Framework for designing and evaluatinggameachievements<br />Juho Hamari & Veikko Eranti<br />Helsinki Institute for Inform...
YO DAWG! WE HEARD YOU LIKE ACHIEVEMENTS SO WE PUT AN ACHIEVEMENT IN THIS ACHIEVEMENT PRESENTATION SO YOU CAN GET ACHIEVEME...
Note<br />Most of the slides have further descriptions, please view them by opening the “Speaker notes” -tab below.<br />
Whatwedid<br />Analysed achievements from several systems, e.g. Xbox Live, Steam, Kongregate, Habbo, Call of Duty: Modern ...
Achievements<br />
What is a game achievement? Two perspectives<br />From perspective of the achievement system:<br />Achievement is a ‘quest...
Achievement<br />Level (1-n)<br />Signifier<br />Name<br />Visual<br />Description<br />The model of a<br />game achieveme...
Signifier<br />1/3 element of an achievement- Name<br />- Visual<br />- Description<br />
Signifier<br />The “user interface” to the achievement, i.e. what the user sees<br />Name<br />Visual<br />Description of ...
Signifier: name<br />The name of the achievement<br />
Signifier: visual<br />The visual representation most commonly includes the two-state icon (locked/un-locked) related to t...
Signifier: description<br />description of <br />the central parts of the unlocking logic<br />consequences and rewards<br...
Signifier<br />
Completion logic(s)<br />2/3 element of an achievement- Trigger (Action / event)<br />- Conditions<br />- Pre-requirements...
Completion logics<br />The element that contains the “under the hood” logic and requirements how the achievement can be co...
Conditions in which the trigger must go off
Pre-requirements for the game session
Multiplier: how many times the three previous component have to be fulfilled at the same time</li></li></ul><li>Completion...
Completion logic: trigger cont.<br />Actions?<br />Actions or<br />Run, shoot<br />Resultant action– a set of actions that...
Completion logic: conditions<br />Condition-component includes the<br />requirements directed to <br />the gamestate (whic...
Completion logic: conditions<br />“The Harder They Fall” -achievement in Call of Duty: Modern Warfare 2 with conditions of...
Completion logic: pre-requirements<br />Pre-requirements are requirements for the game session where the achievement is po...
Completion logic: pre-requirementsexamples<br />Difficulty setting<br />Map<br />Game mode<br />Character class<br />Seaso...
Pre-requirement examples<br />6 different game modes<br />Halloween season<br />The ”first blood” buff only in arena mode<...
Completion logic: multiplier<br />The amount of times the trigger has to go off in the pre-required game setting while req...
Completion logic(s)<br />There can be multiple completion logics in one achievement<br />Can have different trigger, pre-r...
Trigger(action/event)<br />Trigger(action/event)<br />Condition<br />Trigger(action/event)<br />Condition<br />Condition<b...
Trigger(action/event)<br />Trigger(action/event)<br />Condition<br />Trigger(action/event)<br />Condition<br />Condition<b...
Summary: Completion logic<br />
Reward(s)<br />3/3 element of an achievement<br />- Achievement game<br />- In-game<br />- Out-game<br />
Rewards<br />Element that defines the different rewards (if any) of the achievement<br />Rewards can have value in/for<br ...
Reward: achievement game<br />Points towards the scoring system of the achievement meta-game or other benefits in the meta...
Reward: in-game<br />Rewards, such as new abilities, into the game where the completion of the achievement was carried out...
Reward: out-game<br />Rewards that are external to the achievement meta-game and the game itself.<br />Alien Swarm Parasit...
Reward<br />
Achievement<br />Level (1-n)<br />Signifier<br />Name<br />Visual<br />Description<br />Completion logic<br />1-n<br />Tri...
Achievement<br />It is also important to think about these:<br />Level (1-n)<br />Signifier<br />Name<br />Visual<br />Des...
References<br />Björk, S., & Holopainen, J. (2005). Patterns in Game Design. Boston, Massachusetts: Charles River Media.<b...
Upcoming SlideShare
Loading in …5
×

Framework for Designing and Evaluating Game Achievements

15,936 views

Published on

Design template: http://dl.dropbox.com/u/2584758/achievement_framework.pdf

  • Here is the printable template for brainstorming achievements: http://dl.dropbox.com/u/2584758/achievement_framework.pdf

    Unfortunately, the conversion mechanism of SlideShare for Powepoint files does not understand more than one paragraph per Speaker note per slide. I hope the notes are still comprehensible.

