Analyzing Games Chapters 2-3,5 in the Book

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Analyzing Games Chapters 2-3,5 in the Book Analyzing Games chapters 2-3,5 in the book [email protected] Reasons to analyze games Common structures Deeper understanding of what games are Identify differences What works and what doesn’t work Prove hypothesis Find or isolate problems Learn how a game works How it affects people How one can reproduce the effects, i.e. design games Exercise: Quake and Go Fish Quake and Go Fish Comparison to understand what games consist of Identify formal and dramatic elements Book uses this to “find” a definition Closed, formal system Engages players in structured conflict Resolves in an unequal outcome Quake and Go Fish, cont. Formal elements Dramatic elements Players Challenge Objectives Play Procedures Premise Rules Character Resources Story Conflict Boundaries Outcome Ways of studying games, cont. Ways of studying games, cont. Games Ways of studying games, cont. Gamers Ways of studying games, cont. Gaming Focus for this course Gaming Specifically gameplay, i.e. rule constructs, gameplay Games mechanisms Systems Systems: basic concepts “Set of interacting or interdependent entities” System Objects Properties Behaviors Relationships Open and closed systems Economies Exchange of something (e.g. objects) Agents of exchange Methods of exchange (actions) Systems: basic concepts State machine State Initial End Goal Events (or rules) update the state can be initiated by actions from players or previous events Games as emergent systems Types of systems Fixed Periodic Complex Chaotic Emergent systems generate unpredictable patterns of complexity 1+1=3 (the sum is more than the parts) Coupled and Context-dependent (Orthogonal Unit Differentiation) Players can create emergence Bluffing in Poker Second-order effect as gameplay Example: Game of Life Rules to apply per turn 'populated‘ spaces Neighbors <= 1 -> remove Neighbors >= 4 -> remove 'empty‘ spaces Neighbors = 3 -> add Turing equivalent Games as cybernetic systems “the science of communication and control theory that is concerned especially with the comparative study of automatic control systems” Components A sensor which provides input to A comparator which directs a An activator that changes the environment detected by the sensor Negative feedback loop Bring the sensor value to a stable value Positive feedback loop Bring sensor value to an extreme value Games as cybernetic systems, cont. Uses in games Negative feedback Balancing Effects Prolongs the game Magnifies late successes Positive feedback Destabilizes the game Shortens the game Magnifies early successes Feedback loops can be emergent features Feedback system take control away from players Dynamic Difficulty Adjustment Example: SimWars SimWar -Production -Offense -Defense Cost : 5 50/50 Cost : 1 Cost : 2 Short term Long term Risk - Reward High Low Types of Rules From Rules of Play Additional distinctions Operational Rules “Rules of Play” Instantiation Level Written rules in traditional games Game rules Constitutive Rules Gaming rules Underlying formal structures Consequences and emergent features Explicitly changed rules Implicit Rules House Rules Good sportsmanship Let other player “take back” a move Explain options and consequences Rules of Play example: Tic-Tac- Toe Rules of Play example: Tic-Tac- Toe Operational Rules X starts; alternate placing one symbol on free space; wins if three-in-a-row; draw if no free spaces Constitutive Rules Unwinnable if both players play optimally Implicit Rules Not tell other player constitutive rules? No Thanks! (pay attention – this game is part of assignment 2) Tools for analyzing games [email protected] Design Languages J. Rheinfrank & S. Evenson in Bringing Design to Software (Ed. T. Winograd) Purpose and Use Allows designers to embed meaning into artifacts Allow artifacts to express meaning to people Related to the concept of affordances Allow artifacts to be assimilated into peoples’ lives Components Collection of elements Principles of organization How the elements relate and interact with each other Qualifying situations When is it suitable to use components Gameplay design Deals with an abstract and emergent feature – interaction Needs to deal with both the interaction itself and that which enables the interaction Elements can help explain system parts more efficiently Gameplay Mechanics Sicart, M. Defining Game Mechanics. Game Studies, volume 8, issue 2, December 2008. ISSN:1604-7982. http://gamestudies.org/0802/articles/sicart Often called game mechanics… Everyday concept for discussing gameplay E.g. roll and move, co-op, turn-taking, cards, catch-up, roleplaying, worker placement, victory points, … Mixes different types of