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Chapter 2.1
Game Design
2
Overview
 Game design as…
 full-time occupation is historically new
 field of practical study – even newer
3
Overview
 Folk games [Costikyan]
 “Traditional” games with cultural origins
 Examples:

Tic-Tac-Toe (Naughts and Crosses)

Chess

Go

Backgammon

Poker
4
Overview
 This introduction covers:
 Terms
 Concepts
 Approach
 All from a workaday viewpoint
5
Overview
 There is no one “right” way to design
 There are many successful approaches
 Specific requirements and constraints of
each project and team determine what
works and what does not.
 This introduction is but a scratch
6
The Language of Games
 Game development – a young industry
 Standards are still being formulated
 Theory
 Practice
 Terminology
7
The Language of Games
 Debate continues over high-level views
 Lack of standard (concrete) definitions
 Game
 Play
 High-level concepts tricky to articulate
8
The Language of Games
 Workplace differences usually low-level
 Working terminology

Example
 “actors” instead of “agents”
 “geo” instead of “model”
 Workflow – how things get done

Individual responsibilities

Processes under which work is performed
9
The Language of Games
 Why do we play?
 Not a designer’s problem
 What is the nature of games?
 Not a designer’s problem
 How is a game formed of parts?
 A designer’s problem
10
The Language of Games
 Our simplistic high-level definitions
 Easy to modify to fit multiple cultures
 Practical over metaphysically true
 play
 game
 aesthetics
11
Play and Game
 Play
 Interactions to elicit emotions
 Game
 Object of rule-bound play
 General enough to cover everything
12
Aesthetics and Frame
 Aesthetics
 Emotional responses during play

Naïve practical approach, not classical
 Frame
 The border of a game’s context

Inside the frame is in the game

Outside the frame is real life
13
Approaching Design
 Computer games are an art form
 Game design practices can be taught
 Technical discipline like music, film, poetry
 The art of making dynamic models
14
Approaching Design
 Mental/Cognitive
 Concepts
 Beliefs
 Maps

Examples:
 Locations
 Relationships
 Mathematical
 Equations
 Formulas
 Algorithms
 A model represents something
15
Approaching Design
 Abstract model
 Conceptual and idealized
 A tool for investigating specific questions
 Simplifies thinking to help understand problems
 May include assumptions thought to be false
 Abstract game
 One rule

The piece is moved to the open square
16
A Player-Game Model
 A model of the player – game relationship
M e c h a n i c s I n t e r f a c e S y s t e m
P L A Y E R G A M E
17
A Player-Game Model
 Mechanics
 Things the player does
 Interface
 Communication between player and game
 System
 Underlying structure and behavior
18
Control and State Variables
 Defined by Isaacs in Differential Games
 Control variables
 Inputs from players
 State variables
 Quantities indicating game state
19
Play Mechanics
 Gameplay
 Feelings of playing a particular game
 Activities engaged in a particular game
 (Play/game) Mechanics
 Specific to game activities
 “What the player does”
20
Seven Stages of Action
 Execution
 Intention to act
 Sequence of action
 Execution of action
sequence
 Evaluation
 Evaluating interpretations
 Interpreting perceptions
 Perceiving states
P e r c e i v i n g
s t a t e s
I n t e r p r e t i n g
p e r c e p t i o n s
E v a l u a t i n g
i n t e r p r e t a t i o n s
E x e c u t i o n o f
a c t i o n s e q u e n c e
S e q u e n c e o f
a c t i o n
I n t e n t i o n
t o a c t
G o a l s
T H E G A M E
21
Seven Stages of Action
 A goal is formed
 Models the desired state
 The desired result of an action
 Examples:

Have a glass of water in hand

Capture a queen

Taste ice cream
P e r c e i v i n g
s t a t e s
I n t e r p r e t i n g
p e r c e p t i o n s
E v a l u a t i n g
i n t e r p r e t a t i o n s
E x e c u t i o n o f
a c t i o n s e q u e n c e
S e q u e n c e o f
a c t i o n
I n t e n t i o n
t o a c t
G o a l s
T H E G A M E
22
Seven Stages of Action
 Goals turned into intentions to act

Specific statements of what is to be done
P e r c e i v i n g
s t a t e s
I n t e r p r e t i n g
p e r c e p t i o n s
E v a l u a t i n g
i n t e r p r e t a t i o n s
E x e c u t i o n o f
a c t i o n s e q u e n c e
S e q u e n c e o f
a c t i o n
I n t e n t i o n
t o a c t
G o a l s
T H E G A M E
23
Seven Stages of Action
 Intentions put into an action sequence

The order internal commands will be performed
P e r c e i v i n g
s t a t e s
I n t e r p r e t i n g
p e r c e p t i o n s
E v a l u a t i n g
i n t e r p r e t a t i o n s
E x e c u t i o n o f
a c t i o n s e q u e n c e
S e q u e n c e o f
a c t i o n
I n t e n t i o n
t o a c t
G o a l s
T H E G A M E
24
Seven Stages of Action
 The action sequence is executed

The player manipulates control variables
P e r c e i v i n g
s t a t e s
I n t e r p r e t i n g
p e r c e p t i o n s
E v a l u a t i n g
i n t e r p r e t a t i o n s
E x e c u t i o n o f
a c t i o n s e q u e n c e
S e q u e n c e o f
a c t i o n
I n t e n t i o n
t o a c t
G o a l s
T H E G A M E
25
Seven Stages of Action
 The state of the game is perceived

State variables are revealed via the interface
P e r c e i v i n g
s t a t e s
I n t e r p r e t i n g
p e r c e p t i o n s
E v a l u a t i n g
i n t e r p r e t a t i o n s
E x e c u t i o n o f
a c t i o n s e q u e n c e
S e q u e n c e o f
a c t i o n
I n t e n t i o n
t o a c t
G o a l s
T H E G A M E
26
Seven Stages of Action
 Player interprets their perceptions

