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Applied Ludology
Practical Methods for Analysing Game Play




         ITU Copenhagen 2007-10-30


              Aki Järvinen

      www.gameswithoutfrontier s.net
background
game design research
typologies, categories, templates
‘rapid analysis methods’
theor y of player experience

       psychology of goals

       pretense behaviour

         human abilities

     psychology of emotions

   psychology of entertainment
‘100+
 games
project’
Asteroids                                           Rummy games:
                             Ta g
Doom                                                Gin, Canasta       Croquet
                             Space Invaders
Paintball                                           Magic the          Black Jack
                             Dance Dance
Soccer                                              Gathering          Petanque
                             Revolution
Ice Hockey                                          Mastermind         Diner Dash
                             Animal Crossing
Basketball                                          Frequency          Nintendogs
                             The Sims
Ice Skating                                         Wo r l d o f       Bowling
                             MS Flight
Ta b l e t o p R P G s                              Warcraft           Halo
                             Simulator
Te x a s H o l d ' e m                              Modern Art         Hundred meter
                             Tr a c k & F i e l d
Poker                                               Bridge (Contract   sprint
                             Roulette
Carcassonne                                         Bridge)            Deal or No Deal
                             Slot machine
Go                                                  SimCity            Who Wants to be
                             Rush Hour
Jigsaw puzzles                                      Missile Command    a Millionaire
                             14/15 Puzzle
Te t r i s                                          FallOut            Singstar
                             Rubik's Cube
Botfighters                                         Rez                Mancala
                             Hex
Lotto                                               Silent Hill        Darts
                             Myst
Legend of Zelda                                     Chu-Chu Rocket     Mario Kart
                             ICO
series                                              Bomberman          Rock Paper
                             Zork
SSX                                                 Half-life          Scissors
                             Final Fantasy
Te k k e n s e r i e s                              Grand Theft Auto   Pokemon
                             series
Civilization                                        III                Lost Cities
                             Billiards
Ticket to Ride                                      Scratch ticket     Max Payne
                             Boxing
Da Vinci Code                                       Manga Manga!       Puzzle Bobble
                             Backgammon
Ricochet Robot                                      Bejeweled, Zoo     We r e w o l f / M a f i a
                             Fantasy leagues
Monopoly                                            Keeper             L a b y r i n t h Wo o d e n
                             Connect-4
Snakes & Ladders                                    Breakout           Maze
                             Scrabble
Pac-Man                                             Arkanoid           Qix
                             Fox & Geese
Pong                                                Skeet              Loop
                             Lord of the
T i c - Ta c - To e                                 Super Monkey       Tw i s t e r
                             Rings: Boardgame
Tr i v i a l P u r s u i t                          Ball               Hopscotch
                             Draughts /
Pictionary                                          Tu g o f W a r     Bingo
                             Checkers
Alias                                               Sudoku             Bonnie's
                             Risk
Chess                                               Niagara            Bookstore
                             Starcraft
Uno                                                 Zuma               Snake
                             Cribbage
Solitaire                                           Musical Chairs     Flow
                             Dominoes
(Windows)                                           Ye n g a
understanding game play
identifying design flaws
for students & teachers
game analysis boot camp
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OTHER PAGES
                                                                                                 Analysis
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                                 IGE METHOD: pages 3 to 5

                                            Identify             Identify         Identify       Identify
 Identify    Identify       Identify
                                            Interface            Theme            Players        Contexts
 Compo-      Environ-       Informa-
 nents       ments          tion


                                                                                                 Summa-
                                                                                                 rize &
                                                                                                             Start
                                                                                                 Add
                                                                                                 Notes
                                 GGM METHOD
             Identify       Define                                                 Summa-
                                                                 Link Mec-
                                           Identify &
             Game           Game                                                   rize &
                                                                 hanics
                                           Categorize
             Mecha-                                                                            Start
                            Mech.                                                  Add
                                                                 to Goals
                                           Goals
             nics           Relations                                              Notes




