A Parameter-Space Design Methodology for Casual Creators

A Parameter-Space Design Methodology for Casual Creators

A Parameter-Space Design Methodology for Casual Creators Simon Colton, Mark J. Nelson, Edward J. Powley, Swen E. Gaudl Rob Saunders, Blanca Perez´ Ferrer, Peter Ivey and Michael Cook The MetaMakers Institute, Falmouth University, UK www.metamakersinstitute.com Abstract A casual creator can be seen as an accessible, enjoyable design space explorer Casual creators are creativity support tools intended to be fun – a class of design tools that visu- and easy to use for exploratory creation. We have built ca- alise and support navigation of a space of design possibilities sual creators called fluidic game designers, which support supported by the tool, dubbed the design space (Woodbury exploratory game design directly on mobile devices. These and Burrow 2006a; 2006b). For fluidic games, we use para- work by encoding games in a parameterised design space metric design as the technical approach for representing the and enabling player/designers to create new games by vary- design possibilities that we support (Woodbury 2010). Para- ing the parameters in a design interface and seeing changes metric design represents design possibilities through an enu- in their design instantly. A question largely unanswered by merated set of parameters, where each parameter is a pos- existing work is how to choose a suitable parameter space. sible design choice. Thus the design space is constructed We describe a methodology for specifying and implement- explicitly: N parameters produce an N-dimensional design ing parameterised design spaces for casual creators, a context that requires balancing a large and expressive space against space, and each design is one point in this space, i.e. one a manageable and fun user interface. This methodology was choice of the N parameters. Although computer-supported derived through investigating and generalising how the pa- parametric design is well studied, to our knowledge there is rameter spaces for three fluidic games were conceived. It little practical advice on how to construct the actual param- suggests an iterative process whereby parameters are sourced eterised design spaces, especially for our purpose of casual in seven different ways, within a dynamic of incremental ex- creation (versus a context such as engineering optimisation). pansion and contraction of the parameter spaces. Parametric design was pioneered in computer graphics and architecture, where parameters often fall out directly Introduction from a choice of “universal” representation, such as a math- A casual creator is design software for creativity support ematical representation of 3D surfaces. The parameter space that is oriented towards exploration, by definition enjoy- then is dictated by this choice of surface representation – for able to use and with a low barrier to entry. Compton and example, choosing a Coons-style (Coons 1967) or NURBS- Mateas (2015) describe the act of making with casual cre- style (Piegl 1991) surface brings with it a set of parameters. ators as an: “intrinsically pleasurable activity, rather than This is also sometimes the case in evolutionary art, where an extrinsically-motivated way to accomplish tasks”. Hence a general representation such as a Compositional Pattern- casual creators contrast with standard design software such Producing Network (CPPN) can be used as the basis for de- as Adobe’s Creative Suite, which typically emphasise large sign, with parameters falling directly out of the way CPPNs feature sets, often with a complex interface, oriented to- are constructed, as described in (Stanley 2007). wards professional productivity. We have been building We’re sceptical that a useful parameter space for games, casual creators that we call fluidic game designers, which especially one for end-user design, can take the form of a support exploratory videogame design on mobile devices similar universal representation. Some parameters will be (smartphones and tablets) in minutes and hours rather than dictated by underlying technology, such as a physics en- days and weeks, and without a requirement for program- gine or lighting model, but to cover a meaningful space of ming (Nelson et al. 2017a; 2017b; Gaudl et al. 2017). casual games requires parameters for characters, player in- Our motivation is to bring design of mobile games to the teractions, collisions, dynamics and pacing, visuals, music kind of large and diverse audience that characterises mobile- and audio, scoring, progression and win conditions. Game game playing, making casual creators that are more akin to description languages have identified and formalised many casual games than to professional game-design tools. Flu- such elements (Schaul 2014; Browne and Maire 2010), but idic games are designed to reduce the context gap between do not in themselves explain how to design a usable parame- play and design, by allowing games to be designed on the terised representation. Our main contribution here is to pro- same