Interpretations based upon a model of the system
P e r c e i v i n g
s t a t e s
I n t e r p r e t i n g
p e r c e p t i o n s
E v a l u a t i n g
i n t e r p r e t a t i o n s
E x e c u t i o n o f
a c t i o n s e q u e n c e
S e q u e n c e o f
a c t i o n
I n t e n t i o n
t o a c t
G o a l s
T H E G A M E
27
Seven Stages of Action
 Player evaluates the interpretations

Current states are compared with intentions and goals
P e r c e i v i n g
s t a t e s
I n t e r p r e t i n g
p e r c e p t i o n s
E v a l u a t i n g
i n t e r p r e t a t i o n s
E x e c u t i o n o f
a c t i o n s e q u e n c e
S e q u e n c e o f
a c t i o n
I n t e n t i o n
t o a c t
G o a l s
T H E G A M E
28
Seven Stages of Action
 Donald Norman’s approximate model
 Actions not often in discrete stages
 Not all actions progress through all stages
29
Seven Stages of Action
 Scales to…
 …an individual mechanic

A “primary element”
 Examples:

Move

Shoot

Talk
 …an entire game

A generalized model of interaction
30
Designer and Player Models
 Systems are built from designer mental models
 Design models may only anticipate player goals
D e s i g n e r U s e r
U s e r 's
M o d e l
D e s ig n
M o d e l
S y s t e m I m a g e
S y s t e m
31
Designer and Player Models
 Players build mental models from mechanics
 Based upon interactions with the system image

The reality of the system in operation
 Not from direct communication with designers
 Player and designer models can differ significantly
D e s i g n e r U s e r
U s e r 's
M o d e l
D e s ig n
M o d e l
S y s t e m I m a g e
S y s t e m
32
Core Mechanics
 Typical patterns of action
 Fundamental mechanics cycled repeatedly
 Examples:

Action shooters – run, shoot, and explore

Strategy game – explore, expand, exploit, exterminate
 referred to as the “four X’s”
33
Premise
 The metaphors of action and setting
 Directs the player experience
 Provides a context in which mechanics fit
 Players map game states to the premise
34
Premise
 Story is the typical example of premise
 Time
 Place
 Characters
 Relationships
 Motivations
 Etc.
35
Premise
 Premise may also be abstract
 Tetris operates under a metaphor

The metaphor: arranging colored shapes
 Encompasses all game elements
 Player discussions use the language of the
premise
36
Premise
 Games are models
 Activities being modeled form premise
 Actions may appear similar in model
 Usually are fundamentally quite different

Sports games are good examples
 Playing video games isn’t like playing the sport
37
Premise
 Goes beyond setting and tone
 Alters the players mental model
 Basis of player understanding and strategy
38
Premise
 Possible
 Capable of happening in the real world
 Plausible
 Possible within the unique world of premise

“Makes sense” within the game’s premise

Consistent with the premise as understood
39
Choice and Outcome
 Choice
 A question asked of the player
 Outcome
 The end result of a given choice
 Possibility space
 Represents the set of possible events
 A “landscape” of choice and outcome
40
Choice and Outcome
 Consequence or Weight
 The significance of an outcome

Greater consequences alter the course of the
game more significantly
 Choices are balanced first by consequence
41
Choice and Outcome
 Well-designed choice
 Often desirable and undesirable effects
 Should relate to player goals
 Balanced against neighboring choices

Too much weight to every choice is melodrama
 Orthogonal choices – distinct from others

Not just “shades of grey”
42
Qualities of Choice
 Terms in which to discuss choices
 Hollow – lacking consequence
 Obvious – leaves no choice to be made
 Uninformed – arbitrary decision
 Dramatic – strongly connects to feelings
 Weighted – good and bad in every choice
 Immediate – effects are immediate
 Long-term – effects over extended period
 Orthogonal – choices distinct from each other
43
Goals and Objectives
 Objectives
 Designed tasks players must perform

Rigid requirements – formal
 Goals
 An intentional outcome

Notions that direct player action

Scales all levels of motivation
 From selecting particular strategies…
 …to basic motor actions (e.g. pressing a button)
44
Goals and Objectives
 Objectives and goals can differ
 Players goals reflect their understanding of the game
 Designers must consider how the game communicates with players

Affordances – the apparent ways something can be used
D e s i g n e r U s e rS y s t e m
F in d s w o r d
K ill d r a g o n
R e s c u e p r in c e s s
F in d s w o r d
R e s c u e d r a g o n
K ill p r in c e s s
45
Resources
 Resources
 Things used by agents to reach goals
 To be meaningful, they must be…

Useful – provide some value

Limited – in total or rate of supply
46
Economies
 Economies
 Systems of supply, distribution, consumption
 Questions regarding game economies:
 What resources exist?
 How and when will resources be used?
 How and when will resources be supplied?
 What are their limits?
47
Player Strategy
 People usually reason with commonsense
 A view of linear causation – cause and effect
 Complex systems do not behave linearly
 Players need information to support linear strategy
S i t u a t i o n R e s u l tA c t i o n
48
Game Theory
 Game Theory
 Branch of economics
 Studies decision making
 Utility
 A measure of desire associated with an outcome
 Payoffs
 The utility value for a given outcome
 Preference
 The bias of players towards utility
49
Game Theory
 Rational Players
 Abstract model players – not real people