                                                                  IEC METHOD
                                                                                                 Analyse
                                                                                  Analyse
             Define
 Select                                                          Identify
                            Identify        Identify                                             Proxim.
                                                                                  Proxim.
             Game
 Emotion                                                         Uncer-
                            Fear            Hope                                                 to End
                                                                                  to Victory
             Sequ-
 type                                                            tainty                          Condition
                                                                                  Condition
             ence

                                                                                                 Summa-
 TBA in
                                                                                                 rize &
 phase2!
                                                                                                             Start
                                                                                                 Add
                                                                                                 Notes
                                 PAS METHOD
TBA in
                            Identify        Construct
             Choose
phase2!
                            Uncer-          Player
             from
                                                                Start
                            tainty          Ability
             GGM
                            Factors         Set
             Analyses




                                 IGR METHOD
TBA in                                                                            Summa-
             Identify       Identify        Identify            Identify
phase2!!                                                                          rize &       Start
             Motiv. &       Goals &         Feedback            Outcome
                                                                                  Add
             Gratif.        Means           Rhetoric            Rhetoric
http://www.gameswithoutfrontier s.net/
           mygamestudies/
METHOD #1

Identifying Game Elements
‘system is a dynamic whole
   with interacting parts’

     Salen & Zimmerman
i.e. what parts are there in a
         game system?
who owns the par ts?
a n s w e r c o m e s i n p a r t s , o r, i n
                elements
9 game elements
self / other / system
rules as embodied into the
         elements
components
            environment
            information

  game     game mechanics
elements      rule set
               theme

               players
              contexts
!




   !

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the gamegame
METHOD #2

Identifying Goals and
   Game Mechanics
how do the par ts interact?
ever y player action that needs
to be acknowledged by the game
 system is in relation to goal(s)
the road to attaining goals is
      beset by emotions
goal categories
Accomplish        Gain Information
Accumulate        Gain Ownership
Alignment         Guard
Capture           Herd
Collection        King of the Hill
Conceal           Last Man Standing
Configuration     Match
Connection        Nur ture
Contact           Outplay
Deliver y         Overcome
Discard           Race
Eliminate         Reconnaissance
Enclosure         Rescue
Evade             Stealth
Exploration       Sur vive
Gain Competence   Tr a v e r s e
the road to attaining goals is
beset by player performances, i.e.
         sets of actions
actions defined as
 game mechanics
game mechanics as verbs
library of game mechanics
Accelerating / Decelerating   Information-seeking
Aiming & Shooting             Jumping
Allocating                    Manoeuvring
Arranging                     Motion
Attacking / Defending         Moving
Bidding                       Operating
Browsing                      Pe r fo r m i n g
Building                      Placing
Buying / Selling              Po i n t - t o - p o i n t M ove m e n t
Catching                      Powe r i n g
Choosing                      Sequencing
Composing                     Sprinting / Slowing
Conquering                    Stor ytelling
Contracting                   Submitting
Controlling                   Substituting
Conversing                    Ta k i n g
Discarding                    Tr a d i n g
Enclosing                     Tr a n s f o r m i n g
Expressing                    Upgrading / Downgrading
Herding                       Vo t i n g
Accelerating / Decelerating

The players are allowed to change the
speed of the game element (often
component-of-self) they are controlling.
Examples: Mario Kart, SSX.

Notes: Often a submechanic to
Manoeuvring.
Operating

Ta k i n g a n a c t i o n w h e r e a n o b j e c t
belonging to the game system is
operated. Usually the operation
executes a game system procedure that
produces information or change in other
game elements.

