Designing Games 81 What Is a Game? 81 Current Approaches to Game Design 82 Facet No
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THESIS FOR THE DEGREE OF LICENTIATE OF ENGINEERING FACETS OF FUN On the Design of Computer Augmented Entertainment Artifacts Sus Lundgren Department of Computer Science and Engineering Chalmers University of Technology and Göteborg University SE-412 96 Göteborg, Sweden Telephone +46 (0)31 7721000 Göteborg, 2006 Facets of Fun: On the Design of Computer Augmented Entertainment Artifacts Sus Lundgren © Sus Lundgren, 2006 Technical report 29L ISSN 1652-876X Department of Computer Science and Engineering Research group: IDC | Interaction Design Collegium Department of Computer Science and Engineering Chalmers University of Technology and Göteborg University SE-412 96 Göteborg, Sweden Telephone: +46 (0)31 772 10 00 Printed at Chalmers Reproservice, Göteborg, 2006 This work is dedicated to a person whom I have never met, and whose name I do not know, but whose generosity saved my life. A part of you still lives inside me, keeping me up and running day after day after day. Thank you... You will not be forgotten. Facets of Fun — Abstract ABSTRACT This thesis discusses the design of interactive entertaining artifacts such as computer games and computer augmented toys, games and objects. The aim has been to find and/or develop design tools – i.e. methods and approaches – that can be used when designing such artifacts in general, and when aiming for an emotional response or tempting challenge in particular. Another aim is to inspire game designers, interaction designers, product designers, artists and everyone else interested by describing actual projects where interactive entertainment artifacts have been created. Five tools are being presented, each with an accompanying case. They are: Slow technology; an approach to create a challenging object by using ambiguity, thus promoting reflection. This is being exemplified by the Interactive Quilt, which is an enigmatic combination of a jukebox and a quilt. Animal Expression Transfer; an approach that can be used to create emotional responses to an artifact by transferring animal traits onto an object, as in the case of the Iron Horse, a computer augmented bike making horse-sounds. Game Mechanics for Computer Augmented Board Games; a set of building stones for computer augmented board games, suitable for increasing, decreasing or regulating the challenge in a game. They widen the design space of the traditional board game by enabling complex functionality that does not burden the user, but enrichens the game experience. The projects MultiMonsterMania, a collectible and interactive card game with the accompanying game The Hatchery exemplify this. Game Design Patterns; a pattern language for games that can be used to discuss, analyze and design games of any kind, amongst them also computer augmented games. How this can be done is being demonstrated in the description of a workshop. The Forces-Clashes-Remnants-model; a design model for iterative multidisciplinary game design. It is being exemplified by describing the design process of myTHeme, a computer augmented storytelling game for non-storytellers. Keywords: Interactive entertainment artifacts, design tools, animal expression transfer, slow technology, game mechanics, Game Design Patterns, forces, clashes, remnants, the Forces-Clashes-Remnants model, the Interactive Quilt, the Iron Horse, myTHeme, MultiMonsterMania, The Hatchery. Facets of Fun — Referat REFERAT Den här avhandlingen handlar om hur formgivningen av interaktiva och underhållande artefakter, som exempelvis dataspel eller datorförstärkta leksaker och dito spel. Syftet har varit att hitta eller att utveckla designverktyg – metoder eller angreppssätt – som kan användas när man skapar sådana artefakter i allmänhet, eller när man är ute efter att skapa ett emotionellt gensvar eller en utmaning i synnerhet. Ett annat syfte är att inspirera speldesigners, interaktionsdesigners, produktdesigners, konstnärer och alla andra genom att beskriva några faktiska projekt där sådana artefakter har skapats. Fem designverktyg med ett tillhörande exempel beskrivs och de är som följer: Slow Technology; ett angreppssätt med vilket man kan skapa spännande och utmanande artefakter genom att använda tvetydigheter och uppmuntra till reflektion. Ett exempel på detta är The Interactive Quilt som är en gåtfull blandning mellan ett lapptäcke och en jukebox. Animal Expression Logic; ett angreppssätt som kan användas för att skapa en emotionell koppling till ett föremål, i det att man överför ett djurs drag och beteenden till ett objekt. Det tillhörande exemplet är Järnhästen (”The Iron Horse”) – en cykel som låter som en häst. Game mechanics för datorförstärkta spel; en uppsättning byggstenar som man kan använda för att