Always try to maximize their potential utility

Solve problems using pure logic

Always fully aware of the state of the game
50
Game Theory
 Games of skill
 One-player games
 Outcomes determined solely by choices
 Games of Chance
 One-player games
 Outcomes determined in whole or part by nature (chance)
 Games of Strategy
 Competitions between two or more players
51
Game Theory
 Decision under certainty
 Players know the outcome of any decision
 Risky decisions
 Probabilities of nature are known
 Decision under uncertainty
 Probabilities of nature are unknown
52
Interface
 Interface
 Input, presentation, and feedback.
 Input
 Player to game
 Output
 Game to player
53
Interface
 Contains both hardware, software, and
performance elements.
 Hardware such as game pads
 Software such as engines
 Performance such as pressing a button
54
Interface
 Graphical user interface (GUI)
 A visual paradigm of control
55
Interface
 Typical perspectives:
 First-person
 Over-the-shoulder (OTS)
 Overhead (top-down)
 Side
 Isometric
56
Interface
 General categories of audio
 Music
 Sound effects
 Dialog
57
Interface
 Music
 Powerful tool for establishing mood and theme
58
Interface
 Controls
 Physical input devices
 Control inputs
 User manipulations of the controls

They are not strategies
 Example: a sequence of buttons to perform a combo

Strategies involve deciding when to perform
59
Interface
 Key map or control table
 A diagram showing control input, action,
and context
60
Interface
 Control diagrams
 Show input, action, and context
A c t io n C o n t r o l C o n t e x t
L e f t a ll
R ig h t a ll
F o r w a r d a ll
B a c k w a r d a ll
S p r in t a ll
P a s s O f f e n s e
L o b O f f e n s e
S h o o t O f f e n s e
S t e a l D e f e n s e
B lo c k D e f e n s e
H it D e f e n s e
61
Interface
 Front-end
 In application software

The visible portion of the application
 In games

GUI elements not displayed during play
62
Interface
 HUD (Head-Up Display)
 Displays during play
 Shows and other information difficult to present
directly in the game environment
 Examples

Scores

Resource levels

Mini Map
 Chat

Alerts

Level
2
> n e e d b a c k u p !!!
> N o
> . . .
63
Interface
 Mapping
 An understood relationship between two things

Especially the relationship of a model to its subject

Examples
64
HCI and Cognitive
Ergonomics
 HCI – Human-Computer Interaction
 Study of…

Communication between users and computers

How people design, build, and use interfaces

Better support for cooperative work
 Cognitive Ergonomics
 Analyzes the cognitive representations and
processes involved with performing tasks
65
Design of Everyday Things
 Norman’s five principles of design
 Visibility

Making the parts visible
 Mappings

Understandable relationships between controls and
actions
 Affordances

The perceived uses of an object
 Constraints

Prevent the user from doing things they shouldn’t
 Feedback

Reporting what has been done and accomplished
66
Systems
 System
 A set of interrelated components

Their function and relationships form a whole
 Architecture
 The particular arrangement of system elements
 Game systems exist to enable play
mechanics
 Relationships between components
determine how the system works to produce
results
67
Systems
 Objects
 Pieces of a system
 Attributes
 Properties determining what objects are
 Behaviors
 Actions the objects can perform
 Relationships
 How the behavior and attributes of objects affect
each other while the system operates
68
Systems
 Two general approaches to design
 Special case

Experiences built one scene/level at a time

Anticipate states while pre-scripting events

Solved by discovering the intentions of the designer
 Systemic

General behaviors are designed

Scenes/Levels are specific configuations

Some events may still be pre-scripted

Solved by understanding the system
69
Systems
 Emergent complexity
 Behaviors that cannot be predicted simply
from the rules of a system
 Emergence
 Coined by George Henry Lewes in 1873
 See: John Conway’s Game of Life
70
Systems
 Dynamics
 The behavior of systems over time
 Generalizing dynamic behavior is hard
 Dynamics determined by a given
architecture
71
Systems
 Cybernetics
 Study of communication, control, and regulation
72
Systems
 A basic cybernetic system has:
 Sensor – detects a condition

Thermometer
 Comparator – evaluates the information

Switch
 Activator – alters the environment when triggered by the
comparator
S e n s o r
C o m p a r a t o r
A c t i v a t o r
73
Systems
 Feedback
 The portion of a system’s output that is returned into the
system
 Feedback Loop
 The path taken by the feedback
L e v e l
G o a l
In f o r m a t i o n
A c t i o n
R a t e
74
Systems
 Positive feedback
 Leads to runaway behavior
 Difficult to make use of
 Negative feedback
 Leads to goal seeking behaviors
 Most common form in systems
P o s i t i v e F e e d b a c k N e g a t i v e F e e d b a c k
g o a l
75
Systems
 Negative feedback
 Stabilizes the game
 Forgives the loser
 Prolongs the game
 Magnifies late successes
 Positive feedback
 Destabilizes the game
 Rewards the winner
 Can end the game
 Magnifies early
successes
 Marc Leblanc
76
Systems
 System Dynamics
 Created by Jay Forrester 1956, MIT
 A discipline for modeling and simulation

Originally a tool for policy analysis
 Applicable to any system
77
Constraints
 Platform
 General description of hardware and software

Personal computer – PC, Mac, etc.

Console – Game Cube, PlayStation, Xbox, etc.

Handheld – DS, Game Boy Advance, PSP, etc.

Mobile device – Cel Phones, NGage, PDA, etc.

Arcade – custom vending games (e.g. Time Crisis)
78
Constraints
 Game Saves
 Save triggers
 Save-anywhere
 Save points
 Coded text saves
79
Genres
 Genre – a category describing
generalities of conventions, style, and
content
80
Genres
 Action
 Adventure
 Arcade
 Casual
 Education
 Fighting
 First-person shooter
 Platform
 Racing
 Rhythm
 Role-Playing (RPG)
 Simulation
 Sports
 Strategy
 Puzzle
 Traditional
81
Audiences
 Target audience
 Group of expected consumers
 Demographics
 Study of relevant economic and social
statistics about a given population
 Demographic variables
 The relevant factors
82
Audiences
 Market
 Demographic segmentation of consumers

