Chapter 2.2 Game Design Overview Game design as… full-time occupation is historically new field of practical study – even newer 2 Overview Folk games [Costikyan] “Traditional” games with cultural origins Examples: Tic-Tac-Toe (Naughts and Crosses) Chess Go Backgammon Poker 3 Overview This introduction covers: Terms Concepts Approach All from a workaday viewpoint 4 Overview There is no one “right” way to design There are many successful approaches Specific requirements and constraints of each project and team determine what works and what does not. This introduction is but a scratch 5 The Language of Games Game development – a young industry Standards are still being formulated Theory Practice Terminology 6 The Language of Games Debate continues over high-level views Lack of standard (concrete) definitions Game Play High-level concepts tricky to articulate 7 The Language of Games Workplace differences usually low-level Working terminology Example “actors” instead of “agents” “geo” instead of “model” Workflow – how things get done Individual responsibilities Processes under which work is performed 8 The Language of Games Why do we play? What is the nature of games? Not a designer’s problem Not a designer’s problem How is a game formed of parts? A designer’s problem 9 The Language of Games Our simplistic high-level definitions Easy to modify to fit multiple cultures Practical over metaphysically true play game aesthetics 10 Play and Game Play Game Interactions to elicit emotions Object of rule-bound play General enough to cover everything 11 Aesthetics and Frame Aesthetics Emotional responses during play Naïve practical approach, not classical Frame The border of a game’s context Inside the frame is in the game Outside the frame is real life 12 Approaching Design Computer games are an art form Game design practices can be taught Technical discipline like music, film, poetry The art of making dynamic models 13 Approaching Design A model represents something Mental/Cognitive Concepts Beliefs Maps Mathematical Equations Formulas Algorithms Examples: Locations Relationships 14 Approaching Design Abstract model Conceptual and idealized A tool for investigating specific questions Simplifies thinking to help understand problems May include assumptions thought to be false Abstract game One rule The piece is moved to the open square 15 A Player-Game Model A model of the player – game relationship PLAYER Mechanics GAME Interface System 16 A Player-Game Model Mechanics Interface Things the player does Communication between player and game System Underlying structure and behavior 17 Control and State Variables Defined by Isaacs in Differential Games Control variables Inputs from players State variables Quantities indicating game state 18 Play Mechanics Gameplay Feelings of playing a particular game Activities engaged in a particular game (Play/game) Mechanics Specific to game activities “What the player does” 19 Seven Stages of Action Intention to act Sequence of action Execution of action sequence Evaluating interpretations Interpreting perceptions Perceiving states T HE GAME Goals Execution Intention to act Sequence of action Execution of action sequence Evaluation Evaluating interpretations Interpreting perceptions Perceiving states 20 Seven Stages of Action A goal is formed Models the desired state The desired result of an action Examples: Have a glass of water in hand Capture a queen Taste ice cream Intention to act Sequence of action Execution of action sequence Evaluating interpretations Interpreting perceptions Perceiving states T HE GAME Goals 21 Seven Stages of Action Goals turned into intentions to act Specific statements of what is to be done Intention to act Sequence of action Execution of action sequence Evaluating interpretations Interpreting perceptions Perceiving states T HE GAME Goals 22 Seven Stages of Action Intentions put into an action sequence The order internal commands will be performed Intention to act Sequence of action Execution of action sequence Evaluating interpretations Interpreting perceptions Perceiving states T HE GAME Goals 23 Seven Stages of Action The action sequence is executed The player manipulates control variables Intention to act Sequence of action Execution of action sequence Evaluating interpretations Interpreting perceptions Perceiving states T HE GAME Goals 24 Seven Stages of Action The state of the game is perceived State variables are revealed via the interface Intention to act Sequence of action Execution of action sequence Evaluating interpretations Interpreting perceptions Perceiving states T HE GAME Goals 25 Seven Stages of Action Player interprets their perceptions Interpretations based upon a model of the system Intention to act Sequence of action Execution of action sequence Evaluating interpretations Interpreting perceptions Perceiving states T HE GAME Goals 26 Seven Stages of Action Player evaluates the interpretations Current states are compared with intentions and goals Intention to act Sequence of action Execution of action sequence Evaluating interpretations Interpreting perceptions Perceiving states T HE GAME Goals 27 Seven Stages of Action Donald Norman’s approximate model Actions not often in discrete stages Not all actions progress through all stages 28 Seven Stages of Action Scales to… …an individual mechanic A “primary element” Examples: Move Shoot Talk …an entire game A generalized model of interaction 29 Designer and Player Models Systems are built from designer mental models Design models may only anticipate player goals User's Model Design Model Designer System User System Image 30 Designer and Player Models Players build mental models from mechanics Based upon interactions with the system image The reality of the system in operation Not from direct communication with designers Player and designer models can differ significantly User's Model Design Model Designer System User System Image 31 Core Mechanics Typical patterns of action Fundamental mechanics cycled repeatedly Examples: Action shooters – run, shoot, and explore Strategy game – explore, expand, exploit, exterminate referred to as the “four X’s” 32 Premise The metaphors of action and setting Directs the player experience Provides a context in which mechanics fit Players map game states to the premise 33 Premise Story is the typical example of premise Time Place Characters Relationships Motivations Etc. 34 Premise Premise may also be abstract Tetris operates under a metaphor The metaphor: arranging colored shapes Encompasses all game elements Player discussions use the language of the premise 35 Premise Games are models Activities being modeled form premise Actions may appear similar in model Usually are fundamentally quite different Sports games are good examples Playing video games isn’t like playing the sport 36 Premise Goes beyond setting and tone Alters the players mental model Basis of player understanding and strategy 37 Premise Possible Capable of happening in the real world Plausible Possible within the unique world of premise “Makes sense” within the game’s premise Consistent with the premise as understood 38 Choice and Outcome Choice Outcome A question asked of the player The end result of a given choice Possibility space Represents the set of possible events A “landscape” of choice and outcome 39 Choice and Outcome Consequence or Weight The significance of an outcome Greater consequences alter the course of the game more significantly Choices are balanced first by consequence 40 Choice and Outcome Well-designed choice Often desirable and undesirable effects Should relate to player goals Balanced against neighboring choices Too much weight to every choice is melodrama Orthogonal choices – distinct from others Not just “shades of grey” 41 Qualities of Choice Terms in which to discuss choices Hollow – lacking consequence Obvious – leaves no choice to be made Uninformed – arbitrary decision Dramatic – strongly connects to feelings Weighted – good and bad in every choice Immediate – effects are immediate Long-term – effects over extended period Orthogonal – choices distinct from each other 42 Goals and Objectives Objectives Designed tasks players must perform Rigid requirements – formal Goals An intentional outcome Notions that direct player action Scales all levels of motivation From selecting particular strategies… …to basic motor actions (e.g. pressing a button) 43 Goals and Objectives Find sword Rescue dragon Kill princess Find sword Kill dragon Rescue princess Designer System User Objectives and goals can differ Players goals reflect their understanding of the game Designers must consider how the game communicates with players Affordances – the apparent ways something can be used 44 Resources Resources Things used by agents to reach goals To be meaningful, they must be… Useful – provide some value Limited – in total or rate of supply 45 Economies Economies Systems of supply, distribution, consumption Questions regarding game economies: What resources exist? How and when will resources be used? How and when will resources be supplied? What are their limits? 46 Player Strategy Situation Result People usually reason with commonsense Action A view of linear causation – cause and effect Complex systems do not behave linearly Players need information to support linear strategy 47 Game Theory Game Theory Utility A measure of desire associated with an outcome Payoffs Branch of economics Studies decision making The utility value for a given outcome Preference The bias of players towards utility 48 Game Theory Rational Players Abstract model players – not real people Always try to maximize their potential utility Solve problems using pure logic Always fully aware of the state of the game 49 Game Theory Games of skill Games of Chance One-player games Outcomes determined solely by choices One-player games Outcomes determined in whole or part by nature (chance) Games of Strategy Competitions between two or more players 50 Game Theory Decision under certainty Risky decisions Players know the outcome of any decision Probabilities of nature are known Decision under uncertainty Probabilities of nature are unknown 51 Interface Interface Input Input, presentation, and feedback. Player to game Output Game to player 52 Interface Contains both hardware, software, and performance elements. Hardware such as game pads Software such as engines Performance such as pressing a button 53 Interface Graphical user interface (GUI) A visual paradigm of control 54 Interface Typical perspectives: First-person Over-the-shoulder (OTS) Overhead (top-down) Side Isometric 55 Interface General categories of audio Music Sound effects Dialog 