MDA USC 2007

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Information about MDA USC 2007
Product-Training-Manuals

Published on June 17, 2007

Author: UpBeat

Source: authorstream.com

A:  A A Formal Approach to Game Design and Game Research D M MDA: Why?:  MDA: Why? Post mortems are 20/20… …but understanding is fuzzy! Formal Abstract Design Tools, et al Make better games Save time and money Scaffold for research, study and production MDA: What?:  MDA: What? Game Tuning Workshop GDC 2001-2006 Teach via exercises Experienced Faculty Blizzard, Ensemble, Mind Control, Ion Storm, Looking Glass, SOE, Valve, Visual Concepts, Wizards of the Coast, etc. MDA: Who?:  MDA: Who? Audience Academic Ludology, Narratology, Game Studies Development Design, Programing, Art Marketing, Production and Biz! Blends Computer Science Art/Technology MDA: Biased!:  MDA: Biased! Artifact-centered approach Games produce behavior, not media Building is understanding Until you apply these concepts, it’s hard to really 'grok' them. A:  A Introduction D M Designer-Player Relationship:  Designer-Player Relationship  Designer  Player Game Creates Consumes Designer-Player Relationship:  Designer-Player Relationship  Designer  Player Game Creates Consumes Book Movie Painting Designer-Player Relationship:  Designer-Player Relationship Unpredictable How will it be consumed? What happens during consumption? How can we formalize this? Formalizing Games:  Formalizing Games Formalizing Games:  Formalizing Games Formalizing Games:  Formalizing Games Code System 'Fun' Rules Behavior Requirements Mechanics Formalizing Games:  Formalizing Games Code Behavior 'Fun' Rules System Requirements Mechanics Dynamics Formalizing Games:  Formalizing Games Code Behavior Requirements Rules System 'Fun' Mechanics Dynamics Aesthetics Definitions:  Definitions Mechanics Components of a game at the level of data representation and algorithms Definitions:  Definitions Dynamics Run-time behavior of the mechanics as they operate upon user input, and the outputs of other mechanics, over time. Definitions:  Definitions Aesthetics Desirable emotional responses evoked in the player, when she interacts with the game. A:  A Aesthetics D M Aesthetics:  Aesthetics Charades is 'fun' Quake is 'fun' The Sims is 'fun' Final Fantasy is 'fun' Aesthetics:  Aesthetics 8 Kinds of Fun: Aesthetics:  Aesthetics Charades: Fellowship, Expression, Challenge Quake The Sims Final Fantasy Aesthetics:  Aesthetics Charades: Fellowship, Expression, Challenge Quake: Challenge, Sensation, Fantasy The Sims Final Fantasy Aesthetics:  Aesthetics Charades: Fellowship, Expression, Challenge Quake: Challenge, Sensation, Fantasy The Sims: Discovery, Fantasy, Expression, Narrative Final Fantasy Aesthetics:  Aesthetics Charades: Fellowship, Expression, Challenge Quake: Challenge, Sensation, Fantasy The Sims: Discovery, Fantasy, Expression, Narrative Final Fantasy: Fantasy, Narrative, Expression, Discovery, Challenge, Submission Aesthetics:  Aesthetics No 'Grand Unified Theory' of fun Concrete vocabulary helps us: Break games into constituent elements Pinpoint features that aid aesthetic goals Taxonomize games beyond 'genre' Aesthetic Models:  Aesthetic Models What games do: well or poorly Charades and Quake: Competition Requires emotional investment Perceivable winning condition Achievable winning condition Models in Action:  Models in Action Models guide us like a compass Does this aesthetic work for target players? Are we missing something? How can we modify our design? Quake + fellowship = Counter Strike A:  A Dynamics D M Dynamics:  Dynamics Dynamics create Aesthetics Challenge Time pressure Opponent play Fellowship Shared information (teams) Group-sized goals (capture a base) Dynamics:  Dynamics Dynamics create Aesthetics Expression Building, buying, and designing Personalizing or customizing Dramatic Tension Rising tension, release, denouement Characters in conflict, alliances and betrayals Dynamic Models :  Dynamic Models Predict and describe interactions Evaluate them concretely Avoid pitfalls Model: 2D 6:  Model: 2D 6 2 3 4 5 6 7 8 9 10 11 12 Chance in 36 Die Roll Model: Feedback System:  Model: Feedback System Room Too Cold! Too Hot! Thermometer Controller Model: Monopoly:  Model: Monopoly Pay Up! Cash In! Move Roll Losers $$$$$$ Winners $$$$$$ Models in Action:  Models in Action Fix the boring endgame? Reward players who are behind Impede players who are ahead Less 'realistic' perhaps, but… Winners feel challenge Losers have hope Tension arc is longer andamp; more fulfilling A:  A Mechanics D M Mechanics:  Mechanics Mechanics support Dynamics Cards: Trick taking, betting… …bluffing, shooting the moon Shooters: Weapons, ammo, spawn points… … camping or sniping Mechanics of Monopoly:  Mechanics of Monopoly Dice and Board Own/Collect Land Specials (Go, jail, railroads, etc) Draw Cards Build stuff Negotiate (optional) Mechanics of Monopoly:  Mechanics of Monopoly Increased Dramatic Tension Smaller board, more rolls, larger dice Constant rate tax or increased payouts Randomly distributed properties Mechanics of Monopoly:  Mechanics of Monopoly Achievable Winning Conditions Subsidies for the poor Taxes for the rich Calculate @ Go or when exercising a monopoly Tuning:  Tuning Discuss flaws using MDA Do changes effect aesthetics? Taxes lead to complex calculations Tuning:  Tuning Use models to guide our thinking Proposed die/board changes Length of turns? Length of games? Odds for acquisitions? A:  A Framework for Player and Designer D M MDA as Lens:  MDA as Lens Typical designer perspective Mechanics give rise to Dynamics… which support the overall Aesthetic.  Designer MDA as Lens:  MDA as Lens Typical player perspective Aesthetics set a tone… born out by Mechanics and Dynamics.  Player Mechanics Dynamics Aesthetics A New Perspective:  A New Perspective When playing Recognize how our actions help create and support entertainment experiences  Player A New Perspective:  A New Perspective When building Use aesthetic goals to drive our overall design  Designer Mechanics Dynamics Aesthetics MDA:  MDA Put the player on stage MDA:  MDA Put the player on stage Avoid feature-driven design MDA:  MDA Put the player on stage Avoid feature-driven design Eliminate 'clutter' MDA:  MDA Put the player on stage Avoid feature-driven design Eliminate 'clutter' Streamline development MDA:  MDA Put the player on stage Avoid feature-driven design Eliminate 'clutter' Streamline development Support iterative design MDA:  MDA Put the player on stage Avoid feature-driven design Eliminate 'clutter' Streamline development Support iterative design Avoid fixing what isn’t broken Thanks!:  Thanks! Rob Zubek Marc LeBlanc Game Tuning Workshop www.algorithmancy.8kindsoffun.org Questions?:  Questions?

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