Market segments
 Smaller sub-segment of the market; more tightly defined
 Demographic profile
 Typical consumer attributes in a market
83
Audiences
 Heavy Users
 Those of the numeric minority of potential users responsible
for majority of sales of any product
 “80/20 rule”
 Hardcore gamer
 Game industry term for heavy video game users
 Casual gamer
 Game industry term for all other gamers
84
Audiences
 Typically assumptions of the hardcore:
 Play games over long sessions
 Discuss games frequently and at length
 Knowledgeable about the industry
 Higher threshold for frustration
 Desire to modify or extend games creatively
 Have the latest game systems
 Engage in competition with themselves, the game, and
others
85
Audiences
 Why We Play Games – Nicole Lazzaro
 Internal experience

Enjoyment from visceral activities
 Hard fun

Challenge of strategy and problem solving
 Easy fun

Intrigue and curiosity – exploration and adventure
 Social experience

Stimulating social faculties – competition, teamwork,
bonding, and recognition
86
Iterating
 Waterfall method
 Development methodology
 Design and production are broken into phases
 Iterative development
 Practice of producing things incrementally

Refining and re-refining the product
87
Iterating
 Prototypes
 Early working models of the product
 Used to test ideas and techniques
 Physical prototypes
 Non-electronic models; physical materials
 Software prototypes
 Used regularly during iterative development
88
Iterating
 Software testing
 Process of verifying performance and reliability of a software
product
 Tester
 Person trained in methods of evaluation
 Bug
 Discrepancy between expected and actual behavior
 Problem/Bug report
 Description of the behavior of the discrepancy
89
Iterating
 Focus test
 Testing session using play-testers
 Testers represent the target audience
 Lots of feedback at one time
 Data can be compromised by group think
90
Iterating
 Tuning
 Developing solutions by adjusting systems
 Iterations are faster
 Changes are less dramatic
 Balance
 Equilibrium in a relationship

Player relationships, mechanics, systems, etc.
91
Iterating
 Intransitive relationships
 Multiple elements offer weaknesses and strengths relative to
each other as a whole
 Balanced as a group
 Example: Rock-Paper-Scissors (RPS)
H e a v y
I n f a n t r y
C a v a l r yA r c h e r s
92
Creativity
 Ability to create
 Ability to produce an idea, action, or
object considered new and valuable
93
Creativity
 Classic approach - Graham Wallace
 Preparation

Background research and comprehension
 Incubation

Mulling things over
 Insight

Sudden illumination – Eureka!
 Evaluation

Validating revealed insights
 Elaboration

Transforming the idea into substance
94
Creativity
 Brainstorming
 Generating ideas without discrimination
 Evaluation after elaboration
 Can be unfocused
95
Creativity
 Six Thinking Hats
 White Hat – neutral and objective
 Red Hat – intuition, gut reaction
 Black Hat – gloomy, naysayer
 Yellow Hat – Pollyannaish, optimistic
 Green Hat – growth and creativity
 Blue Hat – process and control
 Symbolize perspective worn by people involved in the
creative endeavor
 Edward de Bono
96
Inspiration
 Board games
 Spatial relationships
 Card games
 Resource management
 Paper RPGs
 Dynamic narratives
 Books
 Fantasy and agency
 Sports
 Team competition
 Film
 Continuity techniques
 Television
 Serialized stories
 Music
 Temporal systems
 Martial arts
 Discipline in action
 Children
 Invention
97
Communication
 Documentation
 Methods vary widely
 Written, descriptive model of the game

Depth varies according to the needs of the game
98
Communication
 Treatment
 A brief, general description of the game and the
fundamental concepts
 May include:

Concept statement

Goals and objectives

Core mechanics and systems

Competitive analysis

Licensing and IP information

Target platform and audience

Scope

Key features
99
Communication
 Other document types may include:
 Preliminary design document
 Initial Design Document
 Revised Design Document
 General Design Document
 Expanded Design Document
 Technical Design Document
 Final Design Document
100
Communication
 Flowcharts
 A typical technique for diagramming steps in a
process
 Most developers are familiar
S t a r t / E n d
P r o c e s s /
A c t i o n
D e c i s i o n
Y / N D e l a y
101
Communication
S t a r t
W a n d e r i n g
C i t y
S e a r c h f o r
Q u e s tQ u e s t
Q u e s t D e t a il sA c c e p t
G a t h e r P C A ll ie s E m b a r k /S p l it G o t o
W il d e r n e s s
C i ty
N o
Y e s
Y e s
N o
R e c r u i ts
R e c r u it
E q u i p
G e a r
G a th e r
S e e k A id
A r t if a c t s
A ss i s ta n c e
R e g r o u p
E n c o u n t e r
102
Communication
 Associative diagram
 Drawing that helps manage and organize information visually
 Mind Map
 A style of associative diagram
 Key words and figures are placed on branches
w e a p o n
f i g h t i n g
r a n g e
103
Psychology
 Working Memory
 Holds roughly 7 ± 2 items at one time while
other cognitive operations on them
104
Psychology
 Attention
 Method of enhancing perceptions relative
to other stimuli in the same environment
 How we focus on important things
 Limited capacity
105
Psychology
 Classical conditioning
 Reaction to stimulus is conditioned by pairing with another
stimulus that elicits the desired response naturally
C o n d i t i o n i n g A f t e r c o n d i t i o n i n g
B e f o r e c o n d i t i o n i n g
106
Psychology
 Unconditioned stimulus – Meat
 Unconditioned response – Salivation over meat
 Conditioned stimulus – Tone
 Conditioned response – Salivation over tone
C o n d i t i o n i n g A f t e r c o n d i t i o n i n g
B e f o r e c o n d i t i o n i n g
107
Psychology
 Operant conditioning
 Learning by encouraging or discouraging
 Operant
 A response; the action in question

Example: pressing a button
 Reinforcement contingency
 Consistent relationship between the
operant and a result in the environment
108
Psychology
 Reinforcers
 Increase the probability an action will be repeated
 Positive reinforcement
 Positive stimulus that reinforces the behavior

Ex. Use umbrella and be dry
 Negative reinforcement
 The removal or prevention of a negative stimulus