Examples: Rolling a dice, spinning a
wheel of for tune, opening a door in an
adventure game.
how do sets of game
mechanics relate to the
dynamics of game play?
what are ‘core mechanics’
        made of?
how are various game
mechanics related to the
  goals of the game?
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METHOD #3

Identifying Eliciting
   Conditions for
     Emotions:


     Suspense
Understanding Video Games
 as Emotional Experiences
‘embodying feeling into a work’

   Gerald Cupchick on artistic practices
how is feeling embodied into
        game designs?
emotions are phasic:

     recognition

      appraisal

   action tendency
game play is phasic

  recognition of something
         significant

  making an appraisal of the
   situation and what to do

taking actions within the rules
Irreversibility: Shadow of the Colossus

Hopelessness (undesirability +
irreversibility)

Resignation (undesirability +
inevitability)

Sense of Loss & Inevitability as key
moods
emotions as valenced
reactions to events, agents,
         or objects
      O r t o n y, C o l l i n s & C l o r e
adapting
the OCC
model
suspense as a compound emotion
  of hope + fear + uncer tainty

        O r t o n y, C o l l i n s & C l o r e
variables that affect the
 intensity of emotions
a n a l y z i n g h o p e , f e a r, a n d
              uncertainty
+ sense of proximity

+ modulation of intensity
looking for embodiments,
culmination points, game states
  with high emotional valence
identifying

 ‘vectors of suspense’

    ‘areas of hope’

    ‘areas of fear’

‘factors of uncertainty’

          etc.
Example:
identifying
eliciting
conditions
for
suspense
aki@gameswithoutfrontiers.net

  http://www.gameswithoutfrontier s.net

       http://www.slideshare .net/
         gameswithoutfrontiers
mygamestudies.com

  2007 . 12 . 10
   Play to Understand

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Applied Ludology@Itu 2007 10 30

