GAT110: History of Games

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Formal Models for Game Analysis:
The MDA and 6-11 Frameworks
Roberto Dillon
DigiPen Institute of Technology
Singapore
rdillon@digipen.edu
About me
Overview
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
The need for an analysis framework
MDA

Mechanics – Dynamics - Aesthetics
Reference: Hunicke, Le Blanc, Zubek:
“MDA: a Formal approach to Game Design and Game Research”.
Available online at: http://www.cs.northwestern.edu/~hunicke/MDA.pdf
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The „6-11 Framework“
Case Studies
Step by Step approach
Conclusions / Q&A
The need for an analysis framework

What makes “good” Game Design?

Game Designers explain their approaches in very
subjective ways

Need for a “pragmatic” approach that tries to be as
objective as possible

Need to break down a game at different level of
complexities and analyze their relationships.
MDA: Game Components

Mechanics



Dynamics



Game rules, the basic elements/actions by which the
game is played
How to play the game
Gameplay, what happens by applying the rules
What to do in the game, Player's behaviour
Aesthetics

Emotional response by the player
Example: Commerce Game

Mechanics




Dynamics


Buying
Selling
Travelling
Trading
Aesthetics

Greed
Anno 1404 © 2009 Ubisoft
Where to start?
Aesthetics




The most difficult part to understand and master
How do players feel when they play?
What do players really want?
What triggers „Fun“??
MDA Aesthetics Model

Eight kinds of Fun based on:

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

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
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
Sensation (e.g. pleasures)
Fantasy (e.g. role playing)
Narrative (e.g. Storytelling, game as drama)
Challenge (e.g. problem solving, obstacle course)
Fellowship (e.g. social framework)
Discovery (e.g. uncharted territory)
Expression (e.g. self discovery)
Submission (e.g. Game as pastime)
„6-11 Framework“


Alternative Model for analyzing game aesthetics :
„Fun” as an outcome from engaging the player through
basic emotions and instincts

6 Basic Emotions
11 Instinct
Their correspondences/relationships

Easy to relate these to game dynamics and mechanics


Emotions
Instincts
SURVIVAL 생존
FEAR
무서움
ANGER
IDENTIFICATION 신분증
COLLECTING
분노
GREED
PRIDE
자존심
SADNESS
탐욕
AGGRESSIVENESS 공격성
COMPETITION
슬픔
REVENGE
JOY
기쁨
EXCITEMENT
수집
경쟁
복수
PROTECTION/CARE보호 / 관리
흥분
CURIOSITY
호기심
COLOR APPRECIATION
색깔 감사
COMMUNICATION
커뮤니케이션
Emotions
Instincts
SURVIVAL 생존
FEAR
무서움
ANGER
IDENTIFICATION 신분증
COLLECTING
분노
GREED
PRIDE
자존심
SADNESS
탐욕
AGGRESSIVENESS 공격성
COMPETITION
슬픔
REVENGE
JOY
기쁨
EXCITEMENT
수집
경쟁
복수
PROTECTION/CARE보호 / 관리
흥분
CURIOSITY
호기심
COLOR APPRECIATION
색깔 감사
COMMUNICATION
커뮤니케이션
Emotions
Instincts
SURVIVAL 생존
FEAR
무서움
ANGER
IDENTIFICATION 신분증
COLLECTING
분노
GREED
PRIDE
자존심
SADNESS
탐욕
AGGRESSIVENESS 공격성
COMPETITION
슬픔
REVENGE
JOY
기쁨
EXCITEMENT
수집
경쟁
복수
PROTECTION/CARE보호 / 관리
흥분
CURIOSITY
호기심
COLOR APPRECIATION
색깔 감사
COMMUNICATION
커뮤니케이션
Emotions
Instincts
SURVIVAL 생존
FEAR
무서움
ANGER
IDENTIFICATION 신분증
COLLECTING
분노
GREED
PRIDE
자존심
SADNESS
탐욕
AGGRESSIVENESS 공격성
COMPETITION
슬픔
REVENGE
JOY
기쁨
EXCITEMENT
수집
경쟁
복수
PROTECTION/CARE보호 / 관리
흥분
CURIOSITY
호기심
COLOR APPRECIATION
색깔 감사
COMMUNICATION
커뮤니케이션
Emotions
Instincts
SURVIVAL 생존
FEAR
무서움
ANGER
IDENTIFICATION 신분증
COLLECTING
분노
GREED
PRIDE
자존심
SADNESS
탐욕
AGGRESSIVENESS 공격성
COMPETITION
슬픔
REVENGE
JOY
기쁨
EXCITEMENT
수집
경쟁
복수
PROTECTION/CARE보호 / 관리
흥분
CURIOSITY
호기심
COLOR APPRECIATION
색깔 감사
COMMUNICATION
커뮤니케이션
Emotions
Instincts
SURVIVAL 생존
FEAR
무서움
ANGER
IDENTIFICATION 신분증
COLLECTING
분노
GREED
PRIDE
자존심
SADNESS
탐욕
AGGRESSIVENESS 공격성
COMPETITION
슬픔
REVENGE
JOY
기쁨
EXCITEMENT
수집
경쟁
복수
PROTECTION/CARE보호 / 관리
흥분
CURIOSITY
호기심
COLOR APPRECIATION
색깔 감사
COMMUNICATION
커뮤니케이션
“On the Way to Fun”
“On the Way to Fun”

In general:
 Emotions trigger instincts that push
the player to act

Easy to link instincts to game dynamics
and mechanics
“On the Way to Fun” - Expanded
„6-11 Framework“ in practice
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Battlezone
Pac man
Toribash
Angry Birds
The Legend of Zelda: Twilight Princess
Battlezone (Atari, 1980)
Pac Man (Namco, 1980)
Toribash (Nabi Studios, 2008)
Angry Birds (Rovio, 2010)
Collecting
And for AAA games?
•
Simple, core sequence
•
Gets expanded through different…
•
•
Missions and Quests
Levels
Legend of Zelda: Twilight Princess
Identification
Protection
Pride
Joy
Legend of Zelda: Twilight Princess
Identification
Collecting
Protection
Survival
Curiosity
Pride
…
Joy
Legend of Zelda: Twilight Princess

Hoard Goats
Collecting
Herding
Racing to an end
Pride
Riding
Joy
Legend of Zelda: Twilight Princess
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Escaping from the dungeon
Legend of Zelda: Twilight Princess
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Escaping from the dungeon
Curiosity
Survival
Racing to an end
Fighting
Exploring
Listening to Spirits
Anger
Moving around, digging
Using wolf “senses”
Revenge
Excitement
Running
Jumping
Biting
Legend of Zelda: Twilight Princess

Faron Woods: Tears of the Light Spirits
Collecting
Curiosity
Pride
Excitement
Joy
Exploring
Locating bugs
Using wolf senses
Running
Crushing Bugs to pick up the tears
Analyzing a game, step by step
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Play the game
Determine the main aesthetics and how they develop
into the player's experience by using the „6-11
Framework“
Draw the „On the way to Fun“ diagram
Relate instincts to game dynamics
Explore how dynamics are obtained (i.e. analyze
mechanics)
Not sure? Go back to Step 1! ;)
Conclusions
•
•
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Importance of MDA approach to understand how game
works
The “6-11 Framework” to analyze Aesthetics and relate
them to Dynamics and Mechanics
Can work for any game
Thanks for
Your attention!
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