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minimalist game design: growing osmos independent games summit 2010 eddy boxerman andy nealen hemisphere games / rutgers university

minimalist game design: growing osmosminimalism.economy three kinds of minimalism in games audiovisual input Goal expose only the meaningful actions system provided by the system perceived

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Page 1: minimalist game design: growing osmosminimalism.economy three kinds of minimalism in games audiovisual input Goal expose only the meaningful actions system provided by the system perceived

minimalist game design:

growing osmos

independent

games summit 2010

eddy boxerman

andy nealenhemisphere games / rutgers university

Page 2: minimalist game design: growing osmosminimalism.economy three kinds of minimalism in games audiovisual input Goal expose only the meaningful actions system provided by the system perceived

osmos

physics simulationphysics simulation

arcade game

hints of puzzle

aster-flOw-roïds

Page 3: minimalist game design: growing osmosminimalism.economy three kinds of minimalism in games audiovisual input Goal expose only the meaningful actions system provided by the system perceived

osmos in a nutshell

absorb or be absorbedabsorb or be absorbed

but

propulsion tied to size

Page 4: minimalist game design: growing osmosminimalism.economy three kinds of minimalism in games audiovisual input Goal expose only the meaningful actions system provided by the system perceived

osmos in a nutshell

absorb or be absorbed

momentum

coupling trade-offabsorb or be absorbed

but

propulsion tied to sizesize = life

coupling trade-off

Page 5: minimalist game design: growing osmosminimalism.economy three kinds of minimalism in games audiovisual input Goal expose only the meaningful actions system provided by the system perceived

[demo osmos 0.7]

(start showing ambient level)

controls:controls:

eject mass

zoom

warp timewarp time

Page 6: minimalist game design: growing osmosminimalism.economy three kinds of minimalism in games audiovisual input Goal expose only the meaningful actions system provided by the system perceived

[demo osmos 0.7]

(showing ambient level)

results: “zen”results: “zen”

minimal time pressure

game rules encouraged patience

and planningand planning

music: ambient electronica

Page 7: minimalist game design: growing osmosminimalism.economy three kinds of minimalism in games audiovisual input Goal expose only the meaningful actions system provided by the system perceived

[demo osmos 0.7]

(showing ambient level)

one-man hobbyist project: one-man hobbyist project:

minimalist by necessity

Page 8: minimalist game design: growing osmosminimalism.economy three kinds of minimalism in games audiovisual input Goal expose only the meaningful actions system provided by the system perceived

[demo osmos 0.7]

(start showing “warped chaos” level)

procedural generation:procedural generation:

pseudo random level generation

infinite variety and difficulty curve

player size mote velocitiesplayer size mote velocities

gravitation level size

Page 9: minimalist game design: growing osmosminimalism.economy three kinds of minimalism in games audiovisual input Goal expose only the meaningful actions system provided by the system perceived

[demo osmos 0.7]

(showing “warped chaos” levels)

procedural generationprocedural generation

difficulty curve = set of functions

input level number

output all slider values

tweak → feedback → tweak …

Page 10: minimalist game design: growing osmosminimalism.economy three kinds of minimalism in games audiovisual input Goal expose only the meaningful actions system provided by the system perceived

[demo osmos 0.7]

(showing “warped chaos” levels)

solar system design story:solar system design story:

After a long hunt for parameters to generate

an easy but interesting gravity level, a

lateral design leap lead to the “signature”

solar system levels.solar system levels.(show “solar system” level)

Page 11: minimalist game design: growing osmosminimalism.economy three kinds of minimalism in games audiovisual input Goal expose only the meaningful actions system provided by the system perceived

[igf 2008 approaching]

developed some challenging ai opponents.

andy vs ai = SOLD!