  • 1. Applied Ludology Practical Methods for Analysing Game Play ITU Copenhagen 2007-10-30 Aki Järvinen www.gameswithoutfrontier s.net
  • 6. theor y of player experience psychology of goals pretense behaviour human abilities psychology of emotions psychology of entertainment
  • 8. Asteroids Rummy games: Ta g Doom Gin, Canasta Croquet Space Invaders Paintball Magic the Black Jack Dance Dance Soccer Gathering Petanque Revolution Ice Hockey Mastermind Diner Dash Animal Crossing Basketball Frequency Nintendogs The Sims Ice Skating Wo r l d o f Bowling MS Flight Ta b l e t o p R P G s Warcraft Halo Simulator Te x a s H o l d ' e m Modern Art Hundred meter Tr a c k & F i e l d Poker Bridge (Contract sprint Roulette Carcassonne Bridge) Deal or No Deal Slot machine Go SimCity Who Wants to be Rush Hour Jigsaw puzzles Missile Command a Millionaire 14/15 Puzzle Te t r i s FallOut Singstar Rubik's Cube Botfighters Rez Mancala Hex Lotto Silent Hill Darts Myst Legend of Zelda Chu-Chu Rocket Mario Kart ICO series Bomberman Rock Paper Zork SSX Half-life Scissors Final Fantasy Te k k e n s e r i e s Grand Theft Auto Pokemon series Civilization III Lost Cities Billiards Ticket to Ride Scratch ticket Max Payne Boxing Da Vinci Code Manga Manga! Puzzle Bobble Backgammon Ricochet Robot Bejeweled, Zoo We r e w o l f / M a f i a Fantasy leagues Monopoly Keeper L a b y r i n t h Wo o d e n Connect-4 Snakes & Ladders Breakout Maze Scrabble Pac-Man Arkanoid Qix Fox & Geese Pong Skeet Loop Lord of the T i c - Ta c - To e Super Monkey Tw i s t e r Rings: Boardgame Tr i v i a l P u r s u i t Ball Hopscotch Draughts / Pictionary Tu g o f W a r Bingo Checkers Alias Sudoku Bonnie's Risk Chess Niagara Bookstore Starcraft Uno Zuma Snake Cribbage Solitaire Musical Chairs Flow Dominoes (Windows) Ye n g a
  • 11. for students & teachers
  • 13. +%=5'10=!-.!,&'=0127!C4(!'=(4'&&:!(5%$%!03!1-!3,%=0.0=!,&'=012!+%=5'10=3!-.!'1:! A01)<! '3! ,&'=012! 5',,%13! '==-$)012! (-! 3:3(%+! ,$-=%)4$%! '3! 6&-=A3! (-4=5! -1! '1-(5%$!/%$(0='&&:7!;5%$%!03<!5-@%/%$<!'!+-)0.0%$!+%=5'10=!(5'(!'&&-@3!(5%!,&':%$! (-!)$'2!(5%!6&-=A!013('1(&:!)-@1<!$'(5%$!(5'1!@'0(012!.-$!0(!.'&&!'&&!(5%!@':7!;543<! (5%!2'+%!+%=5'10=3!'1'&:303!-.!;%($03!@-4&)!,$-)4=%!(5%!.-&&-@012!$%34&(!@0(5!'! =-+,'=(!/%$30-1!-.!(5%!(%+,&'(%D! ! !quot;#$%#&$%$'()$*)'+,)-#.,)#/) 412,)56%1&#%7)6#.,).,8+#*$8/) 918#%)6#.,).,8+#*$8/) 012%3) ) ) E('(43!01! -9:;!9) <2$.#2() =>&.,8? -9:4!9) @13$A$,2) 9:4!9)61#%) $%&'(0-1!2'+%! -1#%) .,8+#*$8) +#*$85/7) -1#%) .,8+#*$8/) 3('(%!F!2-'&! ! ;5%!'6-/%! G-!1-(!&%(! ='(%2-$0%3! '!6&-=A! %*,&'01%)!.$-+! H01)!6%3(! (-4=5!(5%! M==%&%$'(%3! (5%!,%$3,%=(0/%! ,-30(0-1!.-$! 4,,%$! G$'22012!(5%! +-/012!'! -.!(5%0$! (5%!6&-=A<! 6&-=A!)-@1J! 6&-=A!01!='3%! 6-$)%$!-.! +-/012!(5%! $-('(012!(5%! $%&%/'1=%!(-! 07%7! (5%!2'+%! '!K35-$(=4(L! (5%$%!03! 6&-=A! 6&-=A! ,&':%$! ,$-)4=%! %1/0$-1+% +%=5'10=7! /%$(0='&!3,'=%! =-+601'(0- 6%&-@7! 1(!01!-$)%$! 13!-.!I7! .-$!,&':!(-! =-1(014%7! B#&%,)CDE! !quot;#$%&'&()*(+#,-(,-./#quot;'.&(#quot;0(+)#$&('quot;(1-23'&4( >1!.'=(<!(5%$%!03!1-!,$0+'$:!+%=5'10=!N40(%!01!(5%!3%13%!(5'(!(5%!2'+%3!'6-/%!5')<! 6%='43%!(5%!&-@%$!-$)%$!2-'&3!=-13('1(&:!=5'12%!'==-$)012!(-!(5%!=-+601'(-$0'&! ,'((%$13!(5'(!%+%$2%!.$-+!=-+,-1%1(3!6%012!,&'=%)!-1(-!(5%!2'+%!%1/0$-1+%1(7!! >1! (503! ='3%! @%! =-4&)! 3('(%! '3! '! .01)012! (5%! .-&&-@012D! O5'(! =5'$'=(%$03%3!
