
?
Player 
 25The Designers Perspective 
 26Understanding Aesthetics
- 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?
27Eight Kinds of Fun 
 28Eight Kinds of Fun
Game as art object 
 29Eight Kinds of Fun
Game as make-believe 
 30Eight Kinds of Fun
- Sensation 
- Fantasy 
- Narrative 
Game as unfolding story 
 31Eight Kinds of Fun
- Sensation 
- Fantasy 
- Narrative 
- Challenge 
Game as obstacle course 
 32Eight Kinds of Fun
- Sensation 
- Fantasy 
- Narrative 
- Challenge 
- Fellowship 
Game as social framework 
 33Eight Kinds of Fun
- Sensation 
- Fantasy 
- Narrative 
- Challenge 
- Fellowship 
- Discovery 
Game as uncharted territory 
 34Eight Kinds of Fun
- Sensation 
- Fantasy 
- Narrative 
- Challenge 
- Fellowship 
- Discovery 
- Expression 
Game as soap box 
 35Eight Kinds of Fun
- Sensation 
- Fantasy 
- Narrative 
- Challenge 
- Fellowship 
- Discovery 
- Expression 
- Submission 
Game as mindless pastime 
 36Clarifying Our Aesthetics
Charades is fun Counter-Strike is fun Final 
Fantasy is fun 
 37Clarifying Our Aesthetics
Charades is Fellowship, Expression, 
Challenge Counter-Strike is Challenge, Sensation, 
Competition, Fantasy Final Fantasy is Fantasy, 
Narrative, Expression, Discovery, Challenge, 
Masochism
Each game pursues multiple aesthetics. Again, 
there is no Game Unified Theory. 
 38Clarifying Our Goals
- As designers, we can choose certain aesthetics as 
 goals for our game design.
- We need more than a one-word definition of our 
 goals.
39Formulating 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
Some examples 
 40Goal Competition
- Definition A game is competitive if players are 
 emotionally invested 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.
41Goal Pirate Fantasy
- Definition A pirate fantasy conforms to the 
 genre conventions of pirate movies, and permits
 the player to engage in certain kinds of
 anti-social pirate behavior.
-  
42Goal Pirate Fantasy
- Definition A pirate fantasy conforms to the 
 genre conventions of pirate movies, and permits
 the player to engage in certain kinds of
 anti-social pirate behavior.
- Success 
- Empowerment 
- Independence 
- Greed 
- Treachery 
- Prey upon Weak 
43Goal Pirate Fantasy
- Definition A pirate fantasy conforms to the 
 genre conventions of pirate movies, and permits
 the player to engage in certain kinds of
 anti-social pirate behavior.
- Success 
- Empowerment 
- Independence 
- Greed 
- Treachery 
- Prey upon Weak 
- Failure 
- Vulnerability 
- Compassion 
- Generosity 
44Goal Drama
- Definition A game is dramatic if 
- Its central conflict creates dramatic tension. 
- The dramatic tension builds towards a climax.
45Goal 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. 
46Aesthetics of SiSSYFiGHT
- Fellowship Negotiation, Cooperation, Betrayal 
- Challenge Tactics, Problem Solving 
- Narrative Drama
47Understanding Dynamics
- What about the games behavior can we predict 
 before we go to playtest?
- How can we explain the behavior that we observe?
48Formalizing Game Dynamics
Input
Output
Rules
(Player)
State
(Graphics/Sound)
The State Machine Model
Examples Chess, Counter-Strike 
 49Models of Game Dynamics
- Again, no Grand Unified Theory 
- Instead, a collection of many Dynamic Models. 
- Dynamics models are analytical in nature. 
Some examples 
 50Example Random Variable
  51Example Feedback System
- A feedback system monitors and regulates its own 
 state.
An Ideal Thermostat 
 52Example Operant Conditioning
- The player is part of the system, too! 
- Psychology gives us models to explain and predict 
 the players behavior.
53Where Models Come From 
- Analysis of existing games 
- Other Fields 
- Math, Psychology, Engineering 
- Our own experience
54Dynamics of SiSSYFIGHT 
On to Mechanics... 
 55Understanding Mechanics
- Theres a vast library of common game mechanics.
56Examples
- Cards 
- Shuffling, Trick-Taking, Bidding 
- Shooters 
- Ammunition, Spawn Points 
- Golf 
- Sand Traps, Water Hazards
57Mechanics of SiSSYFiGHT
- Turn-based 
- Hit Points 
- Public Communication 
- Simultaneous Action 
58Mechanics vs. Dynamics
- Theres a grey area 
- Some behaviors are direct consequences of rules. 
- Others are indirect. 
- Dynamics usually means the latter. 
- Dynamics and Mechanics are different views of 
 games.
- Dynamics emerge from Mechanics.
59MDA
- A Taxonomy of Design Knowledge 
- Aesthetics 
- Dynamics 
- Mechanics 
- and the interactions between them.
60MDA in SiSSYFiGHT
- Simultaneous turns  attack actions ?
61MDA in SiSSYFiGHT
- Simultaneous turns  attack actions ?
Competition, Random Attacks
Equality
Scourge
Cooperation, Team Attacks 
 62MDA in SiSSYFiGHT
- Simultaneous turns  attack actions ?
Competition, Random Attacks
Equality
Scourge
Cooperation, Team Attacks
? Betrayal! 
 63SiSSYFiGHT Fiction
- Does SiSSYFiGHT do a good job of conveying its 
 subject matter?
- How can it do better? 
64SiSSYFiGHT Fiction
-  What other fictional genre or subject matter 
 could the mechanics of SiSSYFiGHT simulate?
65Exercise
- Choose a fictional genre and/or setting that 
 might fit this game.
- Adapt the game to your chosen subject matter. 
- Keep in mind the aesthetic qualities we 
 identified in the breakdown.
- How can the rules of the game be changed to best 
 support your fiction?
66Brainstorming
- Everyone Grab a Sticky Pad 
67When I Say Go
- You will have 90 seconds. 
- Write down as many genre ideas as you can. 
- One to a sticky note. 
- Keep it Short (? 5 words) 
- No idea is too dumb. 
- Work in silence. 
68Ready?
  69Pens Down!
- With your group 
- Get on your feet! 
- Find some wall space 
- Stick your ideas to the wall 
- Put like ideas together 
- Look for critical mass 
- Narrow down a fiction to work on. 
70- When your group has picked a subject, 
- you are free to go to lunch. 
- Feel free to get started on your design. 
- Dont forget to sign up for an elective. 
- We will reconvene at 200.
71Welcome Back!
- Youve chosen a setting or fiction for 
 SiSSYFiGHT.
- Adapt the game to your chosen subject matter. 
- Keep in mind the aesthetic qualities we 
 identified at the beginning.
- How can the rules of the game be changed to best 
 support your fiction?
72Discussion
- Lets compare solutions. What different 
 approaches did we take?
73Discussion
- How did the game dynamics support your subject 
 matter?
- Were the game dynamics and the subject matter 
 ever in conflict?
- How did your choice of subject matter influence 
 your process?
74Any Final Observations? 
 75Coffee!
-  After the break, go to your Elective A room 
-  World of Randomness 3001 
-  World of Creativity 3003 
-  World of Rulecraft 3005 
76Elective B 
- Us vs. It 3001 
- Cart Before Horse 3003 
- 3 Musketeers 3005