4. Games under the hood

Transcription

4. Games under the hood
GAME DESIGN
From CONCEPTS to IMPLEMENTATION
[ 4. Games under the hood ]
LUT SUMMER SCHOOL
[ 8-12 AUGUST 2016 ]
Presented by
StudioCLANGORE
Ok, it’s time to dig deep into
GAMES
STRUCTURE
and how this helps designing your game.
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GAME STRUCTURE
▸ We already went through what games have in
common…
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GAME STRUCTURE
▸ Objective
▸ Structure
▸ Right. But…what’s under the hood?
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Introducing:
TRACY
FULLERTON
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Game designer, educator, writer, and
Director of the Game Innovation Lab @ USC
SHE DISSECTS GAMES
STRUCTURE THROUGH
BASIC BLOCKS CALLED
FORMAL ELEMENTS
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FORMAL ELEMENTS
1. PLAYERS
▸ Games are designed
for an AUDIENCE!
▸ What do they like?
▸ What don’t they like? Why?
▸ What do they expect to see in
a game?
▸ …
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This is not a
MARKETING
ISSUE
Let’s stress this out.
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Defining the right audience is important to
DEFINE THE
RIGHT MECHANICS
…that is, learning “Who likes what”.
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Acting
KILLER
ACHIEVER
Players
World
SOCIALIZER
EXPLORER
Interacting
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Richard Bartle,
Hearts, Clubs, Diamonds, Spades: Players who suit MUDs (1996)
Acting
COMPETE WIN
PURCHASE
SHOWOFF
COMPARE
TAUNT
CUSTOMIZE
DECORATE
DESIGN
BUILD
Players
World
SHARE
HELP
REVIEW
GREET
COMMENT
LIKE
CURATE
VOTE
EXPLORE
RATE
COLLABORATE
Interacting
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Richard Bartle,
Hearts, Clubs, Diamonds, Spades: Players who suit MUDs (1996)
Also, focus on
PLAYER
ROLES
to design intriguing dynamics!
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FORMAL ELEMENTS
1. PLAYERS ROLES
▸ Uniform roles
▸ Different roles
▸ Emergent roles
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And don’t forget about
PLAYER
INTERACTION
PATTERNS
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FORMAL ELEMENTS
1. PLAYER INTERACTION PATTERNS
▸ Single player VS game
▸ Player VS player
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FORMAL ELEMENTS
1. PLAYER INTERACTION PATTERNS
▸ Multiple individual
players VS game
▸ Cooperative play
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FORMAL ELEMENTS
1. PLAYER INTERACTION PATTERNS
▸ Multilateral
competition
▸ Unilateral
competition
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FORMAL ELEMENTS
1. PLAYER INTERACTION PATTERNS
▸ Team vs team
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FORMAL ELEMENTS
2. OBJECTIVE
▸ Give players
something to strive for
▸ Challenging…
▸ …but achievable
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Usually players compete over the same objective.
BUT THAT’S NOT
CARVED IN
STONE!
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FORMAL ELEMENTS
2. ASYMMETRIC OBJECTIVES
▸ That is: different roles,
different goals
▸ Think about unilateral
competition!
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Let’s hear you.
WHAT GOALS YOU
ENCOUNTERED
FREQUENTLY
while playing?
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FORMAL ELEMENTS
2. COMMON GOALS
▸ Capture / Kill
▸ Chase
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FORMAL ELEMENTS
2. COMMON GOALS
▸ Race
▸ Align
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FORMAL ELEMENTS
2. COMMON GOALS
▸ Rescue
▸ Escape / Infiltrate
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FORMAL ELEMENTS
2. COMMON GOALS
▸ Avoid forbidden act
▸ Construct
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FORMAL ELEMENTS
2. COMMON GOALS
▸ Explore
▸ Solve
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FORMAL ELEMENTS
2. COMMON GOALS
▸ Outwit
▸ …and any combination
of those, too.
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See some connection with
PATTERNS?
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Wait. But what about sandbox games?
What about simulations?
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There’s no such thing as NO GOALS. But there are
EMERGENT
OBJECTIVES
that players may put for themselves.
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FORMAL ELEMENTS
3. PROCEDURES
▸ Set/sequence of
actions players can
take to achieve the
goal
▸ a.k.a “Who does what, where,
when, how?”
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FORMAL ELEMENTS
3. PROCEDURES
▸ A word on efficiency
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FORMAL ELEMENTS
3. SUPER MARIO BROS PROCEDURES
▸ Move
▸ Run
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FORMAL ELEMENTS
3. SUPER MARIO BROS PROCEDURES
▸ Jump
▸ Shoot
(…and so on.)