  • 14. OTHER PAGES Analysis Search Help Teacher summary query pop-up UI from any page results admin method method login selection view screen IGE METHOD: pages 3 to 5 Identify Identify Identify Identify Identify Identify Identify Interface Theme Players Contexts Compo- Environ- Informa- nents ments tion Summa- rize & Start Add Notes GGM METHOD Identify Define Summa- Link Mec- Identify & Game Game rize & hanics Categorize Mecha- Start Mech. Add to Goals Goals nics Relations Notes IEC METHOD Analyse Analyse Define Select Identify Identify Identify Proxim. Proxim. Game Emotion Uncer- Fear Hope to End to Victory Sequ- type tainty Condition Condition ence Summa- TBA in rize & phase2! Start Add Notes PAS METHOD TBA in Identify Construct Choose phase2! Uncer- Player from Start tainty Ability GGM Factors Set Analyses IGR METHOD TBA in Summa- Identify Identify Identify Identify phase2!! rize & Start Motiv. & Goals & Feedback Outcome Add Gratif. Means Rhetoric Rhetoric
  • 15.
  • 18. ‘system is a dynamic whole with interacting parts’ Salen & Zimmerman
  • 19. i.e. what parts are there in a game system?
  • 20. who owns the par ts?
  • 21. a n s w e r c o m e s i n p a r t s , o r, i n elements
  • 23. self / other / system
  • 24. rules as embodied into the elements
  • 25. components environment information game game mechanics elements rule set theme players contexts
  • 26. ! ! !quot;#$%&'()! !quot;#$%&'$()%#)%(*+quot;,-(,%-./quot;%0quot;*1quot;.(./%#.,%(.2-&quot;.*(./%3#*(%($(*(./)%-.% 4-.(&%4#)56% $%&'()*+)',!,-.&!&/&.&'(!01'&234)5!-((2)67(&3!!
  • 28. METHOD #2 Identifying Goals and Game Mechanics
  • 29. how do the par ts interact?
  • 30. ever y player action that needs to be acknowledged by the game system is in relation to goal(s)
  • 31. the road to attaining goals is beset by emotions
  • 33. Accomplish Gain Information Accumulate Gain Ownership Alignment Guard Capture Herd Collection King of the Hill Conceal Last Man Standing Configuration Match Connection Nur ture Contact Outplay Deliver y Overcome Discard Race Eliminate Reconnaissance Enclosure Rescue Evade Stealth Exploration Sur vive Gain Competence Tr a v e r s e
  • 34. the road to attaining goals is beset by player performances, i.e. sets of actions
  • 35. actions defined as game mechanics
  • 37. library of game mechanics
  • 38. Accelerating / Decelerating Information-seeking Aiming & Shooting Jumping Allocating Manoeuvring Arranging Motion Attacking / Defending Moving Bidding Operating Browsing Pe r fo r m i n g Building Placing Buying / Selling Po i n t - t o - p o i n t M ove m e n t Catching Powe r i n g Choosing Sequencing Composing Sprinting / Slowing Conquering Stor ytelling Contracting Submitting Controlling Substituting Conversing Ta k i n g Discarding Tr a d i n g Enclosing Tr a n s f o r m i n g Expressing Upgrading / Downgrading Herding Vo t i n g
  • 39. Accelerating / Decelerating The players are allowed to change the speed of the game element (often component-of-self) they are controlling. Examples: Mario Kart, SSX. Notes: Often a submechanic to Manoeuvring.
  • 40. Operating Ta k i n g a n a c t i o n w h e r e a n o b j e c t belonging to the game system is operated. Usually the operation executes a game system procedure that produces information or change in other game elements. Examples: Rolling a dice, spinning a wheel of for tune, opening a door in an adventure game.
