VJ14 Day2 GRUVI

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    Game Design Workshop

    Taller de Diseo de JuegosJonathan Hamel@jhameltime

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    Welcome Back!

    Designer

    Mechanics AestheticsDynamics

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    Turns + hit points + actions

    BETRAYA

    MDA in SiSSYFIGHT

    Equality Scourge

    Competition,

    Random Attacks

    Cooperation,Team Attacks

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    Definitions

    Mechanics: The rules and concepts that formalspecify the game-as-system.

    Dynamics: The run-time behavior of the game-a

    system.

    Aesthetics: The desirable emotional responsesby the game dynamics.

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    Iterative Design Process

    Playtest

    AnalyzeModify

    Fail fastFollow the fun

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    TODAY

    A deeper dive on the components of MDA

    An exercise about making players care about N

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    Schedule

    14001800 again today

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    Game Design WorkshopMDA in Detail

    Credit to Mahk LeBlanc (Riot)

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    Games as Feedback Loops

    State

    Measure

    Decide

    Alter

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    Two Kinds of Feedback Mechanics

    Negative: We give the losing player a bonus (blue she

    Positive: We give the winning player a bonus (speed b

    Resulting dynamics: Stabilizing force vs. Snowball effe

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    Dynamics & Aesthetics

    Where does Drama come from? Conflict creates dramatic tension

    Tension builds towards a climax

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    Tension is a Function of Uncertainty

    A game is as tense as it is close

    Tension = f(closeness)

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    So These Are Related!

    Feedback systems can govern closeness,therefore tension.

    Thus they can be a useful tool for influencing d

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    So These Are Related!

    Feedback systems can govern closeness,therefore tension.

    Thus they can be a useful tool for influencing d

    Dynamics

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    So These Are Related!

    Feedback systems can govern closeness,therefore tension.

    Thus they can be a useful tool for influencing d

    AestheticsDynamics

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    Important Distinction

    Feedback mechanics are a useful toolfor influencing drama

    in a competitive environment.

    NOT your racing game is bad if it doesnt havefeedback system.

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    The Problem of Applicability

    Not all tools are hammers.

    Not all problems are nails.

    We need a language for describing problems.

    Solutions are not value statements.

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    Understanding Aesthetics

    We need to get past words like fun and game

    What kinds of fun are there?

    How will we know a particular kind of fun whe

    it?

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    Eight Kinds of Fun

    Sensation game as sense pleasure

    Challenge as obstacle course

    Association as social framework

    Narrative as unfolding story

    Fantasy as permission to pretend

    Expression as soapbox

    Discovery as uncharted territory

    Submission as mindless pastime

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    Clarifying Our Goals

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

    We need more than a one-word description of o

    goals.

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    Some examples

    Formulating an Aesthetic Model

    For each aesthetic goal: Write a formal definition

    List criteria for success

    List modes of failure

    Serves as an aesthetic compass

    These are often reusable

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    Goal: Competition

    Definition: A game is competitive if players are emotioinvested in defeating each other.

    Success:

    Players are adversaries.

    Players want to win.

    Failure:

    A player feels that he cant win.

    A player cant measure his progress.

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    Goal: Drama

    Definition:

    A game is dramatic if its central conflict crea

    dramatic tension.

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    Goal: Drama

    Success: A sense of uncertainty

    A sense of inevitability

    Tension increases towards a climax

    Failure:

    The conflicts outcome is obvious (no uncertainty)

    No sense of forward progress (no inevitability)

    Player doesnt care how the conflict resolves.

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    Goal: Pirate Fantasy

    Definition: A pirate fantasy conforms to the genconventions of pirate movies, and permits the p

    engage in certain kinds of anti-social pirate beh

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    Goal: Pirate Fantasy

    Success: Empowerment

    Independence

    Greed

    Treachery

    Prey upon Weak

    Failure: Vulnerability

    Compassion

    Generosity

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    Aesthetic Models are a Vital Tool

    Its hard to solve problems we cant describe. To ourselves

    To each other in a collaborative environment

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    Understanding Dynamics

    Behavior is separate from rules.