öka, minska eller reglera utmaningen i datorförstärkta brädspel. Dessutom ökar de designrymden för brädspel genom att tillhandahålla komplex, men ändå dold funktionalitet som inte belastar spelarna. Det datorförstärkta samlarkortspelet MultiMonsterMania med det tillhörande spelet The Hatchery exemplifierar detta. Game Design Patterns; designmönster för spel. De kan användas för att diskutera, analysera och designa alla typer av spel, alltså även dataspel och datorförstärkta spel. Hur de kan användas demonstreras i beskrivningen av en workshop. The Forces-Clashes-Remnants-model; en modell för iterativ flerdisciplinär speldesign. Hur den används visas i exemplet myTHeme som är ett datorförstärkt kortspel för sagoberättare utan fantasi. Facets of Fun — Acknowledgments ACKNOWLEDGEMENTS On a professional note... Lars Hallnäs, my supervisor – for believing in me, teaching me, and supervising me without telling me what to do. You’re the best! Staffan Björk – for once hiring me to PLAY, working with me and sparring with me; arguing, agreeing and playing. Hanna Landin – for working on the Iron Horse with me way back, and for walking by my side along the PhD path, always ready for discussion, feedback, opinions and good advice – and lunch. My colleagues – the entire Interaction Design Collegium at Chalmers and my former colleagues at PLAY, for discussions, feedback and help. All my project mates; no thesis without you – Sara Johansson, Pär Stenberg, Paula Thorin & Fredrik Nilsson; Hanna Landin, Johannes Prison & Magnus Johansson; Staffan Björk & Jussi Holopainen; Staffan Björk, Jennica Falk, Karl Petter Åkesson & Jussi Holopainen. Frank Nestel, game designer – for valuable comments on the art of game design. Karl Petter Åkesson for sanity-checking my incoherent babbling about sensors etc. If any mistakes still can be found there, they are mine. On a personal note... Magnus Lundgren – for being the best husband ever, and for patiently answering questions about software design and development. :) Bengt Gustafsson, the ladies at Pol and the rest of the personnel at wards 20 & 33 at Sahlgrenska University Hospital, for keeping me alive and well in general. My family – The Henrikson clan, the Lundgren clan and the Sjöberg clan for love, support and food. :) Petra, Fredrik and Patrik. Jürgen Kappe for getting me out of bed and into the office for some two weeks in October so that this thing could finally be ready for print! And last but not least Pyret – for ehhh… kicking me, having me go to the bathroom every 45 minutes and just invading my body in general… bringing so much joy, excitement, confusion and happiness. :) Facets of Fun — Contents CONTENTS PART I: SETTING THE STAGE 13 Introduction 14 What is Interactive Entertainment? 14 Defining the Interactive Entertainment Artifact 15 Research Question 16 How to Read this Book 17 Background 18 Computational Technology as a Design Material 18 Interaction Design 20 Ubiquitous Computing as a Basis for Computer Augmentation and Interactivity 22 Part II: DESIGN TOOLS AND CASES 29 Approach 30 Research Path 32 Facet No. 1: The Interactive Quilt – Entertainment through Ambiguity 35 Topic: On Slow Technology and its Counterparts 37 Case: Designing the Interactive Quilt 39 Reflections – Designing Towards Slow Technology 48 Facet No. 2: The Iron Horse – Creating Entertainment with Emotion 55 Background: The Family Tree of the Iron Horse 57 Topic: Expression Transfer 61 Case: The Iron Horse 64 Reflections 73 Intermediate: Designing Games 81 What is a Game? 81 Current Approaches to Game Design 82 Facet No. 3: Joining Bits and Pieces – using Ubiquitous Computing to Enhance Board Games 87 Background: Computer Augmenting Board Games 88 Topic: Game Mechanics being a Basis for Game Rules 94 Design Challenge 97 Case: MultiMonsterMania 97 Result: New Mechanics 111 Facets of Fun — Contents Reflections: Computer Augmenting Board Games 122 Facet No. 4: Game Design Patterns – an Approach to Designing Games 129 Background: Pattern Languages 131 Topic: Game Design Patterns 133 Using Game Design Patterns 139 Case: A Workshop on Game Design Patterns 145 Reflections 153 Facet No. 5: MyTHeme – in Terms of Forces, Clashes and Remnants 159 Design Challenge 161 Background: Multidisciplinary Game Design and Iterative Design 161 Topic: An Iterative Approach to Multidisciplinary Design 164 Case: MyTHeme in Terms of Forces, Clashes and Remnants 172 The Final Game Rules 183 Reflections 186 Part III: DESIGNING FOR FUN?! 193 Discussing The Design Space 194 Examining some Interactive Entertainment Artifacts 194 The Tools and the Space 200 Babbling Incoherently? Personal reflections 203 The Reflective Practitioner 204 Being a Designer – a Matter of Art, Skill or just having the Right Neurosis? 204 References 206 List of Figures All photographs, drawings and illustrations made by Sus Lundgren