Ex. Use umbrella and keep from getting wet
 Punishment
 Reduces the likelihood of a behavior with a stimulus

Ex. Being burned by a hot stove

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2.1 game design

  • 2. 2 Overview  Game design as…  full-time occupation is historically new  field of practical study – even newer
  • 3. 3 Overview  Folk games [Costikyan]  “Traditional” games with cultural origins  Examples:  Tic-Tac-Toe (Naughts and Crosses)  Chess  Go  Backgammon  Poker
  • 4. 4 Overview  This introduction covers:  Terms  Concepts  Approach  All from a workaday viewpoint
  • 5. 5 Overview  There is no one “right” way to design  There are many successful approaches  Specific requirements and constraints of each project and team determine what works and what does not.  This introduction is but a scratch
  • 6. 6 The Language of Games  Game development – a young industry  Standards are still being formulated  Theory  Practice  Terminology
  • 7. 7 The Language of Games  Debate continues over high-level views  Lack of standard (concrete) definitions  Game  Play  High-level concepts tricky to articulate
  • 8. 8 The Language of Games  Workplace differences usually low-level  Working terminology  Example  “actors” instead of “agents”  “geo” instead of “model”  Workflow – how things get done  Individual responsibilities  Processes under which work is performed
  • 9. 9 The Language of Games  Why do we play?  Not a designer’s problem  What is the nature of games?  Not a designer’s problem  How is a game formed of parts?  A designer’s problem
  • 10. 10 The Language of Games  Our simplistic high-level definitions  Easy to modify to fit multiple cultures  Practical over metaphysically true  play  game  aesthetics
  • 11. 11 Play and Game  Play  Interactions to elicit emotions  Game  Object of rule-bound play  General enough to cover everything
  • 12. 12 Aesthetics and Frame  Aesthetics  Emotional responses during play  Naïve practical approach, not classical  Frame  The border of a game’s context  Inside the frame is in the game  Outside the frame is real life
  • 13. 13 Approaching Design  Computer games are an art form  Game design practices can be taught  Technical discipline like music, film, poetry  The art of making dynamic models
  • 14. 14 Approaching Design  Mental/Cognitive  Concepts  Beliefs  Maps  Examples:  Locations  Relationships  Mathematical  Equations  Formulas  Algorithms  A model represents something
  • 15. 15 Approaching Design  Abstract model  Conceptual and idealized  A tool for investigating specific questions  Simplifies thinking to help understand problems  May include assumptions thought to be false  Abstract game  One rule  The piece is moved to the open square
  • 16. 16 A Player-Game Model  A model of the player – game relationship M e c h a n i c s I n t e r f a c e S y s t e m P L A Y E R G A M E
  • 17. 17 A Player-Game Model  Mechanics  Things the player does  Interface  Communication between player and game  System  Underlying structure and behavior
  • 18. 18 Control and State Variables  Defined by Isaacs in Differential Games  Control variables  Inputs from players  State variables  Quantities indicating game state
  • 19. 19 Play Mechanics  Gameplay  Feelings of playing a particular game  Activities engaged in a particular game  (Play/game) Mechanics  Specific to game activities  “What the player does”
  • 20. 20 Seven Stages of Action  Execution  Intention to act  Sequence of action  Execution of action sequence  Evaluation  Evaluating interpretations  Interpreting perceptions  Perceiving states P e r c e i v i n g s t a t e s I n t e r p r e t i n g p e r c e p t i o n s E v a l u a t i n g i n t e r p r e t a t i o n s E x e c u t i o n o f a c t i o n s e q u e n c e S e q u e n c e o f a c t i o n I n t e n t i o n t o a c t G o a l s T H E G A M E
  • 21. 21 Seven Stages of Action  A goal is formed  Models the desired state  The desired result of an action  Examples:  Have a glass of water in hand  Capture a queen  Taste ice cream P e r c e i v i n g s t a t e s I n t e r p r e t i n g p e r c e p t i o n s E v a l u a t i n g i n t e r p r e t a t i o n s E x e c u t i o n o f a c t i o n s e q u e n c e S e q u e n c e o f a c t i o n I n t e n t i o n t o a c t G o a l s T H E G A M E
  • 22. 22 Seven Stages of Action  Goals turned into intentions to act  Specific statements of what is to be done P e r c e i v i n g s t a t e s I n t e r p r e t i n g p e r c e p t i o n s E v a l u a t i n g i n t e r p r e t a t i o n s E x e c u t i o n o f a c t i o n s e q u e n c e S e q u e n c e o f a c t i o n I n t e n t i o n t o a c t G o a l s T H E G A M E
  • 23. 23 Seven Stages of Action  Intentions put into an action sequence  The order internal commands will be performed P e r c e i v i n g s t a t e s I n t e r p r e t i n g p e r c e p t i o n s E v a l u a t i n g i n t e r p r e t a t i o n s E x e c u t i o n o f a c t i o n s e q u e n c e S e q u e n c e o f a c t i o n I n t e n t i o n t o a c t G o a l s T H E G A M E
  • 24. 24 Seven Stages of Action  The action sequence is executed  The player manipulates control variables P e r c e i v i n g s t a t e s I n t e r p r e t i n g p e r c e p t i o n s E v a l u a t i n g i n t e r p r e t a t i o n s E x e c u t i o n o f a c t i o n s e q u e n c e S e q u e n c e o f a c t i o n I n t e n t i o n t o a c t G o a l s T H E G A M E
  • 25. 25 Seven Stages of Action  The state of the game is perceived  State variables are revealed via the interface P e r c e i v i n g s t a t e s I n t e r p r e t i n g p e r c e p t i o n s E v a l u a t i n g i n t e r p r e t a t i o n s E x e c u t i o n o f a c t i o n s e q u e n c e S e q u e n c e o f a c t i o n I n t e n t i o n t o a c t G o a l s T H E G A M E
  • 26. 26 Seven Stages of Action  Player interprets their perceptions  Interpretations based upon a model of the system P e r c e i v i n g s t a t e s I n t e r p r e t i n g p e r c e p t i o n s E v a l u a t i n g i n t e r p r e t a t i o n s E x e c u t i o n o f a c t i o n s e q u e n c e S e q u e n c e o f a c t i o n I n t e n t i o n t o a c t G o a l s T H E G A M E
