44
Mechanics, Dynamics, Mechanics, Dynamics, Aesthetics Aesthetics Marc “MAHK” LeBlanc GDC 2009

Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009

Embed Size (px)

Citation preview

Page 1: Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009

Mechanics, Dynamics, Mechanics, Dynamics, AestheticsAesthetics

Marc “MAHK” LeBlanc

GDC 2009

Page 2: Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009

The MDA FrameworkThe MDA Framework

Mechanics Dynamics Aesthetics

Page 3: Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009

OverviewOverview

• Where did MDA come from?Where did MDA come from?• What is it good for?What is it good for?

Page 4: Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009

My Background:My Background:Computer ScienceComputer Science

RulesInput Output

State

Look! A state machine!

Page 5: Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009

My Background: My Background: Computer ScienceComputer Science

=

Page 6: Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009

My Background: My Background: Computer ScienceComputer Science

Game Design is Programming.

=

Page 7: Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009

Let’s Party Like it’s 10 Years Let’s Party Like it’s 10 Years Ago…Ago…

My 1999 GDC Lecture:My 1999 GDC Lecture:

• Consider a Racing Game.Consider a Racing Game.• Suppose we give the winning Suppose we give the winning

player an arbitrary penalty player an arbitrary penalty to top speed. to top speed.

Page 8: Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009

That’s a Feedback Loop!That’s a Feedback Loop!

State Measure

DecideAct

Page 9: Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009

An Ideal Thermostat

Room

Too Cold

Too Hot

Thermometer

Controller

Cooler

Heater

……Like a ThermostatLike a Thermostat

Page 10: Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009

Two Kinds of Feedback Two Kinds of Feedback Systems:Systems:

• Negative: We give the Negative: We give the winning winning player a penalty to top speed.player a penalty to top speed.

• Positive: We give the Positive: We give the losinglosing player player an arbitrary penalty to top speed.an arbitrary penalty to top speed.

• Stabilizing force vs. Snowball Stabilizing force vs. Snowball EffectEffect

Page 11: Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009

Dra

ma

tic

Te

nsi

on

Narrative Time

Conflict Resolution

Climax

Part II of 1999 Lecture:Part II of 1999 Lecture:

Drama:Drama:• Conflict creates dramatic tension.Conflict creates dramatic tension.• Tension builds towards a climax.Tension builds towards a climax.

Page 12: Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009

Tension is a Function of Tension is a Function of UncertaintyUncertainty

• A game is as A game is as tense tense as it is as it is close. close.

Page 13: Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009

So These Are Related!So These Are Related!

Dra

mat

ic T

ensi

on

Narrative Time

Conflict Resolution

ClimaxRoom

• Feedback systems can govern Feedback systems can govern closeness, closeness, and thus and thus tension.tension.

Page 14: Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009

Dra

mat

ic T

ensi

on

Narrative Time

Conflict Resolution

Climax

Dynamic

Page 15: Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009

Dynamic Aesthetic

Page 16: Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009

What I Said:What I Said:

• Feedback systems are a Feedback systems are a useful tool for creating useful tool for creating drama in a competive drama in a competive environment. environment.

Page 17: Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009

What They Heard:What They Heard:

• Your game sucks if it doesn’t Your game sucks if it doesn’t have a feedback system.have a feedback system.

Page 18: Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009

The Problem of The Problem of ApplicabilityApplicability

• Not all tools are hammers.Not all tools are hammers.• Not all problems are nails. Not all problems are nails. • We need a language for We need a language for

describing problems.describing problems.• Solutions are not value Solutions are not value

statements.statements.

Page 19: Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009

Eight Kinds of “Fun”Eight Kinds of “Fun”

• SensationSensation• FantasyFantasy• NarrativeNarrative• ChallengeChallenge• FellowshipFellowship• DiscoveryDiscovery• ExpressionExpression• SubmissionSubmission

Page 20: Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009

Clarifying Our GoalsClarifying Our Goals

• An aesthetic vocabularly An aesthetic vocabularly helps us describe the design helps us describe the design problems we want to solve. problems we want to solve.

• We need more than a one-We need more than a one-word description of our word description of our goals.goals.

Page 21: Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009

Some examples…

Formulating an “Aesthetic Formulating an “Aesthetic Model”Model”

For each aesthetic goal:For each aesthetic goal:• Write a formal definitionWrite a formal definition• List criteria for successList criteria for success• List modes of failureList modes of failure

• Serves as an “aesthetic Serves as an “aesthetic compass”compass”

• These are often reusableThese are often reusable

Page 22: Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009

Goal: CompetitionGoal: Competition

• Definition: A game is competitive Definition: A game is competitive if players are emotionally if players are emotionally invested in defeating each other.invested in defeating each other.

• Success:Success: Players are adversaries.Players are adversaries. Players want to win.Players want to win.

• Failure:Failure: A player feels that he can’t win.A player feels that he can’t win. A player can’t measure his progress.A player can’t measure his progress.