devices that they’re played on, enabling the user to pose a methodology for doing so. rapidly alternate between those two modes of game player We outline the methods we have used to iteratively build and game designer, enjoying themselves in both roles. parametric design spaces for fluidic games. The specifica- tion of each design space is driven by the twin goals of cap- to a spiral shaped one, which is different again to a smooth turing a meaningful space of games that offers a degree of circular shape (which makes the game all but unplayable). variety and satisfaction, while providing a simple, enjoyable Given this promise, in line with producing a casual creator and comprehensible user interface for design. These two app, we exposed a number of hard-coded values in the soft- goals are in tension, since expanding creative possibilities ware for Friends & Foes as changeable parameters in a user requires more parameters and more choices, which produces interface called Cillr (see below). In particular, we exposed: more complex user interfaces. To address this, our method- the ratio of friends to foes, their spawning rates, speeds and ology consists of seven different ways to derive parameters bounciness, and the time limit. These parameters could be within a dynamic of incremental expansion and contraction tuned differently for friends and foes, so for example the of parametric spaces in close interplay with the design of game was made easier by making the foes bouncier (hence user interfaces to navigate them. easier to bat away) than the friends. To turn this prototype To illustrate how and why we arrived at this methodology, into a game development engine, we continued to identify we first summarise the development of Gamika Technolo- and expose more parameters, enabling increasingly varied gies, a parameterised game engine. We initially built it by version of Friends & Foes to be made on-device. deriving 284 parameters and implementing a user interface One straightforward extension was to allow friends/foes called Cillr to navigate the parameter space. We describe to stick in place after having been in contact with the im- the parameters and the drawbacks to Cillr as an application age for a certain length of time (another parameter). This for developing casual games. Following this, we describe gives more sense of progress to the game: once a friend three fluidic games, namely No Second Chance, Wevva and or foe is stuck, it cannot be batted away. Interestingly the Blasta, which were built by tightly coupling the design of game with sticking is still recognisably Friends & Foes, but a more focused parameter space with a casual-creator de- is also recognisably different. This simple change expanded sign interface. For each, we describe the derivation of the Friends & Foes into a space of two types of games: one with parameter space and the design of its corresponding casual sticking and one without. There are also interesting points at creator interface, the kinds of games afforded, and some ex- the edges of the parameter space, e.g., if the sticking time is periments and playtests. This enables us to subsequently set to zero, balls stick to the image instantly, and the whole present a generalised methodology for parameter-space de- strategy of the game changes: foes can no longer be batted sign of casual creators. away with the image itself, so the player must build a barrier of stuck friends and use that to bat the foes away instead. Gamika Technologies To expand the space of games further, we looked at what Gamika began as an iOS app for evolutionary art, based on other aspects of the game could be parameterised, starting work in (Colton, Cook, and Raad 2011). An initial set of with scoring and game ending conditions. In the original parameters were derived and exposed in a UI to control the game, friends on screen are worth 1 point and foes worth art generator. These were then extended to enable the de- -1, but we extended this to enable scoring when balls stick sign of digital fascinators, i.e., small visual toys designed or are batted away. Also, originally the game ended when to hold a player’s attention for a few minutes (Perez´ Ferrer the timer ticked down to zero, but we added a parameter to et al. 2016). We built several prototypes to turn the ab- enable the game to end when a certain score was reached, stract art pieces into interactive toys, One prototype was a or when a certain number of balls are stuck. We also added “whack-a-mole” style game, where players tap particles atop conditions for winning or losing based on timing, number of the image before they escape. Another was a safecracking stuck friends/foes and scores. We continued to challenge our game, where the image is split into concentric rings which assumptions about what aspects of Friends & Foes should the player must re-align. A third was a clone of the classic be hard-coded and what should be parameterised, e.g., when game Breakout, with bricks made from the art.

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