    The same behavior can emerge from many diff

    rules.

    We can create Dynamic Models

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    Dynamic Models Help Us

    Explain the behavior we observe Predict behavior before it happens

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    Feedback System is One Example

    Negative feedback loop(Stabilizing force)

    Positive feedback loop

    (Snowball effect)

    State

    Decide

    Alter

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    2 3 4 5 6 7 8 9 10 11 12

    Chanc

    ein36

    Die roll

    The Science of Probability

    This is a model of 2d6:

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    The Science of Psychology

    The player is part of the system, too! Psychology is the science of understandingand

    predictingbehavior

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    The Science of Psychology

    Operant conditioning Variable schedules of reward produce persistence

    Behavioral economics

    Cognitive load consumes the same part of the brain

    use to make sound judgements Empathy theory

    Expressions of vulnerability can encourage empathy

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    Understanding Mechanics

    Knowledge of Mechanics is encyclopedic Play lots of games

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    Understanding Mechanics

    Cards Shuffling, Trick-Taking, Bidding

    Shooters

    Ammunition, Spawn Points, Health

    Golf Sand Traps, Water Hazards

    Basketball

    Passing, 24 second shot clock (90*60)/(112*2

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    It's not so much about this

    Mechanics Dynamics Aesthet

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    This is where design happens

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    Game Design WorkshopRiver Xcape

    Credit to Jeb Havens (Google)

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    Overview

    RivrXcape simulates the plight of ten people

    escaping across a raging river.

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    RivrXcape(tm)- The Basic Game Rules

    Ten people are caughtin a section of ragingriver between twodeadly waterfalls.

    They must get to safetybefore they are sweptover the edge.

    The goal is to get asmany as possible to theriver bank on the right.

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    RivrXcape(tm)Each Turn

    Phase 1: Rapids (Roll 2d6) First, check for sixes. If you roll anysixes, push EVERY Meeple down onespace and then immediately re-roll thesixes. Repeat this until neither dieshows a six.

    Then, for each of the two dice, pushall the Meeplesin that columndownone space.

    Any Meeple that falls offthe bottom of

    the board is dead. :-(dd

    Phase 2: Move Towards Safety! You can now makeup to X total moves, where X is equal to the final die roll totalfrom Step 1 Each moveconsists of moving one Meeple one spacehorizontally or vertically. Each Meeplecan only make a maximumof two movesin a turn. Meeples cannot move intoor throughother Meeples' spaces. A Meeple that moves ontoone of the two brownriver bank spaces is safe. :-)

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    Play until ~15:00

    Try to complete three full games Write down how many people survive each gam

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    General Observations About RivrXcape

    A

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    Whats fun about RivrXcape?

    Can we get more specific than fun/not fun? How did you feelwhen you played?

    Challenge: Tactics, Problem Solving

    Drama: Narrative Arc, Forward Pressure

    Responsibility: Oh no! moments

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    Exercise Goals

    Make the player careabout the individual peop Each time you play, count how many survive

    Tune the game so about half of them die each t

    Half the people die, but the player

    should just care a lot more

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    The GRUVI Model: Why Do We Care?

    Getting players to emotionally attachto virtual agents

    Grateful

    Relatable

    Useful Vulnerable

    Investment (-ful)