56 Interface Music Powerful tool for establishing mood and theme 57 Interface Controls Physical input devices Control inputs User manipulations of the controls They are not strategies Example: a sequence of buttons to perform a combo Strategies involve deciding when to perform 58 Interface Key map or control table A diagram showing control input, action, and context 59 Interface Control diagrams Show input, action, and context Action Control Context Left all Right all Forward all Backward all Sprint all Pass Offense Lob Offense Shoot Offense Steal Defense Block Defense Hit Defense 60 Interface Front-end In application software The visible portion of the application In games GUI elements not displayed during play 61 Interface HUD (Head-Up Display) Displays during play Shows and other information difficult to present directly in the game environment Examples Scores Resource levels Mini Map Chat Alerts Level >need backup!!! >No >... 2 62 Interface Mapping An understood relationship between two things Especially the relationship of a model to its subject Examples 63 HCI and Cognitive Ergonomics HCI – Human-Computer Interaction Study of… Communication between users and computers How people design, build, and use interfaces Better support for cooperative work Cognitive Ergonomics Analyzes the cognitive representations and processes involved with performing tasks 64 Design of Everyday Things Norman’s five principles of design Visibility Mappings The perceived uses of an object Constraints Understandable relationships between controls and actions Affordances Making the parts visible Prevent the user from doing things they shouldn’t Feedback Reporting what has been done and accomplished 65 Systems System A set of interrelated components Architecture Their function and relationships form a whole The particular arrangement of system elements Game systems exist to enable play mechanics Relationships between components determine how the system works to produce results 66 Systems Objects Attributes Properties determining what objects are Behaviors Pieces of a system Actions the objects can perform Relationships How the behavior and attributes of objects affect each other while the system operates 67 Systems Two general approaches to design Special case Experiences built one scene/level at a time Anticipate states while pre-scripting events Solved by discovering the intentions of the designer Systemic General behaviors are designed Scenes/Levels are specific configuations Some events may still be pre-scripted Solved by understanding the system 68 Systems Emergent complexity Emergence Behaviors that cannot be predicted simply from the rules of a system Coined by George Henry Lewes in 1873 See: John Conway’s Game of Life 69 Systems Dynamics The behavior of systems over time Generalizing dynamic behavior is hard Dynamics determined by a given architecture 70 Systems Cybernetics Study of communication, control, and regulation 71 Systems A basic cybernetic system has: Sensor – detects a condition Comparator – evaluates the information Thermometer Switch Activator – alters the environment when triggered by the comparator Activator Comparator Sensor 72 Systems Feedback The portion of a system’s output that is returned into the system Feedback Loop The path taken by the feedback Goal Rate Action Information Level 73 Systems Positive feedback Leads to runaway behavior Difficult to make use of Negative feedback Leads to goal seeking behaviors Most common form in systems goal Positive Feedback Negative Feedback 74 Systems Negative feedback Stabilizes the game Forgives the loser Prolongs the game Magnifies late successes Positive feedback Destabilizes the game Rewards the winner Can end the game Magnifies early successes Marc Leblanc 75 Systems System Dynamics Created by Jay Forrester 1956, MIT A discipline for modeling and simulation Originally a tool for policy analysis Applicable to any system 76 Constraints Platform General description of hardware and software Personal computer – PC, Mac, etc. Console – Game Cube, PlayStation, Xbox, etc. Handheld – DS, Game Boy Advance, PSP, etc. Mobile device – Cel Phones, NGage, PDA, etc. Arcade – custom vending games (e.g. Time Crisis) 77 Constraints Game Saves Save triggers Save-anywhere Save points Coded text saves 78 Genres Genre – a category describing generalities of conventions, style, and content 79 Genres Action Adventure Arcade Casual Education Fighting First-person shooter Platform Racing Rhythm Role-Playing (RPG) Simulation Sports Strategy Puzzle Traditional 80 Audiences Target audience Demographics Group of expected consumers Study of relevant economic and social statistics about a given population Demographic variables The relevant factors 81 Audiences Market Demographic segmentation of consumers Market segments Smaller sub-segment of the market; more tightly defined Demographic profile Typical consumer attributes in a market 82 Audiences Heavy Users Hardcore gamer Those of the numeric minority of potential users responsible for majority of sales of any product “80/20 rule” Game industry term for heavy video game users Casual gamer Game industry term for all other gamers 83 Audiences Typically assumptions of the hardcore: Play games over long sessions Discuss games frequently and at length Knowledgeable about the industry Higher threshold