  • 41. how do sets of game mechanics relate to the dynamics of game play?
  • 42. what are ‘core mechanics’ made of?
  • 43. how are various game mechanics related to the goals of the game?
  • 44.
  • 45. +%=5'10=!-.!,&'=0127!C4(!'=(4'&&:!(5%$%!03!1-!3,%=0.0=!,&'=012!+%=5'10=3!-.!'1:! A01)<! '3! ,&'=012! 5',,%13! '==-$)012! (-! 3:3(%+! ,$-=%)4$%! '3! 6&-=A3! (-4=5! -1! '1-(5%$!/%$(0='&&:7!;5%$%!03<!5-@%/%$<!'!+-)0.0%$!+%=5'10=!(5'(!'&&-@3!(5%!,&':%$! (-!)$'2!(5%!6&-=A!013('1(&:!)-@1<!$'(5%$!(5'1!@'0(012!.-$!0(!.'&&!'&&!(5%!@':7!;543<! (5%!2'+%!+%=5'10=3!'1'&:303!-.!;%($03!@-4&)!,$-)4=%!(5%!.-&&-@012!$%34&(!@0(5!'! =-+,'=(!/%$30-1!-.!(5%!(%+,&'(%D! ! !quot;#$%#&$%$'()$*)'+,)-#.,)#/) 412,)56%1&#%7)6#.,).,8+#*$8/) 918#%)6#.,).,8+#*$8/) 012%3) ) ) E('(43!01! -9:;!9) <2$.#2() =>&.,8? -9:4!9) @13$A$,2) 9:4!9)61#%) $%&'(0-1!2'+%! -1#%) .,8+#*$8) +#*$85/7) -1#%) .,8+#*$8/) 3('(%!F!2-'&! ! ;5%!'6-/%! G-!1-(!&%(! ='(%2-$0%3! '!6&-=A! %*,&'01%)!.$-+! H01)!6%3(! (-4=5!(5%! M==%&%$'(%3! (5%!,%$3,%=(0/%! ,-30(0-1!.-$! 4,,%$! G$'22012!(5%! +-/012!'! -.!(5%0$! (5%!6&-=A<! 6&-=A!)-@1J! 6&-=A!01!='3%! 6-$)%$!-.! +-/012!(5%! $-('(012!(5%! $%&%/'1=%!(-! 07%7! (5%!2'+%! '!K35-$(=4(L! (5%$%!03! 6&-=A! 6&-=A! ,&':%$! ,$-)4=%! %1/0$-1+% +%=5'10=7! /%$(0='&!3,'=%! =-+601'(0- 6%&-@7! 1(!01!-$)%$! 13!-.!I7! .-$!,&':!(-! =-1(014%7! B#&%,)CDE! !quot;#$%&'&()*(+#,-(,-./#quot;'.&(#quot;0(+)#$&('quot;(1-23'&4( >1!.'=(<!(5%$%!03!1-!,$0+'$:!+%=5'10=!N40(%!01!(5%!3%13%!(5'(!(5%!2'+%3!'6-/%!5')<! 6%='43%!(5%!&-@%$!-$)%$!2-'&3!=-13('1(&:!=5'12%!'==-$)012!(-!(5%!=-+601'(-$0'&! ,'((%$13!(5'(!%+%$2%!.$-+!=-+,-1%1(3!6%012!,&'=%)!-1(-!(5%!2'+%!%1/0$-1+%1(7!! >1! (503! ='3%! @%! =-4&)! 3('(%! '3! '! .01)012! (5%! .-&&-@012D! O5'(! =5'$'=(%$03%3!
  • 46.
  • 47.
  • 48. METHOD #3 Identifying Eliciting Conditions for Emotions: Suspense
  • 49. Understanding Video Games as Emotional Experiences
  • 50. ‘embodying feeling into a work’ Gerald Cupchick on artistic practices
  • 51. how is feeling embodied into game designs?
  • 52. emotions are phasic: recognition appraisal action tendency
  • 53. game play is phasic recognition of something significant making an appraisal of the situation and what to do taking actions within the rules
  • 54. Irreversibility: Shadow of the Colossus Hopelessness (undesirability + irreversibility) Resignation (undesirability + inevitability) Sense of Loss & Inevitability as key moods
  • 55. emotions as valenced reactions to events, agents, or objects O r t o n y, C o l l i n s & C l o r e
  • 57. suspense as a compound emotion of hope + fear + uncer tainty O r t o n y, C o l l i n s & C l o r e
  • 58. variables that affect the intensity of emotions
  • 59. a n a l y z i n g h o p e , f e a r, a n d uncertainty
  • 60. + sense of proximity + modulation of intensity
  • 61. looking for embodiments, culmination points, game states with high emotional valence
  • 62. identifying ‘vectors of suspense’ ‘areas of hope’ ‘areas of fear’ ‘factors of uncertainty’ etc.
  • 64. aki@gameswithoutfrontiers.net http://www.gameswithoutfrontier s.net http://www.slideshare .net/ gameswithoutfrontiers
  • 65. mygamestudies.com 2007 . 12 . 10 Play to Understand