Reminder: Choose Game for Design Analysis Project • Games Chosen so far: – Super Mario – FIFA – Dark Souls – Super Mario – Borderlands 2 – Mass Effect 3 – Grand Theft Auto: San Andreas – Final Fantasy IX • Game on any digital medium is fine: mobile device, gaming console, PC etc • Deadline to select a game: September 30th Meaningful Play and Game Design Assigned readings: Chapters 3 & 4 (Rules of Play Book) Disclaimer: I use these notes as a guide rather than a comprehensive coverage of the topic. They are neither a substitute for attending the lectures nor for reading the assigned material Dr. Héctor Muñoz-Avila How important is it to play? • Yes, we play to have “fun”, but • By playing games we learn a number of skills: –Social –Mechanical skills –Communication skills –Follow (or break) rules –We learn that there is something at play •Direct: winning a game •Direct/indirect: reward or impress someone Meaning and Play • Key goal of successful game design: Create gaming experience of the player that have a meaning and are meaningful (“meaningful play”) • Examples of meaningful play: •Chess: intellectual dueling •Basketball: Improvisational, team-based tactics •MMOs: dynamic shifting of individual and community identities What makes a game meaningful are not the rules of the game alone but the experiences of players playing the game (this is why iterative design is so crucial in designing a game) Descriptive Definition of Meaningful Play • Descriptive: – meaningful play emerges from the relation between player action and system outcome – Player: action System: responds • Meaning of an action is the relation between action and outcome • Is there meaningful play in a game like this? Of course, player execute moves/combos with an intended outcome This definition reflects an operational level Evaluative Definition of Meaningful Play • Evaluative: – Meaningful play occurs when relation between actions and outcomes are discernable and integrated into the larger context of the game • This definition relates to the experience of the player • Therefore the evaluative definition is the one we use in our analysis Discernable • The outcome of an action is communicated in a perceivable way. • Good examples? – Where the outcome was communicated – Other two examples: one and two • Bad examples? – Where the outcome was not communicated • Designers learn hard lessons from early games (Stonkers) Integrated • Actions taken by player have not only immediate significance but affects player experience later on. • Good examples? – Where the outcome has significance later on – How about chess? – Here is a typical example (consequences 1 and 2) • What about games with linear storylines, are they integrated? • Bad examples? – Where the outcome has significance no later on – What about minigames? Side Track: Massive Multiplayer Online RPGs (MMOs) • Persistent world • RPG: players take role – Priest: heal other players – Warrior: draws attention of the MOB towards him/her – Mage: deal damage • “dude wuts ur DPS?” – … (as many as 20 other roles in modern games) • Character advances “levels” and gains new skills that facilitates its role. Example • Fundamental that each player master their avatar’s role to defeat some encounters – 10+ avatars following a plan So What is Discernable and Integrated in MMOs? • Discernable • Integrated Design • As with “game” there are multiple definitions of what this means – Design is making sense of things – Devising courses of action aimed at changing existing situations (Herbert Simon) – The conception of visual form –… • So there are multiple elements: understanding, action, visual appearance, … Design: A Definition (the “official”) • Design is a process by which a designer creates a context to be encountered by a participant from which meaning emerges – – – – Designer: person who creates the game Context: rules, spaces, objects, narratives (lore) Participants: players Meaning: meaningful play • Crucial point of this definition: connect design and meaningful play • When creating games we are crafting experiences • Classical example: RPG games Meaningful Play and Design (1) • Carefully crafted difficulty levels so game becomes more challenging as player skill increase From here to there Source: http://austega.com/gifted/16-gifted/articles/24-flow-and-mihaly-csikszentmihalyi.html (Flow Theory by Mihaly Csikszentmihalyi) Meaningful Play and Design (2) • Forms of improvement: – Player skill improves over time: • Linear quest storyline: RTS games • Increasing challenge on racing games – Avatar skill improves over time • RPG games – Player and Avatar skill • FPS games (improve loot + improved skill) Non Meaningful Play by Design Examples? In a linear game, player might get back to early zones. But then it will be too easy • RPG game designer disincentive players by not awarding experience • no XP player action kill monsters is not integrated! Controversy: Morrowind Design decision: • Monsters level as you level A monster encountered later in the game is tougher than same monster encountered early in the game In fact you can beat the game at very low level! Paradox: can beat at level 20 but not at level 40 Is the outcome of actions integrated? A “funny” note: http://www.sacredwiki.org/index.php/Sacred_2:Combat_and_Game_Basics Design and Meaning • Meaning in context of game design: assess the value or significance of play people object meaning context • Meaning is crucial because the design results in a system of interactions