concepts Components, actions, goals, compounds of these One definition (Sicart 2008): “methods invoked by agents, designed for interaction with the game state” “best way of understanding mechanics as methods is to formalize them as verbs” This sharpens but limits the concept; others needed… Gameplay Design Patterns Björk, S., Lundgren, S. & Holopainen, j. Game Design Patterns. DiGRA '03 - Proceedings of the 2003 DiGRA International Conference: Level Up, 2003, Volume: 2. ISBN / ISNN: ISSN 2342-9666. http://www.digra.org/digital-library/publications/game-design-patterns/ Originally an concept developed for Architecture but applied to many fields… A way to describe components on all levels within the design language Support understanding existing designs Offers possible explanations to why these design choices have been made Codify unintentional features so they can be intentional choices in later designs Support making design choices What is required to make a pattern emerge What consequences do a pattern have? Not only problem solving http://virt10.itu.chalmers.se/index.php/Main_Page Game Design Pattern Examples Power-Ups Boss Monster Paper-Rock-Scissor Cut Scenes Role Reversal Parallel Lives Orthogonal Unit Differentiation Social Interaction Game Design Pattern - Format Name Introduction One line description Short stand-alone description Examples Using the Pattern Consequences Relations Instantiates – Instantiated by Modulates – Modulated by Possibly Conflicting with Minimal requirements: name, definition, relations Examples of relations between GDPs Surprises Limited Foresight Analysis Paralysis Randomness Luck Fixed Distributions Drawing Stacks Cards Dice D4 D6 D8 D10 D12 D20 Mechanics & Patterns - what is the difference?!? Basically, two things Relations Sicart talk about the need to trace relationships but does not argue for documenting these Provides specific ones found in specific games Patterns includes more abstract phenomena Not only verbs Observable features and experiences For example, Surprises and Spectacular Failure Enjoyment Mechanics, Dynamics, Aesthetics http://algorithmancy.8kindsoffun.com/ Marc LeBlanc (Ultima Underworld II, System Shock, Flight Unlimited, Terra Nova, Thief I-II, Deus Ex, NFL 2K2, NBA 2K2, Oasis, Field Commander) MDA - overview Games are state machines Games are programs Code Rules Mechanics Processes Game Sessions Dynamics Requirements “Fun” Aesthetics MDA – Comments about aesthetics “We need to understand the emotional requirements of our software” Fun, challenge, sense of achievement, sorrow, frustration Regarding requirements “With productivity software, the user brings his goals to the application” “With games, the application brings goals to the user” Regarding goals “As designers, we can choose certain aesthetics as goals for our game design” Aesthetics of gameplay? “As with other software, our process is driven by requirements, not features” MDA - Eight Kinds of "Fun" 1. Sensation 5. Fellowship Game as sense-pleasure Game as social framework 2. Fantasy 6. Discovery Game as make-believe Game as uncharted territory 3. Narrative 7. Expression Game as drama Game as self-discovery 4. Challenge 8. Submission Game as obstacle course Game as pastime Examples of relations between GDPs Surprises Limited Foresight Analysis Paralysis Randomness Luck Fixed Distributions Drawing Stacks Cards Dice D4 D6 D8 D10 D12 D20 Assignment 2 Game Analysis using Machinations and i* Some necessary parts introduced in the next lecture… Analyze No Thanks & Catan You should answer the following questions for these two games: What design structures are used to keep players engaged with the game, both regarding interest and regarding actively doing actions? What design structures are used to make the games typically end near the stated time (given players that know the rules)? What design structures are used to make players interact with each other, or at least have a feeling that they have been playing a game together? What design structures exist to make players feel that they are achieving something while they are playing? Analyze No Thanks & Catan Requirements of the text: Have descriptions of the games and their gameplay making use of game mechanics and gameplay design patterns (core gameplay should be covered, the whole games cannot be covered) and relate these to the MDA model Have clear explicit use of game mechanics and gameplay design patterns (i.e. marked with italics, bold, or SMALL CAPS; explain marking style) Patterns and mechanics you have identified should be defined, others should have references Models of both games in i* that showing how players' goals work towards winning states as well as can work against each other (use
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