    Thank you.
       Reply 
    Are you sure you want to  Yes  No
    Your message goes here

Framework for Designing and Evaluating Game Achievements

  1. 1. Framework for designing and evaluatinggameachievements<br />Juho Hamari & Veikko Eranti<br />Helsinki Institute for InformationTechnology HIIT<br />
  2. 2. YO DAWG! WE HEARD YOU LIKE ACHIEVEMENTS SO WE PUT AN ACHIEVEMENT IN THIS ACHIEVEMENT PRESENTATION SO YOU CAN GET ACHIEVEMENTS WHILE YOU DESIGN ACHIEVEMENTS<br />
  3. 3. Note<br />Most of the slides have further descriptions, please view them by opening the “Speaker notes” -tab below.<br />
  4. 4. Whatwedid<br />Analysed achievements from several systems, e.g. Xbox Live, Steam, Kongregate, Habbo, Call of Duty: Modern Warfare 2,World of Warcraft and Foursquare<br />Focused particularly on achievements from 9 games in Steam platform – ~1000h played, 475/720 achievements unlocked at the time<br />The aim of the presentation is to provide a descriptive model that illustrates the structure of a game achievement <br />Helps to break down an achievement to analytical components<br />Helps in systematic design and evaluation of achievements<br />
  5. 5. Achievements<br />
  6. 6. What is a game achievement? Two perspectives<br />From perspective of the achievement system:<br />Achievement is a ‘quest’ in an achievement completion game, <br />consists of <br />a signifying element, <br />one or more completion logics <br />and rewards <br />and whose fulfilment conditions are defined through events in other systems (such as other games)<br />From perspective of a system that its tied to:<br />Achievement is a metagame pattern <br />whose<br />optional task <br />possible reward(s) <br />are independent of a single game session and are handed down from other system(s)<br />
  7. 7. Achievement<br />Level (1-n)<br />Signifier<br />Name<br />Visual<br />Description<br />The model of a<br />game achievement<br />… in the next slides<br />we will look at<br />the components in more<br />detail<br />Completion logic<br />1-n<br />Conditions<br />Trigger(action/event)<br />0-n<br />Condition<br />Prerequirements<br />0-n<br />Pre-requirement<br />Multiplier (1-n)<br />1-n<br />Reward<br />In-game<br />Out-game<br />Achievement game<br />
  8. 8. Signifier<br />1/3 element of an achievement- Name<br />- Visual<br />- Description<br />
  9. 9. Signifier<br />The “user interface” to the achievement, i.e. what the user sees<br />Name<br />Visual<br />Description of the central parts of the unlocking logic, the consequences and rewards.<br />Name<br />Visual<br />Description<br />
  10. 10. Signifier: name<br />The name of the achievement<br />
  11. 11. Signifier: visual<br />The visual representation most commonly includes the two-state icon (locked/un-locked) related to the name and the description of the achievement. Other common implementations include for example more generalized badges and trophies.<br />
  12. 12. Signifier: description<br />description of <br />the central parts of the unlocking logic<br />consequences and rewards<br />The description is often intentionally obscured to make the players figure out what they have to do themselves<br />Iron horse –achievement from Alan Wake<br />
  13. 13. Signifier<br />
  14. 14. Completion logic(s)<br />2/3 element of an achievement- Trigger (Action / event)<br />- Conditions<br />- Pre-requirements<br />- Multiplier<br />
  15. 15. Completion logics<br />The element that contains the “under the hood” logic and requirements how the achievement can be completed<br />Completion logic<br />1-n<br />Condition<br />Trigger(action/event)<br />0-n<br />Condition<br />Pre-requirement<br />0-n<br />Pre-requirement<br />Multiplier (1-n)<br /><ul><li>Trigger, a player or system invoked event
  16. 16. Conditions in which the trigger must go off
  17. 17. Pre-requirements for the game session
  18. 18. Multiplier: how many times the three previous component have to be fulfilled at the same time</li></li></ul><li>Completion logic: trigger<br />a player-invoked action or <br />a system-invoked event <br />…that is required to happen in order to complete an achievement.<br />
  19. 19. Completion logic: trigger cont.<br />Actions?<br />Actions or<br />Run, shoot<br />Resultant action– a set of actions that forms a ‘larger’ action<br />Go, kill<br />Which abstraction level is more reasonable for designing achievements?<br />
  20. 20. Completion logic: conditions<br />Condition-component includes the<br />requirements directed to <br />the gamestate (which the player or other players can manipulate during the session)<br />the historical events in the game session that have to exist when the trigger (action or event) goes off <br />…to be counted toward completion of the achievement.<br />
  21. 21. Completion logic: conditions<br />“The Harder They Fall” -achievement in Call of Duty: Modern Warfare 2 with conditions of killing enemies while they are still mid-air, not conducting other kills in between (and with a pre-requirement of a game mode)<br />Conditions:<br />How<br />When<br />Where<br />In what timeframe<br />With whom<br />… etc<br />