Page 12: minimalist game design: growing osmosminimalism.economy three kinds of minimalism in games audiovisual input Goal expose only the meaningful actions system provided by the system perceived

[igf 2008 approaching]

needed real artneeded real artkun chang helped out = awesome

only mock-up we ever had (!)only mock-up we ever had (!)built concepts in layers for motes

left their composition/animation to us

Page 13: minimalist game design: growing osmosminimalism.economy three kinds of minimalism in games audiovisual input Goal expose only the meaningful actions system provided by the system perceived

[demo igf1]

composited and animated texture layers

largely experimental explorationlargely experimental exploration

Page 14: minimalist game design: growing osmosminimalism.economy three kinds of minimalism in games audiovisual input Goal expose only the meaningful actions system provided by the system perceived

[demo igf1]

needed a variety of great musicneeded a variety of great musichunting + listening + choosing

contacted musiciansloscil | julien neto | gas | …

very cool responsesvery cool responsesespecially from mat jarvis (aka gas)

Page 15: minimalist game design: growing osmosminimalism.economy three kinds of minimalism in games audiovisual input Goal expose only the meaningful actions system provided by the system perceived

visual design

binary renderbinary renderclick too many times … ASPLOSION!

mote smaller mote larger player death

Page 16: minimalist game design: growing osmosminimalism.economy three kinds of minimalism in games audiovisual input Goal expose only the meaningful actions system provided by the system perceived

visual design

continuous render of implicit statecontinuous render of implicit statevisual warning avoids frustration

mote smaller mote still smaller mote larger

Page 17: minimalist game design: growing osmosminimalism.economy three kinds of minimalism in games audiovisual input Goal expose only the meaningful actions system provided by the system perceived

igf 2008 results…

good feedback

Ø nominations

Page 18: minimalist game design: growing osmosminimalism.economy three kinds of minimalism in games audiovisual input Goal expose only the meaningful actions system provided by the system perceived

igf 2009

took a break | got some distance

dave joined | engine improvements

collision particle system

more levels + tweaking

worked a lot on first five minutesplaytest with virgins: split wall of text into

two intro levels

Page 19: minimalist game design: growing osmosminimalism.economy three kinds of minimalism in games audiovisual input Goal expose only the meaningful actions system provided by the system perceived

three nominations at igf 2009

successful launch in 2009

distribution with D2D and steam

Page 20: minimalist game design: growing osmosminimalism.economy three kinds of minimalism in games audiovisual input Goal expose only the meaningful actions system provided by the system perceived
Page 21: minimalist game design: growing osmosminimalism.economy three kinds of minimalism in games audiovisual input Goal expose only the meaningful actions system provided by the system perceived

final releasefinal release

Page 22: minimalist game design: growing osmosminimalism.economy three kinds of minimalism in games audiovisual input Goal expose only the meaningful actions system provided by the system perceived

[demo release]

final release crunch

lots of work on engine:– optimizations

– menu system

– localisation system

– Achievements

– …

visuals:visuals:– more mote "looks": art assets

– flight-404 inspired particle systems

Page 23: minimalist game design: growing osmosminimalism.economy three kinds of minimalism in games audiovisual input Goal expose only the meaningful actions system provided by the system perceived

[demo release]

new level type: antimatter

more care required

less time pressure

Page 24: minimalist game design: growing osmosminimalism.economy three kinds of minimalism in games audiovisual input Goal expose only the meaningful actions system provided by the system perceived

[demo release]

new level type: impasse

Discovery of procedural puzzle levels with

emergent “pushing” gameplay

Page 25: minimalist game design: growing osmosminimalism.economy three kinds of minimalism in games audiovisual input Goal expose only the meaningful actions system provided by the system perceived

[demo release]

mass = density x sizein 2d → size = πr2

in 3d → size = 4/3 πr3

playing with the power strongly playing with the power strongly

affects merging behavior and

level packing

Page 26: minimalist game design: growing osmosminimalism.economy three kinds of minimalism in games audiovisual input Goal expose only the meaningful actions system provided by the system perceived

[demo release]

new level type: epicycles

Page 27: minimalist game design: growing osmosminimalism.economy three kinds of minimalism in games audiovisual input Goal expose only the meaningful actions system provided by the system perceived

[demo release]

time and space challenge:

solar system is “big”