Page 23: Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009

Goal: Pirate FantasyGoal: Pirate Fantasy

• Definition: A pirate fantasy conforms Definition: A pirate fantasy conforms to the genre conventions of pirate to the genre conventions of pirate movies, and permits the player to movies, and permits the player to engage in certain kinds of anti-social engage in certain kinds of anti-social pirate behavior. pirate behavior.

Page 24: Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009

• Definition: A pirate fantasy conforms Definition: A pirate fantasy conforms to the genre conventions of pirate to the genre conventions of pirate movies, and permits the player to movies, and permits the player to engage in certain kinds of anti-social engage in certain kinds of anti-social pirate behavior. pirate behavior.

• Success:Success: EmpowermentEmpowerment IndependenceIndependence GreedGreed TreacheryTreachery Prey upon WeakPrey upon Weak

Goal: Pirate FantasyGoal: Pirate Fantasy

• Failure:Failure: VulnerabilityVulnerability CompassionCompassion GenerosityGenerosity

Page 25: Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009

Dra

ma

tic

Te

nsi

on

Narrative Time

Conflict Resolution

Climax

Goal: DramaGoal: Drama

Definition: A game is dramatic if:Definition: A game is dramatic if:• Its central conflict creates dramatic Its central conflict creates dramatic

tension.tension.• The dramatic tension builds towards a The dramatic tension builds towards a

climax.climax.

Page 26: Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009

Goal: DramaGoal: Drama

• Success: Success: A sense of uncertaintyA sense of uncertainty A sense of inevitabilityA sense of inevitability Tension increases towards a climaxTension increases towards a climax

• Failure:Failure: The conflict’s outcome is obvious (no The conflict’s outcome is obvious (no

uncertainty)uncertainty) No sense of forward progress (no No sense of forward progress (no

inevitability)inevitability) Player doesn’t care how the conflict resolves. Player doesn’t care how the conflict resolves.

Page 27: Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009

Aesthetic Models are an Aesthetic Models are an Important ToolImportant Tool• It’s hard to solve problems It’s hard to solve problems

we can’t describe.we can’t describe.• Especially in a large group. Especially in a large group.

Page 28: Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009

Room

DynamicsDynamics

Page 29: Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009

The Idea of DynamicsThe Idea of Dynamics

• Behavior is separate from rules.Behavior is separate from rules.

• The same behavior can emerge The same behavior can emerge from many different rules. from many different rules.

• We can create We can create Dynamic ModelsDynamic Models

Page 30: Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009

Dynamic Models Help Dynamic Models Help Us:Us:

• Explain the behavior we Explain the behavior we observe.observe.

• Predict behavior before it Predict behavior before it happens.happens.

Page 31: Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009

Room

Feedback System is One Feedback System is One ExampleExample

Page 32: Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009

2 3 4 5 6 7 8 9 10 11 12

Chance

in 3

6

Die roll

Example: Random Example: Random VariableVariable

• This is a model of 2d6:This is a model of 2d6:

Page 33: Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009

Example: Operant Example: Operant ConditioningConditioning

• The player is part of the The player is part of the system, too!system, too!

• Psychology gives us models Psychology gives us models to explain and predict the to explain and predict the player’s behavior. player’s behavior.

Page 34: Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009

2 3 4 5 6 7 8 9 10 11 12

Chance

in 3

6

Die roll

Example: Random Example: Random VariableVariable

• This is a model of 2d6:This is a model of 2d6:

Page 35: Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009

Some examples…

Models of Game Models of Game DynamicsDynamics

• No Grand Unified TheoryNo Grand Unified Theory

• Instead, a collection of many Instead, a collection of many Dynamic Models.Dynamic Models.

• Dynamics models are Dynamics models are analytical in nature. analytical in nature.

Page 36: Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009

MechanicsMechanics

• CardsCards Shuffling, Trick-Taking, BiddingShuffling, Trick-Taking, Bidding

• ShootersShooters Ammunition, Spawn PointsAmmunition, Spawn Points

• GolfGolf Sand Traps, Water HazardsSand Traps, Water Hazards

Page 37: Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009

Mechanics vs. DynamicsMechanics vs. Dynamics

• There’s a grey areaThere’s a grey area Some behaviors are direct Some behaviors are direct

consequences of rules.consequences of rules. Others are indirect.Others are indirect. ““Dynamics” usually means the latter. Dynamics” usually means the latter.

• Dynamics and Mechanics are Dynamics and Mechanics are different views of games.different views of games.

• Dynamics emerge from Dynamics emerge from Mechanics.Mechanics.

Page 38: Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009

The Point:The Point:

• In some sense, it isn’t about In some sense, it isn’t about this:this:

Mechanics Dynamics Aesthetics

Page 39: Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009

The Point:The Point:

• It’s about this:It’s about this:

Page 40: Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009

The Point:The Point:

• This is where game design This is where game design happens.happens.

Page 41: Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009

Questions? Comments? Questions? Comments?

Page 42: Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009

Whack-a-MoleWhack-a-Mole

Page 43: Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009

Pop-a-BabyPop-a-Baby

Page 44: Mechanics, Dynamics, Aesthetics Marc “MAHK” LeBlanc GDC 2009

Google FightGoogle Fight