  22. 22. Completion logic: pre-requirements<br />Pre-requirements are requirements for the game session where the achievement is possible to be completed in either due to …<br />availability of a certain gamestate or <br />simply because the achievement requires it<br />
  23. 23. Completion logic: pre-requirementsexamples<br />Difficulty setting<br />Map<br />Game mode<br />Character class<br />Season<br />… even the requirements of a correct game<br />Settings that have to exists before the game session begins<br />
  24. 24. Pre-requirement examples<br />6 different game modes<br />Halloween season<br />The ”first blood” buff only in arena mode<br />Insane difficulty<br />
  25. 25. Completion logic: multiplier<br />The amount of times the trigger has to go off in the pre-required game setting while required conditions are satisfied to unlock a given achievement.<br />Simply: How many times…<br />
  26. 26. Completion logic(s)<br />There can be multiple completion logics in one achievement<br />Can have different trigger, pre-requirements or conditions<br />For example, different pre-requirement<br />
  27. 27. Trigger(action/event)<br />Trigger(action/event)<br />Condition<br />Trigger(action/event)<br />Condition<br />Condition<br />Prerequirement<br />Prerequirement<br />Prerequirement<br />Multiplier (1-n)<br />Multiplier (1-n)<br />Multiplier (1-n)<br />Trigger(action/event)<br />Condition<br />Trigger(action/event)<br />Condition<br />Prerequirement<br />Prerequirement<br />Multiplier (1-n)<br />Multiplier (1-n)<br />
  28. 28. Trigger(action/event)<br />Trigger(action/event)<br />Condition<br />Trigger(action/event)<br />Condition<br />Condition<br />Prerequirement<br />Prerequirement<br />Prerequirement<br />Multiplier (1-n)<br />Multiplier (1-n)<br />Multiplier (1-n)<br />Trigger(action/event)<br />Condition<br />Trigger(action/event)<br />Condition<br />Prerequirement<br />Prerequirement<br />Multiplier (1-n)<br />Multiplier (1-n)<br />
  29. 29. Summary: Completion logic<br />
  30. 30. Reward(s)<br />3/3 element of an achievement<br />- Achievement game<br />- In-game<br />- Out-game<br />
  31. 31. Rewards<br />Element that defines the different rewards (if any) of the achievement<br />Rewards can have value in/for<br />In-game<br />Outside game<br />Achievement game<br />1-n<br />Reward<br />In-game<br />Out-game<br />Achievement game<br />
  32. 32. Reward: achievement game<br />Points towards the scoring system of the achievement meta-game or other benefits in the meta-game<br />
  33. 33. Reward: in-game<br />Rewards, such as new abilities, into the game where the completion of the achievement was carried out<br />Base: 34<br />Max Ramp Up: 150% (51 damage)<br />Max Fall Off: 52% (18 damage)<br />Point-Blank: 46-56<br />Medium Range: 31-37<br />Long Range: 15-19<br />Mini-Crit: 46<br />Critical hit (headshot only): 102<br />Ambassador(Team Fortress 2 – Spy milestone 1)<br />
  34. 34. Reward: out-game<br />Rewards that are external to the achievement meta-game and the game itself.<br />Alien Swarm Parasite - hat(Unlocked in Alien Swarm, rewarded in Team Fortress 2)<br />Double Tall Latte (Foursquare)<br />
  35. 35. Reward<br />
  36. 36. Achievement<br />Level (1-n)<br />Signifier<br />Name<br />Visual<br />Description<br />Completion logic<br />1-n<br />Trigger(action/event)<br />Pre-requirements<br />Condition<br />Multiplier (1-n)<br />Reward<br />In-game<br />Out-game<br />Achievement game<br />
  37. 37. Achievement<br />It is also important to think about these:<br />Level (1-n)<br />Signifier<br />Name<br />Visual<br />Description<br />Category (to what category does the achievement belong to)<br />Type (for example: guidance, realization, social)<br />Goal (to what activity does the achievement attempt to entice users to)<br />User segment: (to which segment of users is the achievement mainly targeted to)<br />Difficulty (to unlock)<br />Completion logic<br />1-n<br />Conditions<br />Trigger(action/event)<br />0-n<br />Condition<br />Prerequirements<br />0-n<br />Pre-requirement<br />Multiplier (1-n)<br />1-n<br />Reward<br />In-game<br />Out-game<br />Achievement game<br />
  38. 38. References<br />Björk, S., & Holopainen, J. (2005). Patterns in Game Design. Boston, Massachusetts: Charles River Media.<br />Järvinen, A. (2008). Games Without Frontiers: Theories and Methods for Game Studies and Design. Doctoral Dissertation. Tampere: University of Tampere. Retrieved August 29, 2010 from http://acta.uta.fi/english/teos.php?id=11046<br />Salen, K., & Zimmerman, E. (2004.) Rules of Play. Game Design Fundamentals. MIT Press.<br />Schell, J. (2008). The Art of Game Design: A Book of Lenses. Morgan Kaufmann.<br />Sicart, M. (2008). Defining Game Mechanics. Game Studies: The international Journal of Computer Game Research, 8(2). Retrieved 31 August, 2010 from http://gamestudies.org/0802/articles/sicart<br />
  39. 39. Links:<br />Achievement generator: http://teamfortress2.fr/achievements.php?eng<br />
  40. 40. Achievement unlocked<br />Thank you<br /><ul><li>Email: juho.hamari@hiit.fi
  41. 41. web: virtual-economy.org
  42. 42. tweet: @VirtualEconomy
  43. 43. Link to the printable template in the sidebar -></li>

×