  • 27. 27 Seven Stages of Action  Player evaluates the interpretations  Current states are compared with intentions and goals P e r c e i v i n g s t a t e s I n t e r p r e t i n g p e r c e p t i o n s E v a l u a t i n g i n t e r p r e t a t i o n s E x e c u t i o n o f a c t i o n s e q u e n c e S e q u e n c e o f a c t i o n I n t e n t i o n t o a c t G o a l s T H E G A M E
  • 28. 28 Seven Stages of Action  Donald Norman’s approximate model  Actions not often in discrete stages  Not all actions progress through all stages
  • 29. 29 Seven Stages of Action  Scales to…  …an individual mechanic  A “primary element”  Examples:  Move  Shoot  Talk  …an entire game  A generalized model of interaction
  • 30. 30 Designer and Player Models  Systems are built from designer mental models  Design models may only anticipate player goals D e s i g n e r U s e r U s e r 's M o d e l D e s ig n M o d e l S y s t e m I m a g e S y s t e m
  • 31. 31 Designer and Player Models  Players build mental models from mechanics  Based upon interactions with the system image  The reality of the system in operation  Not from direct communication with designers  Player and designer models can differ significantly D e s i g n e r U s e r U s e r 's M o d e l D e s ig n M o d e l S y s t e m I m a g e S y s t e m
  • 32. 32 Core Mechanics  Typical patterns of action  Fundamental mechanics cycled repeatedly  Examples:  Action shooters – run, shoot, and explore  Strategy game – explore, expand, exploit, exterminate  referred to as the “four X’s”
  • 33. 33 Premise  The metaphors of action and setting  Directs the player experience  Provides a context in which mechanics fit  Players map game states to the premise
  • 34. 34 Premise  Story is the typical example of premise  Time  Place  Characters  Relationships  Motivations  Etc.
  • 35. 35 Premise  Premise may also be abstract  Tetris operates under a metaphor  The metaphor: arranging colored shapes  Encompasses all game elements  Player discussions use the language of the premise
  • 36. 36 Premise  Games are models  Activities being modeled form premise  Actions may appear similar in model  Usually are fundamentally quite different  Sports games are good examples  Playing video games isn’t like playing the sport
  • 37. 37 Premise  Goes beyond setting and tone  Alters the players mental model  Basis of player understanding and strategy
  • 38. 38 Premise  Possible  Capable of happening in the real world  Plausible  Possible within the unique world of premise  “Makes sense” within the game’s premise  Consistent with the premise as understood
  • 39. 39 Choice and Outcome  Choice  A question asked of the player  Outcome  The end result of a given choice  Possibility space  Represents the set of possible events  A “landscape” of choice and outcome
  • 40. 40 Choice and Outcome  Consequence or Weight  The significance of an outcome  Greater consequences alter the course of the game more significantly  Choices are balanced first by consequence
  • 41. 41 Choice and Outcome  Well-designed choice  Often desirable and undesirable effects  Should relate to player goals  Balanced against neighboring choices  Too much weight to every choice is melodrama  Orthogonal choices – distinct from others  Not just “shades of grey”
  • 42. 42 Qualities of Choice  Terms in which to discuss choices  Hollow – lacking consequence  Obvious – leaves no choice to be made  Uninformed – arbitrary decision  Dramatic – strongly connects to feelings  Weighted – good and bad in every choice  Immediate – effects are immediate  Long-term – effects over extended period  Orthogonal – choices distinct from each other
  • 43. 43 Goals and Objectives  Objectives  Designed tasks players must perform  Rigid requirements – formal  Goals  An intentional outcome  Notions that direct player action  Scales all levels of motivation  From selecting particular strategies…  …to basic motor actions (e.g. pressing a button)
  • 44. 44 Goals and Objectives  Objectives and goals can differ  Players goals reflect their understanding of the game  Designers must consider how the game communicates with players  Affordances – the apparent ways something can be used D e s i g n e r U s e rS y s t e m F in d s w o r d K ill d r a g o n R e s c u e p r in c e s s F in d s w o r d R e s c u e d r a g o n K ill p r in c e s s
  • 45. 45 Resources  Resources  Things used by agents to reach goals  To be meaningful, they must be…  Useful – provide some value  Limited – in total or rate of supply
  • 46. 46 Economies  Economies  Systems of supply, distribution, consumption  Questions regarding game economies:  What resources exist?  How and when will resources be used?  How and when will resources be supplied?  What are their limits?
  • 47. 47 Player Strategy  People usually reason with commonsense  A view of linear causation – cause and effect  Complex systems do not behave linearly  Players need information to support linear strategy S i t u a t i o n R e s u l tA c t i o n
  • 48. 48 Game Theory  Game Theory  Branch of economics  Studies decision making  Utility  A measure of desire associated with an outcome  Payoffs  The utility value for a given outcome  Preference  The bias of players towards utility
  • 49. 49 Game Theory  Rational Players  Abstract model players – not real people  Always try to maximize their potential utility  Solve problems using pure logic  Always fully aware of the state of the game
  • 50. 50 Game Theory  Games of skill  One-player games  Outcomes determined solely by choices  Games of Chance  One-player games  Outcomes determined in whole or part by nature (chance)  Games of Strategy  Competitions between two or more players
  • 51. 51 Game Theory  Decision under certainty  Players know the outcome of any decision  Risky decisions  Probabilities of nature are known  Decision under uncertainty  Probabilities of nature are unknown
  • 52. 52 Interface  Interface  Input, presentation, and feedback.  Input  Player to game  Output  Game to player
