The design of Fun
MECHANICS, DYNAMICS, AESTHETICS: A FORMAL, SYSTEMS
APPROACH TO GAME DESIGN
Upcoming weeks
Week 01 - 23 Jan Introduction and preliminaries
Week 02 - 30 Jan Mechanics, Dynamics, Aesthetics
Week 03 - 06 Feb Fun and players
10 February A proposal for the game to be created using the GameMaker Studio engine.
Week 04 - 13 Feb Game Maker Language
Week 05 - 20 Feb Level Design & Balance
Week 06 - 27 Feb Reading Week
Week 07 - 06 Mar Narrative in games
Week 08 - 13 Mar Choices, challenge, flow
Week 09 - 20 Mar Playtesting
Week 10 - 27 Mar Game design process
3 April Game Maker game based on the proposal submitted in assignment 1.
April 3-21 Easter Break
Week 11 24 Apr Pitches, crowdfunds, documentation
Week 12 01 May Distribution/Technology
8 May Design of a commercial game.
GameMaker Proposal (10%)
Propose a game to be developed using the GameMaker Studio engine. You will submit the proposal
using the headings below on Blackboard by the deadline. The following week, during the workshops,
you will pitch your proposal to other students and receive structured feedback from them. You will be
marked on the submitted proposal, not the pitch.
The game should be playable in about 10 minutes and have a have a clear, achievable goal and
challenges that can be overcome. Games must have a front-end to allow starting, quitting, and getting
help instructions. The sources of any assets used in the game should be identified.
ASSESSMENT CRITERIA FOR GAMEMAKER PROPOSAL
A* Submitted proposal is of excellent quality and exceeds normal expectations
A Creative and achievable plans for use of game engine features
B Research and analysis for target audience and competitive analysis
C Understanding of genre’s gameplay elements
D Clarity of expression, presentation, use of language, terminology
E All required elements of are submitted and of acceptable minimal standard
What are atomic elements of games?
Players
Objectives / Goals
Rules / Mechanics
Resources and resource management
Game State
Information
Sequencing
Player Interaction
Theme (or narrative, backstory, or setting)
Games are
systems
“Games serve
an emotional
purpose, not a
pragmatic one.”
Alan Hook
Mechanics-
Dynamics-
Aesthetics
• Mechanics describes the
particular components of
the game, at the level of
data representation and
algorithms.
• Dynamics describes the run-
time behavior of the
mechanics acting on player
inputs and each othersí
outputs over time.
• Aesthetics describes the
desirable emotional
responses evoked in the
player, when she interacts
with the game system.
http://www.cs.northwestern.edu/~hunicke/MDA.pdf
Aesthetics
1. Sensation: Game as sense-pleasure
2. Fantasy: Game as make-believe
3. Narrative: Game as drama
4. Challenge: Game as obstacle course
5. Fellowship: Game as social framework
6. Discovery: Game as uncharted territory
7. Expression: Game as self-discovery
8. Submission: Game as pastime
“The desirable
emotional
responses evoked in
the player, when
she interacts with
the game system”
Dynamics
Challenge is created by things like time pressure
and opponent play.
Fellowship can be encouraged by sharing
information across certain members of a session
(a team) or supplying winning conditions that are
more difficult to achieve alone (such as capturing
an enemy base).
Expression comes from dynamics that encourage
individual users to leave their mark: systems for
purchasing, building or earning game items, for
designing, constructing and changing levels or
worlds, and for creating personalized, unique
characters.
Dramatic tension comes from dynamics that
encourage a rising tension, a release, and a
denouement.
The run-time game
behaviour created
by interaction of
game mechanics
and game players
Mechanics
“The various actions, behaviours and
control mechanisms afforded to the
player within the game context”
Combine with game contents (assets,
levels, etc.) to create game dynamic
Pac Man:
Capture
Dynamic
Chase Mechanic
◦ Blinky targets the tile that Pac Man currently occupies
◦ Pinky targets four tiles ahead of Pac Man’s current
position
Dynamic
◦ Pac Man is in constant danger of being boxed in
Aesthetic
◦ Excitement
Centipede:
Mushroom Blob
Dynamic
The flea drops most of the
mushrooms
The flea does not come
out on the game's first
wave
The flea is triggered by
the absence of
mushrooms in the bottom
half of the screen
Destiny: Loot Cave Dynamic
Mechanic: NPC respawn points are blocked by
proximity, but not line of sight.
Mechanic: Individual NPCs in Skywatch respawn
6 seconds after dying.
Mechanic: Any NPC can drop legendary items
regardless of level.
Mechanic: Advancement beyond level 20 is only
possible through gear.
Mechanic: Ambient multiplayer allows players to
meet up randomly.
Dynamic: The Loot Cave™
Aesthetic: Periodic excitement from loot drops,
boredom from repetition.
https://www.youtube.com/watch?v=GmDN8oezoz0&t=173s
Jamestown: Vaunt Mode
Vaunt Mode (VM) becomes available when
enough “cogs” are collected to fill meter
Player can choose when to activate VM
VM provides a shield against enemy bullets for
short, set period
VM adds points and strength as long as meter
stays full
Pax Britanica
Game Maker Studio
 x: the x-coordinate of the instance in the
room.
 y: the y-coordinate of the instance in the
room.
 hspeed: the horizontal speed (in pixels
per step) at which the instance is moving.
 vspeed: the vertical speed (in pixels per
step) at which the instance is moving. .
 direction: the current direction of motion in
degrees (0-360), where 0° is right, 90° is
up, 180° is left and 270° is down.
 speed: the current speed of motion in the
current direction. .
 visible: this is the flag that sets an object
as being visible .