    Credit: Jeb Havens, Google/YouTube

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    Grateful

    The player feels directly responsible for the agents happiness

    Thankful Reactions

    The agents clearly express their thanks to the player for actions taken

    Attributes Happiness

    The agents attribute any happy moment or action to the player

    Humble The agents show respect for the players ultimate authority, as they know th

    never survive without you

    Proactive

    The agents go out of their way to try to show appreciation to the player, even

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    Relatable

    The player can project his or her own mind and thoughts onto the age

    Transparent

    The agents give clear and frequent feedback, and the player can easily see

    Emotional

    The agents are happy and playful at times, and sad and downtrodden at oth

    Social The agents interact socially with others of their kind

    Predictable

    The agents make fairly simple choices, for reasons that are clear to the play

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    Useful

    The player derives important benefit from the agents

    Powerful

    The agents have especially powerful (often unique) actions, such as skilled or effi

    resources, or the creation of especially cool structures or events

    Renewable

    The agents will continue to work as long as they are kept alive and happy

    Adaptable The agents can learn, or otherwise have their behavior modified by the player to r

    conditions

    Resilient

    The agents will actively try to keep themselves alive and avoid danger (rather tha

    down like an automaton)

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    Vulnerable

    The player sees that the agents need him or her to survive

    Mortal

    The agents can die

    Short Sighted

    The agents wont make optimal decisions on their own

    Hunted

    The agents have some form of enemies they need protection from (predators, dis

    environment, etc.)

    Periodically Fragile

    The agents are especially fragile at certain times or in certain situations (when sic

    winter, at night, during a life-stage metamorphosis, etc.)

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    Investment (-ful)

    The player can spend a lot of time and energy on the agents

    Sacrifice

    The agents have a significant cost to create, nurture, and grow

    Future Potential

    The agents take a while to be especially useful, focusing the player on the agents

    future

    Support Structure The agents have recurring needs that require the player to mold the surrounding

    (both natural and economic systems) to meet on a regular basis

    Multiple Cycles

    The agents operate and grow according to longer-term cycles that the player mus

    upkeep to (age, seasons, day/night, reproductive, etc.)

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    The GRUVI Model: Why We Care

    Virtual Agents

    Vulnerable- Mortal

    - Short Sighted

    - Hunted

    - Periodically Fragile

    Useful- Powerful- Renewable

    - Adaptable

    - Resilient

    Grateful- Thankful Reactions- Attributes Happiness

    - Humble

    - Proactive

    Investment- Sacrifice

    - Future Potential

    - Support Structure

    - Multiple Cycles

    Relatable- Transparent

    - Emotional

    - Predictable

    - Social

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    Beta Test at 5:15 pm

    Make sure your rules are written down.

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    Beta Test

    Send 4 team members to 2 other tables as beta

    2 people stay behind to teach the rules

    Test until 5:30

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    Discussion

    Lets compare solutions.

    What different approaches did we take?

    5:50

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    Game Design WorkshopClosing

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    Turns + hit points + actions

    BETRAYA

    MDA in SiSSYFIGHT

    Equality Scourge

    Competition,

    Random Attacks

    Cooperation,Team Attacks

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    MDA in Context

    The game industry is full of both aesthetic modeprescriptive aesthetic lenses

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    Marc LeBlanc

    Sensation game as sense pleasure Challenge as obstacle course

    Fellowship as social framework

    Narrative as unfolding story

    Fantasy as permission to pretend Expression as soapbox

    Discovery as uncharted territory

    Submission as mindless pastime

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    or my version

    Sensation game as sense pleasure Challenge as obstacle course

    Association as social framework

    Narrative as unfolding story

    Fantasy as permission to pretend Expression as soapbox

    Discovery as uncharted territory

    Submission as mindless pastime

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    Jason VandenBerghe

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    g

    Novelty

    ChallengeStimulatioHarmonyThreat

    Jamie Madigan, et al.

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    (Immersyve)

    Thi i h d i h

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    This is where design happens

    T k

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    Takeaways

    Game mechanics create dynamics when set in Game dynamics have emergent aesthetics

    The designer can choose those aesthetics

    Through iteration we refine both the aesthetics

    clarity with which they emerge from the game

    T k

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    Takeaways

    Aesthetic models are reusable Dynamic models come from science

    Knowledge of mechanics is encyclopedic

    Th k

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    Thanks

    Slides and materials will be posted for downloa @jhameltime