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Why do we need all of this
design theory?
Practical applications for fancy words
15-16 MAY 2023
Marta Fijak
ANSHAR STUDIOS
Digital Dragons
1. Who am I?
2. Why this talk?
3. Theory of theory
4. Use cases
5. Action points
Agenda
P8
Games Publications and conferences
● Homo Cyber Ludens, 2021, Chapter titled:
“Ludic fulfillment”
● Procedural Storytelling in Game Design,
2019, co-author chapter titled: "Beyond Fun
in Frostpunk"
● Game Developers Conference, 2021, ‘Ghost
in the Machine: Authorial Voice in System
Design, 'Frostpunk' & Beyond’
● Devcome, 2021, 'From Anecdote Generators
to Movie Experiences'
● IndieCade,2018, ‘THE AUTHORIAL VOICE IN
SYSTEM DESIGN’
Why this talk?
Why this talk?
Uniformity
Why this talk?
Uniformity Art
Why this talk?
Uniformity Art Cool ideas
Why this talk?
Uniformity Art Cool ideas
One is enough
Theory of theory
Art
Science
Art
Science
Art
Science
Something that can be proven with a
scientific method
Art
Science
Something that can be proven with a
scientific method
Framework, philosophy, paradigme,
conceptualization model
Art
Science
Something that can be proven with a
scientific method
Framework, philosophy, paradigme,
conceptualization model
Game user research
Art
Science
Art
film making
film studies
part of culture
Science
Art
film making
film studies
part of culture
story structures and
narrative frameworks
(Monomyth)
editing principles
(Murch's six rules )
Directing philosophies
(dogma 95)
(...)
Science
Art
film making
film studies
part of culture
story structures and
narrative frameworks
(Monomyth)
editing principles
(Murch's six rules )
Directing philosophies
(dogma 95)
(...)
Science
synthesized
experiences
Art
film making
film studies
part of culture
story structures and
narrative frameworks
(Monomyth)
editing principles
(Murch's six rules )
Directing philosophies
(dogma 95)
(...)
game studies
game making
part of culture
Science
Art
film making
film studies
part of culture
story structures and
narrative frameworks
(Monomyth)
editing principles
(Murch's six rules )
Directing philosophies
(dogma 95)
(...)
game studies
game making
part of culture
Science
fancy words?
Fancy words
core loop
player agancy
ludo narrative
dissonance
emergent
behavior
hero versus avatar
flow state
snowball
Bartle’s player
types
Communication!
Fancy words
core loop
player agancy
ludo narrative
dissonance
emergent
behavior
hero versus avatar
flow state
snowball
Bartle’s player
types
Fancy words
core loop
player agancy
ludo narrative
dissonance
emergent
behavior
hero versus avatar
flow state
snowball
Bartle’s player
types
there is a but!
Fancy words
core loop
player agancy
ludo narrative
dissonance
emergent
behavior
hero versus avatar
flow state
snowball
Bartle’s player
types
Fancy words
core loop
player agancy
ludo narrative
dissonance
emergent
behavior
hero versus avatar
flow state
snowball
Bartle’s player
types
Fancy words
core loop
player agancy
ludo narrative
dissonance
emergent
behavior
hero versus avatar
flow state
snowball
Bartle’s player
types
Fancy words
core loop
player agancy
ludo narrative
dissonance
emergent
behavior
hero versus avatar
flow state
snowball
Bartle’s player
types
Fancy words
core loop
player agancy
ludo narrative
dissonance
emergent
behavior
hero versus avatar
flow state
snowball
Bartle’s player
types
Fancy words
core loop
player agancy
ludo narrative
dissonance
emergent
behavior
hero versus avatar
flow state
snowball
Bartle’s player
types
Fancy words
core loop
player agance
ludo narrative
dissonance
emergent
behavior
hero versus avatar
flow state
snowball
Bartle’s player
types
Fancy words
core loop
player agancy
ludo narrative
dissonance
emergent
behavior
hero versus avatar
flow state
snowball
Bartle’s player
types
If the only tool you have
is a hammer, you tend
to see every problem as
a nail
1. Passing knowledge
Why more theory?