  • 53. 53 Interface  Contains both hardware, software, and performance elements.  Hardware such as game pads  Software such as engines  Performance such as pressing a button
  • 54. 54 Interface  Graphical user interface (GUI)  A visual paradigm of control
  • 55. 55 Interface  Typical perspectives:  First-person  Over-the-shoulder (OTS)  Overhead (top-down)  Side  Isometric
  • 56. 56 Interface  General categories of audio  Music  Sound effects  Dialog
  • 57. 57 Interface  Music  Powerful tool for establishing mood and theme
  • 58. 58 Interface  Controls  Physical input devices  Control inputs  User manipulations of the controls  They are not strategies  Example: a sequence of buttons to perform a combo  Strategies involve deciding when to perform
  • 59. 59 Interface  Key map or control table  A diagram showing control input, action, and context
  • 60. 60 Interface  Control diagrams  Show input, action, and context A c t io n C o n t r o l C o n t e x t L e f t a ll R ig h t a ll F o r w a r d a ll B a c k w a r d a ll S p r in t a ll P a s s O f f e n s e L o b O f f e n s e S h o o t O f f e n s e S t e a l D e f e n s e B lo c k D e f e n s e H it D e f e n s e
  • 61. 61 Interface  Front-end  In application software  The visible portion of the application  In games  GUI elements not displayed during play
  • 62. 62 Interface  HUD (Head-Up Display)  Displays during play  Shows and other information difficult to present directly in the game environment  Examples  Scores  Resource levels  Mini Map  Chat  Alerts  Level 2 > n e e d b a c k u p !!! > N o > . . .
  • 63. 63 Interface  Mapping  An understood relationship between two things  Especially the relationship of a model to its subject  Examples
  • 64. 64 HCI and Cognitive Ergonomics  HCI – Human-Computer Interaction  Study of…  Communication between users and computers  How people design, build, and use interfaces  Better support for cooperative work  Cognitive Ergonomics  Analyzes the cognitive representations and processes involved with performing tasks
  • 65. 65 Design of Everyday Things  Norman’s five principles of design  Visibility  Making the parts visible  Mappings  Understandable relationships between controls and actions  Affordances  The perceived uses of an object  Constraints  Prevent the user from doing things they shouldn’t  Feedback  Reporting what has been done and accomplished
  • 66. 66 Systems  System  A set of interrelated components  Their function and relationships form a whole  Architecture  The particular arrangement of system elements  Game systems exist to enable play mechanics  Relationships between components determine how the system works to produce results
  • 67. 67 Systems  Objects  Pieces of a system  Attributes  Properties determining what objects are  Behaviors  Actions the objects can perform  Relationships  How the behavior and attributes of objects affect each other while the system operates
  • 68. 68 Systems  Two general approaches to design  Special case  Experiences built one scene/level at a time  Anticipate states while pre-scripting events  Solved by discovering the intentions of the designer  Systemic  General behaviors are designed  Scenes/Levels are specific configuations  Some events may still be pre-scripted  Solved by understanding the system
  • 69. 69 Systems  Emergent complexity  Behaviors that cannot be predicted simply from the rules of a system  Emergence  Coined by George Henry Lewes in 1873  See: John Conway’s Game of Life
  • 70. 70 Systems  Dynamics  The behavior of systems over time  Generalizing dynamic behavior is hard  Dynamics determined by a given architecture
  • 71. 71 Systems  Cybernetics  Study of communication, control, and regulation
  • 72. 72 Systems  A basic cybernetic system has:  Sensor – detects a condition  Thermometer  Comparator – evaluates the information  Switch  Activator – alters the environment when triggered by the comparator S e n s o r C o m p a r a t o r A c t i v a t o r
  • 73. 73 Systems  Feedback  The portion of a system’s output that is returned into the system  Feedback Loop  The path taken by the feedback L e v e l G o a l In f o r m a t i o n A c t i o n R a t e
  • 74. 74 Systems  Positive feedback  Leads to runaway behavior  Difficult to make use of  Negative feedback  Leads to goal seeking behaviors  Most common form in systems P o s i t i v e F e e d b a c k N e g a t i v e F e e d b a c k g o a l
  • 75. 75 Systems  Negative feedback  Stabilizes the game  Forgives the loser  Prolongs the game  Magnifies late successes  Positive feedback  Destabilizes the game  Rewards the winner  Can end the game  Magnifies early successes  Marc Leblanc
  • 76. 76 Systems  System Dynamics  Created by Jay Forrester 1956, MIT  A discipline for modeling and simulation  Originally a tool for policy analysis  Applicable to any system
  • 77. 77 Constraints  Platform  General description of hardware and software  Personal computer – PC, Mac, etc.  Console – Game Cube, PlayStation, Xbox, etc.  Handheld – DS, Game Boy Advance, PSP, etc.  Mobile device – Cel Phones, NGage, PDA, etc.  Arcade – custom vending games (e.g. Time Crisis)
  • 78. 78 Constraints  Game Saves  Save triggers  Save-anywhere  Save points  Coded text saves
  • 79. 79 Genres  Genre – a category describing generalities of conventions, style, and content
  • 80. 80 Genres  Action  Adventure  Arcade  Casual  Education  Fighting  First-person shooter  Platform  Racing  Rhythm  Role-Playing (RPG)  Simulation  Sports  Strategy  Puzzle  Traditional
  • 81. 81 Audiences  Target audience  Group of expected consumers  Demographics  Study of relevant economic and social statistics about a given population  Demographic variables  The relevant factors
  • 82. 82 Audiences  Market  Demographic segmentation of consumers  Market segments  Smaller sub-segment of the market; more tightly defined  Demographic profile  Typical consumer attributes in a market
  • 83. 83 Audiences  Heavy Users  Those of the numeric minority of potential users responsible for majority of sales of any product  “80/20 rule”  Hardcore gamer  Game industry term for heavy video game users  Casual gamer  Game industry term for all other gamers