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FORMAL ELEMENTS
3. COMMON PROCEDURES TYPES
▸ Starting Actions
▸ Put game into play
▸ Progressing Actions
▸ Successive, common actions
▸ Special Actions
▸ Dependent from game state
▸ Resolving Actions
▸ Bring the game towards conclusion
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Procedure definition is a good moment to design
CONTROLS,
as there’s usually a strong connection between the two.
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FORMAL ELEMENTS
4. RULES
▸ Basically define what
is allowed and what is
not
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FORMAL ELEMENTS
4. RULES DEFINITION STEPS
▸ 1) Define objects and
concepts
▸ e.g. “A knight.”
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FORMAL ELEMENTS
4. RULES DEFINITION STEPS
▸ 2) Restrict actions
▸ e.g. “A Knight cannot move in
a straight line.”
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FORMAL ELEMENTS
4. RULES DEFINITION STEPS
▸ 3) Determine effects
or triggers
▸ e.g. “Whenever a Knight
completes movement on an
opponent piece, the latter gets
captured.”
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FORMAL ELEMENTS
4. RULES DEFINITION STEPS
▸ 4) Wrap rules up
▸ Players need to understand or
grasp them clearly!
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Wrapping rules up helps
DISCOVERABILITY
which is quite different according to the medium.
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FORMAL ELEMENTS
5. RESOURCES
▸ Assets to accomplish
goals or gain
advantages
▸ Scarcity + Utility
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FORMAL ELEMENTS
5. COMMON RESOURCES
▸ Traditional resources
▸ Lives
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FORMAL ELEMENTS
5. COMMON RESOURCES
▸ Units
▸ Health
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FORMAL ELEMENTS
5. COMMON RESOURCES
▸ Currency
▸ Actions
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FORMAL ELEMENTS
5. COMMON RESOURCES
▸ Power-ups
▸ Inventory
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FORMAL ELEMENTS
5. COMMON RESOURCES
▸ Terrains
▸ Time
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FORMAL ELEMENTS
5. COMMON RESOURCES
▸ …and, as always, any
combination of those
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FORMAL ELEMENTS
6. CONFLICT
▸ The sum of situations
and conditions which
deny players to
accomplish goals
directly
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FORMAL ELEMENTS
6. CLASSIC CONFLICT SOURCES
▸ Obstacles
▸ Physical or conceptual
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FORMAL ELEMENTS
6. CLASSIC CONFLICT SOURCES
▸ Opponents
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FORMAL ELEMENTS
6. CLASSIC CONFLICT SOURCES
▸ Dilemmas
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FORMAL ELEMENTS
7. BOUNDARIES
▸ What separates the
game from everything
that’s not the game
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FORMAL ELEMENTS
7. BOUNDARIES
▸ Physical…
▸ …or conceptual
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We are used to think about games as
CLOSED
SYSTEMS,
where boundaries are easily recognizable.
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But think about
AUGMENTED
REALITY GAMES,
where interaction with outside world is possible!
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FORMAL ELEMENTS
7. BOUNDARIES
▸ Blurred lines
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Always think to boundaries in terms of
MAGIC CIRCLE!
Random kid kicking a ball
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Soccer player scoring
Also, remember that boundaries may extend
OUTSIDE THE
PHYSICAL SCOPE
of the game!
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FORMAL ELEMENTS
8. OUTCOME
▸ The actual “result” of
the game
▸ Which is related to the end
condition, if possible
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FORMAL ELEMENTS
8. OUTCOME
▸ It differs from game
objective
▸ Other factors may be involved!
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When the outcome is designed, it MUST be
UNCERTAIN
through most of the game!
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FORMAL ELEMENTS
8. POSSIBLE OUTCOMES
▸ Zero-sum games
▸ Non zero-sum games
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Ok, I get those formal elements. Now,
HOW DO I
USE THEM?
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FORMAL ELEMENTS
▸ As conceptual tools
FORMAL ELEMENTS
▸ Analyze games
PLAYERS
▸ Avoid design holes
OBJECTIVE
▸ As shared vocabulary
▸ To give context
PROCEDURES
RULES
RESOURCES
▸ Inspiration
CONFLICT
▸ Alternatives
BOUNDARIES
▸ Problems
OUTCOME
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Remember to examine them all, while writing
YOUR GAME
CONCEPT
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Formal elements do describe game fundamentals.
But is this enough to lure players in our web?
(this is fun)
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(this is…meh)
Formal elements lack in considering what
ENGAGES PLAYERS
EMOTIONALLY
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PLAYER ENGAGEMENT IS
DISCUSSED THROUGH
BASIC BLOCKS CALLED
DRAMATIC ELEMENTS
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DRAMATIC ELEMENTS
1. CHALLENGE
▸ Basically, we’re talking
about FLOW
▸ It’s about finding the good
balance/pacing between skills
and difficulty
▸ a.k.a. the correct steepness in
the graph
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DRAMATIC ELEMENTS
1. CHALLENGE
▸ To ensure that, give
CLEAR GOALS
▸ …and CLEAR
FEEDBACK
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This is related to the so-called
PARADOX
OF CONTROL
i.e., give meaningful choices to influence
an unsure outcome
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DRAMATIC ELEMENTS
1. THE PARADOX OF CONTROL
▸ Give players tools to
exercise control…
▸ …without undermining
uncertainty.