for frustration Desire to modify or extend games creatively Have the latest game systems Engage in competition with themselves, the game, and others 84 Audiences Why We Play Games – Nicole Lazzaro Internal experience Hard fun Challenge of strategy and problem solving Easy fun Enjoyment from visceral activities Intrigue and curiosity – exploration and adventure Social experience Stimulating social faculties – competition, teamwork, bonding, and recognition 85 Iterating Waterfall method Development methodology Design and production are broken into phases Iterative development Practice of producing things incrementally Refining and re-refining the product 86 Iterating Prototypes Physical prototypes Early working models of the product Used to test ideas and techniques Non-electronic models; physical materials Software prototypes Used regularly during iterative development 87 Iterating Software testing Tester Person trained in methods of evaluation Bug Process of verifying performance and reliability of a software product Discrepancy between expected and actual behavior Problem/Bug report Description of the behavior of the discrepancy 88 Iterating Focus test Testing session using play-testers Testers represent the target audience Lots of feedback at one time Data can be compromised by group think 89 Iterating Tuning Developing solutions by adjusting systems Iterations are faster Changes are less dramatic Balance Equilibrium in a relationship Player relationships, mechanics, systems, etc. 90 Iterating Intransitive relationships Multiple elements offer weaknesses and strengths relative to each other as a whole Balanced as a group Example: Rock-Paper-Scissors (RPS) Heavy Infantry Archers Cavalry 91 Creativity Ability to create Ability to produce an idea, action, or object considered new and valuable 92 Creativity Classic approach - Graham Wallace Preparation Incubation Sudden illumination – Eureka! Evaluation Mulling things over Insight Background research and comprehension Validating revealed insights Elaboration Transforming the idea into substance 93 Creativity Brainstorming Generating ideas without discrimination Evaluation after elaboration Can be unfocused 94 Creativity Six Thinking Hats White Hat – neutral and objective Red Hat – intuition, gut reaction Black Hat – gloomy, naysayer Yellow Hat – Pollyannaish, optimistic Green Hat – growth and creativity Blue Hat – process and control Symbolize perspective worn by people involved in the creative endeavor Edward de Bono 95 Inspiration Board games Team competition Temporal systems Martial arts Serialized stories Music Continuity techniques Television Fantasy and agency Sports Dynamic narratives Books Film Resource management Paper RPGs Spatial relationships Card games Discipline in action Children Invention 96 Communication Documentation Methods vary widely Written, descriptive model of the game Depth varies according to the needs of the game 97 Communication Treatment A brief, general description of the game and the fundamental concepts May include: Concept statement Goals and objectives Core mechanics and systems Competitive analysis Licensing and IP information Target platform and audience Scope Key features 98 Communication Other document types may include: Preliminary design document Initial Design Document Revised Design Document General Design Document Expanded Design Document Technical Design Document Final Design Document 99 Communication Flowcharts A typical technique for diagramming steps in a process Most developers are familiar Start/End Process/ Action Decision Y/N Delay 100 Communication W andering City Start Quest No Search for Quest No Ye s City Quest Details Ac cept Recruit Yes Gather PC Allie s Em bark/Split Gather Wilderness Go to Equip Recruits Seek Aid Gear Regroup Artifacts Assistance Encounter 101 Communication Associative diagram Drawing that helps manage and organize information visually Mind Map A style of associative diagram Key words and figures are placed on branches weapon fighting range 102 Psychology Working Memory Holds roughly 7 ± 2 items at one time while other cognitive operations on them 103 Psychology Attention Method of enhancing perceptions relative to other stimuli in the same environment How we focus on important things Limited capacity 104 Psychology Classical conditioning Reaction to stimulus is conditioned by pairing with another stimulus that elicits the desired response naturally Before conditioning Conditioning After conditioning 105 Psychology Unconditioned stimulus – Meat Unconditioned response – Salivation over meat Conditioned stimulus – Tone Conditioned response – Salivation over tone Before conditioning Conditioning After conditioning 106 Psychology Operant conditioning Learning by encouraging or discouraging Operant A response; the action in question Example: pressing a button Reinforcement contingency Consistent relationship between the operant and a result in the environment 107 Psychology Reinforcers Increase the probability an action will be repeated Positive reinforcement Positive stimulus that reinforces the behavior Negative reinforcement The removal or prevention of a negative stimulus Ex. Use umbrella and be dry Ex. Use umbrella and keep from getting wet Punishment Reduces the likelihood of a behavior with a stimulus Ex. Being burned by a hot stove 108