Mechanics, dynamics, aesthetics

Mechanics, dynamics, aesthetics

  • 1.
    The design ofFun MECHANICS, DYNAMICS, AESTHETICS: A FORMAL, SYSTEMS APPROACH TO GAME DESIGN
  • 2.
    Upcoming weeks Week 01- 23 Jan Introduction and preliminaries Week 02 - 30 Jan Mechanics, Dynamics, Aesthetics Week 03 - 06 Feb Fun and players 10 February A proposal for the game to be created using the GameMaker Studio engine. Week 04 - 13 Feb Game Maker Language Week 05 - 20 Feb Level Design & Balance Week 06 - 27 Feb Reading Week Week 07 - 06 Mar Narrative in games Week 08 - 13 Mar Choices, challenge, flow Week 09 - 20 Mar Playtesting Week 10 - 27 Mar Game design process 3 April Game Maker game based on the proposal submitted in assignment 1. April 3-21 Easter Break Week 11 24 Apr Pitches, crowdfunds, documentation Week 12 01 May Distribution/Technology 8 May Design of a commercial game.
  • 3.
    GameMaker Proposal (10%) Proposea game to be developed using the GameMaker Studio engine. You will submit the proposal using the headings below on Blackboard by the deadline. The following week, during the workshops, you will pitch your proposal to other students and receive structured feedback from them. You will be marked on the submitted proposal, not the pitch. The game should be playable in about 10 minutes and have a have a clear, achievable goal and challenges that can be overcome. Games must have a front-end to allow starting, quitting, and getting help instructions. The sources of any assets used in the game should be identified. ASSESSMENT CRITERIA FOR GAMEMAKER PROPOSAL A* Submitted proposal is of excellent quality and exceeds normal expectations A Creative and achievable plans for use of game engine features B Research and analysis for target audience and competitive analysis C Understanding of genre’s gameplay elements D Clarity of expression, presentation, use of language, terminology E All required elements of are submitted and of acceptable minimal standard
  • 5.
    What are atomicelements of games? Players Objectives / Goals Rules / Mechanics Resources and resource management Game State Information Sequencing Player Interaction Theme (or narrative, backstory, or setting)
  • 6.
    Games are systems “Games serve anemotional purpose, not a pragmatic one.” Alan Hook
  • 7.
    Mechanics- Dynamics- Aesthetics • Mechanics describesthe particular components of the game, at the level of data representation and algorithms. • Dynamics describes the run- time behavior of the mechanics acting on player inputs and each othersí outputs over time. • Aesthetics describes the desirable emotional responses evoked in the player, when she interacts with the game system. http://www.cs.northwestern.edu/~hunicke/MDA.pdf
  • 8.
    Aesthetics 1. Sensation: Gameas sense-pleasure 2. Fantasy: Game as make-believe 3. Narrative: Game as drama 4. Challenge: Game as obstacle course 5. Fellowship: Game as social framework 6. Discovery: Game as uncharted territory 7. Expression: Game as self-discovery 8. Submission: Game as pastime “The desirable emotional responses evoked in the player, when she interacts with the game system”
  • 9.
    Dynamics Challenge is createdby things like time pressure and opponent play. Fellowship can be encouraged by sharing information across certain members of a session (a team) or supplying winning conditions that are more difficult to achieve alone (such as capturing an enemy base). Expression comes from dynamics that encourage individual users to leave their mark: systems for purchasing, building or earning game items, for designing, constructing and changing levels or worlds, and for creating personalized, unique characters. Dramatic tension comes from dynamics that encourage a rising tension, a release, and a denouement. The run-time game behaviour created by interaction of game mechanics and game players
  • 10.
    Mechanics “The various actions,behaviours and control mechanisms afforded to the player within the game context” Combine with game contents (assets, levels, etc.) to create game dynamic
  • 11.
    Pac Man: Capture Dynamic Chase Mechanic ◦Blinky targets the tile that Pac Man currently occupies ◦ Pinky targets four tiles ahead of Pac Man’s current position Dynamic ◦ Pac Man is in constant danger of being boxed in Aesthetic ◦ Excitement
  • 12.
    Centipede: Mushroom Blob Dynamic The fleadrops most of the mushrooms The flea does not come out on the game's first wave The flea is triggered by the absence of mushrooms in the bottom half of the screen
  • 13.
    Destiny: Loot CaveDynamic Mechanic: NPC respawn points are blocked by proximity, but not line of sight. Mechanic: Individual NPCs in Skywatch respawn 6 seconds after dying. Mechanic: Any NPC can drop legendary items regardless of level. Mechanic: Advancement beyond level 20 is only possible through gear. Mechanic: Ambient multiplayer allows players to meet up randomly. Dynamic: The Loot Cave™ Aesthetic: Periodic excitement from loot drops, boredom from repetition. https://www.youtube.com/watch?v=GmDN8oezoz0&t=173s
  • 14.
    Jamestown: Vaunt Mode VauntMode (VM) becomes available when enough “cogs” are collected to fill meter Player can choose when to activate VM VM provides a shield against enemy bullets for short, set period VM adds points and strength as long as meter stays full
  • 15.
  • 17.
  • 20.
     x: thex-coordinate of the instance in the room.  y: the y-coordinate of the instance in the room.  hspeed: the horizontal speed (in pixels per step) at which the instance is moving.  vspeed: the vertical speed (in pixels per step) at which the instance is moving. .  direction: the current direction of motion in degrees (0-360), where 0° is right, 90° is up, 180° is left and 270° is down.  speed: the current speed of motion in the current direction. .  visible: this is the flag that sets an object as being visible .