“Only when a doubtful outcome is at stake, and one is able to
influence that outcome, can a person really know she is in control.”
M. Csikszentmihalyi
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DRAMATIC ELEMENTS
2. PLAY
▸ “Free movement
within a more rigid
structure”
▸ Basically, it’s what we
can do “creatively”
inside the game
boundaries
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It’s more a
TYPE OF
APPROACH
rather than a “thing” itself
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DRAMATIC ELEMENTS
2. TYPES OF PLAY
▸ Competitive play
▸ Chance-based play
▸ Make-believe play
▸ Vertigo play
Roger Caillois,
Man, Play and Games (1961)
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Caillois taxonomy can be useful to focus on
TYPE-RELATED
PLEASURES
in order to define the overall game experience.
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This has also an impact on
PLAYER
PROFILING
as we described it earlier!
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As an example…
COMPETITOR
EXPLORER
COLLECTOR
ACHIEVER
JOKER
ARTIST
DIRECTOR
STORYTELLER
PERFORMER
CRAFTSMAN
(Don’t forget: game design is ALWAYS related to players!)
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DRAMATIC ELEMENTS
3. PREMISE
▸ What estabilishes the
action within a setting
or a metaphor
▸ Gives context
▸ Sets the conflict in motion
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This is (part of) what actually dresses raw data
▸ You are a set of data.
▸ You are the last robot of the
Earth.
▸ Your goal: to increase your
values.
▸ Your goal: to improve your
circuits and weapons.
▸ To do so, you engage other
sets of data according to
complex algorithms.
▸ To do so, you battle a submutant race that took over
the planet.
▸ If your data wins the
analysis, you win.
▸ If your defeat the mutant
menace, you win
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(waaay cooler.)
DRAMATIC ELEMENTS
4. CHARACTER
▸ Agent(s) to identify
with
▸ Enforces player
presence within the
game
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DRAMATIC ELEMENTS
4. CHARACTER TYPE
▸ Is that a CHARACTER or an AVATAR?
▸ Shades of grey do exist
CHARACTERS
Pre-designed backstories,
features, motivations
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AVATARS
Player-created, customizable,
growth, role-play
DRAMATIC ELEMENTS
4. CHARACTER DESIGN PILLS
▸ Define a character
according to
▸ What she wants?
▸ What she needs?
▸ What she fears?
▸ Which situations put her at her
best? Which ones give her
troubles?
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DRAMATIC ELEMENTS
4. CHARACTER DESIGN PILLS
▸ Define a character
according to
▸ What she does?
▸ What she says?
▸ What she looks like?
▸ What others say about her?
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DRAMATIC ELEMENTS
4. CHARACTER DESIGN PILLS
▸ Define a character
according to her
development
▸ Round
▸ Flat
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DRAMATIC ELEMENTS
5. STORY
▸ Narrative content that
unfolds through
gameplay
▸ Like the Premise, it gives
context
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DRAMATIC ELEMENTS
5. STORY
▸ But UNLIKE the
Premise:
▸ It has uncertain outcome
▸ Can be seen as positive
feedback
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But most of all, game stories bring a sense of
ACCOMPLISHMENT
given by player agency in solving the conflict
“I saved the galaxy!”
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DRAMATIC ELEMENTS
5. STORY
▸ Sometimes, players
have even more
control
▸ Branching storylines
▸ Emergent stories
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DRAMATIC ELEMENTS
5. STORYTELLING PILLS
▸ Like in traditional storytelling, games stories
support the classic dramatic arc
CLIMAX
RISING ACTION
EXPOSITION
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RESOLUTION
James Harris,
The PERIODIC TABLE OF STORYTELLING
http://jamesharris.design/periodic/
LET’S SUM UP
FORMAL ELEMENTS
DRAMATIC ELEMENTS
PLAYERS
CHALLENGE
OBJECTIVE
PLAY
PROCEDURES
PREMISE
RULES
CHARACTER
RESOURCES
STORY
CONFLICT
BOUNDARIES
OUTCOME
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Your goal, as a designer, is to make the game
COMPELLING
ENGAGING
for the brain, and
for the heart
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Tracy Fullerton,
GAME DESIGN WORKSHOP: A playcentric approach to creating innovative games
A K Peters / CRC Press, 3rd edition (2014)
ISBN 1482217163
http://www.tracyfullertona.com/
What is your position towards
FORMAL VS
DRAMATIC
struggle, if any?
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Any
FURTHER
QUESTIONS?
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