  • 84. 84 Audiences  Typically assumptions of the hardcore:  Play games over long sessions  Discuss games frequently and at length  Knowledgeable about the industry  Higher threshold for frustration  Desire to modify or extend games creatively  Have the latest game systems  Engage in competition with themselves, the game, and others
  • 85. 85 Audiences  Why We Play Games – Nicole Lazzaro  Internal experience  Enjoyment from visceral activities  Hard fun  Challenge of strategy and problem solving  Easy fun  Intrigue and curiosity – exploration and adventure  Social experience  Stimulating social faculties – competition, teamwork, bonding, and recognition
  • 86. 86 Iterating  Waterfall method  Development methodology  Design and production are broken into phases  Iterative development  Practice of producing things incrementally  Refining and re-refining the product
  • 87. 87 Iterating  Prototypes  Early working models of the product  Used to test ideas and techniques  Physical prototypes  Non-electronic models; physical materials  Software prototypes  Used regularly during iterative development
  • 88. 88 Iterating  Software testing  Process of verifying performance and reliability of a software product  Tester  Person trained in methods of evaluation  Bug  Discrepancy between expected and actual behavior  Problem/Bug report  Description of the behavior of the discrepancy
  • 89. 89 Iterating  Focus test  Testing session using play-testers  Testers represent the target audience  Lots of feedback at one time  Data can be compromised by group think
  • 90. 90 Iterating  Tuning  Developing solutions by adjusting systems  Iterations are faster  Changes are less dramatic  Balance  Equilibrium in a relationship  Player relationships, mechanics, systems, etc.
  • 91. 91 Iterating  Intransitive relationships  Multiple elements offer weaknesses and strengths relative to each other as a whole  Balanced as a group  Example: Rock-Paper-Scissors (RPS) H e a v y I n f a n t r y C a v a l r yA r c h e r s
  • 92. 92 Creativity  Ability to create  Ability to produce an idea, action, or object considered new and valuable
  • 93. 93 Creativity  Classic approach - Graham Wallace  Preparation  Background research and comprehension  Incubation  Mulling things over  Insight  Sudden illumination – Eureka!  Evaluation  Validating revealed insights  Elaboration  Transforming the idea into substance
  • 94. 94 Creativity  Brainstorming  Generating ideas without discrimination  Evaluation after elaboration  Can be unfocused
  • 95. 95 Creativity  Six Thinking Hats  White Hat – neutral and objective  Red Hat – intuition, gut reaction  Black Hat – gloomy, naysayer  Yellow Hat – Pollyannaish, optimistic  Green Hat – growth and creativity  Blue Hat – process and control  Symbolize perspective worn by people involved in the creative endeavor  Edward de Bono
  • 96. 96 Inspiration  Board games  Spatial relationships  Card games  Resource management  Paper RPGs  Dynamic narratives  Books  Fantasy and agency  Sports  Team competition  Film  Continuity techniques  Television  Serialized stories  Music  Temporal systems  Martial arts  Discipline in action  Children  Invention
  • 97. 97 Communication  Documentation  Methods vary widely  Written, descriptive model of the game  Depth varies according to the needs of the game
  • 98. 98 Communication  Treatment  A brief, general description of the game and the fundamental concepts  May include:  Concept statement  Goals and objectives  Core mechanics and systems  Competitive analysis  Licensing and IP information  Target platform and audience  Scope  Key features
  • 99. 99 Communication  Other document types may include:  Preliminary design document  Initial Design Document  Revised Design Document  General Design Document  Expanded Design Document  Technical Design Document  Final Design Document
  • 100. 100 Communication  Flowcharts  A typical technique for diagramming steps in a process  Most developers are familiar S t a r t / E n d P r o c e s s / A c t i o n D e c i s i o n Y / N D e l a y
  • 101. 101 Communication S t a r t W a n d e r i n g C i t y S e a r c h f o r Q u e s tQ u e s t Q u e s t D e t a il sA c c e p t G a t h e r P C A ll ie s E m b a r k /S p l it G o t o W il d e r n e s s C i ty N o Y e s Y e s N o R e c r u i ts R e c r u it E q u i p G e a r G a th e r S e e k A id A r t if a c t s A ss i s ta n c e R e g r o u p E n c o u n t e r
  • 102. 102 Communication  Associative diagram  Drawing that helps manage and organize information visually  Mind Map  A style of associative diagram  Key words and figures are placed on branches w e a p o n f i g h t i n g r a n g e
  • 103. 103 Psychology  Working Memory  Holds roughly 7 ± 2 items at one time while other cognitive operations on them
  • 104. 104 Psychology  Attention  Method of enhancing perceptions relative to other stimuli in the same environment  How we focus on important things  Limited capacity
  • 105. 105 Psychology  Classical conditioning  Reaction to stimulus is conditioned by pairing with another stimulus that elicits the desired response naturally C o n d i t i o n i n g A f t e r c o n d i t i o n i n g B e f o r e c o n d i t i o n i n g
  • 106. 106 Psychology  Unconditioned stimulus – Meat  Unconditioned response – Salivation over meat  Conditioned stimulus – Tone  Conditioned response – Salivation over tone C o n d i t i o n i n g A f t e r c o n d i t i o n i n g B e f o r e c o n d i t i o n i n g
  • 107. 107 Psychology  Operant conditioning  Learning by encouraging or discouraging  Operant  A response; the action in question  Example: pressing a button  Reinforcement contingency  Consistent relationship between the operant and a result in the environment
  • 108. 108 Psychology  Reinforcers  Increase the probability an action will be repeated  Positive reinforcement  Positive stimulus that reinforces the behavior  Ex. Use umbrella and be dry  Negative reinforcement  The removal or prevention of a negative stimulus  Ex. Use umbrella and keep from getting wet  Punishment  Reduces the likelihood of a behavior with a stimulus  Ex. Being burned by a hot stove