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
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
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
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
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
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)
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
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
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
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