1. Passing knowledge
2. Easier communication
Why more theory?
1. Passing knowledge
2. Easier communication
3. Structure
Why more theory?
1. Passing knowledge
2. Easier communication
3. Structure
4. More tools
Why more theory?
1. Passing knowledge
2. Easier communication
3. Structure
4. More tools
5. We can disagree with it!
Why more theory?
Framework use cases
Decision density
Decision density
M.Sellers
Cognitive Load Theory
Decision density
M.Sellers
Cognitive Load Theory
Types of problems:
● players are feeling
overwhelmed/underwhelmed by the
experience
● players do not learn from tutorial
● UX design in general
Decision density
M.Sellers
Cognitive Load Theory
Types of problems:
● players are feeling
overwhelmed/underwhelmed by the
experience
● players do not learn from tutorial
● UX design in general
Questions:
● what are the decisions on
different time intervals?
● what kind of cognitive load is
present in given moment?
Anticipatory play
Predictability
Consequences
Choice
Diversity
Unpredictability
Satisfaction
Anticipatory play
Predictability
Consequences
Choice
Diversity
Unpredictability
Satisfaction
Types of problems:
- players are bored/not engaged
Anticipatory play
Predictability
Consequences
Choice
Diversity
Unpredictability
Satisfaction
Types of problems:
- players are bored/not engaged
Questions:
- what is the main source of
anticipatory play in our game?
- do players understand
consequences of their actions?
- do we offer players enough
choice or to much of it?
- what is the profile of the player
that we are aiming the game at?
Anticipatory play
Complex systems
Complex systems
Complex systems
Types of problems:
- how to create an adaptive
difficulty curve?
- how to fail players faster?
- how to split system work between
designers?
Complex systems
*T.Sylvesters approch
Types of problems:
- how to create an adaptive
difficulty curve?
- how to fail players faster?
- how to split system work between
designers?
Questions:
- what are the inputs and
outputs to given system
- what is the dynamic we want
to get?
- is this an elegant system*?
Complex systems
Types of problems:
- how to create an adaptive
difficulty curve?
- how to fail players faster?
- how to split system work between
designers?
Questions:
- what are the inputs and
outputs to given system
- what is the dynamic we want
to get?
- is this an elegant system?
extraneous
cognitive
load
Narration
Static
Elements
Dynamic
Elements +
Gives context
Gives context
Systems + Player
Narration
Static
Elements
Dynamic
Elements +
Gives context
Gives context
Systems + Player
Narration
Types of problems:
- What will be the main way of expressing
our narration?
- How big will be the player impact on the
narrative?
- Oh no! Ludo narrative dissonance!
Static
Elements
Dynamic
Elements +
Gives context
Gives context
Systems + Player
Narration
Types of problems:
- What will be the main way of expressing
our narration?
- How big will be the player impact on the
narrative?
- Oh no! Ludo narrative dissonance!
Questions:
- What is the required context for a
given static element?
- What context a given element
provides?
- what is the dynamic we want to get?
- what player actions are key int term of
narration forming?
Narration source Complex systems theory
Anticipatory
play
Elegant design
Loops
System reothorics
Cognitive load theory System dynamics
Fancy words
core loop
player agancy
ludo narrative
dissonance
emergent
behavior
hero versus avatar
flow state
snowball
Bartle’s player
types
context
What now?
1. Actively looking at your process and
synthesizing experiences
What now
1. Actively looking at your process and
synthesizing experiences
2. Decide on the framework to be used
a. Teach it to new designers
b. Summarize it on Confluence
What now
1. Actively looking at your process and
synthesizing experiences
2. Decide on the framework to be used
a. Teach it to new designers
b. Summarize it on Confluence
3. Don't do everything, everywhere, all at once
a. Pick a framework and internalize it
What now
1. Actively looking at your process and
synthesizing experiences
2. Decide on the framework to be used
a. Teach it to new designers
b. Summarize it on Confluence
3. Don't do everything, everywhere, all at once
a. Pick a framework and internalize it
4. Organize a book club and be critical!
What now
MARTA FIJAK
ANSHAR STUDIOS
Thank you
YerisTR

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