…and “slow”: neptune takes 164 earth years

to orbit the sun

lots of gameplay/physics tweaking (and

“cheats”) to compress levels.“cheats”) to compress levels.

player powers: zoom + time warping

Page 28: minimalist game design: growing osmosminimalism.economy three kinds of minimalism in games audiovisual input Goal expose only the meaningful actions system provided by the system perceived

nutty

professor

timetime

Page 29: minimalist game design: growing osmosminimalism.economy three kinds of minimalism in games audiovisual input Goal expose only the meaningful actions system provided by the system perceived

game design minimalismgame design minimalism

economy | coherence

Page 30: minimalist game design: growing osmosminimalism.economy three kinds of minimalism in games audiovisual input Goal expose only the meaningful actions system provided by the system perceived

minimalism.economyminimalism.economy

Page 31: minimalist game design: growing osmosminimalism.economy three kinds of minimalism in games audiovisual input Goal expose only the meaningful actions system provided by the system perceived

minimalism.economy

three kinds of minimalism in gamesthree kinds of minimalism in games

audiovisual

input

system

Page 32: minimalist game design: growing osmosminimalism.economy three kinds of minimalism in games audiovisual input Goal expose only the meaningful actions system provided by the system perceived

minimalism.economy

three kinds of minimalism in gamesthree kinds of minimalism in games

audiovisual

input

Goalexpose only the

meaningful actions

provided by the systemsystem

provided by the system

perceived affordances

Norman, The Design of Everyday Things

Page 33: minimalist game design: growing osmosminimalism.economy three kinds of minimalism in games audiovisual input Goal expose only the meaningful actions system provided by the system perceived

minimalism.economy

can be interpreted economicallycan be interpreted economically

audiovisual

input

system

Page 34: minimalist game design: growing osmosminimalism.economy three kinds of minimalism in games audiovisual input Goal expose only the meaningful actions system provided by the system perceived

minimalism.economy

can be interpreted economicallycan be interpreted economically

audiovisual

input mouse

control

mote viz

sound/music

system

osmos

mostly

physics

control

Page 35: minimalist game design: growing osmosminimalism.economy three kinds of minimalism in games audiovisual input Goal expose only the meaningful actions system provided by the system perceived

minimalism.economy

can be interpreted economicallycan be interpreted economically

audiovisual

input

osmos canabalt

system

Page 36: minimalist game design: growing osmosminimalism.economy three kinds of minimalism in games audiovisual input Goal expose only the meaningful actions system provided by the system perceived

minimalism.economy

overload/frustrationoverload/frustration

sweet spot ?

osmos canabalt

boredom

Page 37: minimalist game design: growing osmosminimalism.economy three kinds of minimalism in games audiovisual input Goal expose only the meaningful actions system provided by the system perceived

minimalism.coherenceminimalism.coherence

Page 38: minimalist game design: growing osmosminimalism.economy three kinds of minimalism in games audiovisual input Goal expose only the meaningful actions system provided by the system perceived

minimalism.coherence

decreasing intervals →

realism / style0 100

Page 39: minimalist game design: growing osmosminimalism.economy three kinds of minimalism in games audiovisual input Goal expose only the meaningful actions system provided by the system perceived

minimalism.coherence

Page 40: minimalist game design: growing osmosminimalism.economy three kinds of minimalism in games audiovisual input Goal expose only the meaningful actions system provided by the system perceived

McCloud, Understanding Comics

minimalism.coherence

uncanny

ravine

abstraction

=

palette++palette++

Page 41: minimalist game design: growing osmosminimalism.economy three kinds of minimalism in games audiovisual input Goal expose only the meaningful actions system provided by the system perceived

minimalism.example

[Heider and Simmel 1944] An experimental study of

apparent behavior. American Journal of Psychology

Page 42: minimalist game design: growing osmosminimalism.economy three kinds of minimalism in games audiovisual input Goal expose only the meaningful actions system provided by the system perceived

Thanks!www.hemispheregames.com

osmos