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Workshop södertörn jan 2014 intermittent version
1. Game Mechanics &
Gameplay Design Patterns
A language to support game design
Staffan Björk
Interactive Institute & Gothenburg University
2. What You Will Learn
The idea behind Game Mechanics and Gameplay
Design Patterns
How these can be used to externalize your
knowledge
How these can be used to develop game concepts
6. Thursday
10.00-10.30
10.30-12.00
Presentation of Design Patterns
Exercise II: Map pattern network in own game
12.00-13.00
Lunch
13.00-14.00
Present network
14.00-16.00
Exercise III: Analyze problems in own game
with patterns
16.00-17.00
Presentation of analyses
10. Challenges in Gameplay Design
Explain values of novel game concepts
Understanding differences between games
Gain understanding within development teams
Communication between developers and stakeholders
Exploit new platforms and technologies
Depersonalize intended gameplay
Describe gameplay problems
Specify foci of gameplay evaluations
11. Design is typically a Wicked Problem
Characteristics of Wicked Problems
Not understood until after solutions are found
Have no stopping rule
Solutions are not right or wrong
Every problem is essentially novel and unique
Every solution is a 'one shot operation'
Solutions have no given alternatives
How to Mitigate Wicked Problems?
Methods
Language to discuss aspects or parts of the problem
12. Gameplay
The goal-driven activities related to a game system
whose values are solely described in direct relation to
that game system
Boundaries
Not Diegetic Aspects
Not Interfaces Aspects
Not Narrative Aspects
But these are often interrelated in game designs
14. What is a Game Mechanic?
“the guts of a design document” (Rouse, 2005)
“rule based system/simulations that facilitate and
encourage a user to explore and learn the properties of
their possibility space through the use of feedback
mechanisms” (Cook, 2005)
“the particular components of the game, at the level of
data representations and algorithms (…) mechanics are
the various actions, behaviours, and control mechanisms
afforded to the player within a game context” (Hunicke,
Zubek, LeBlanc, 2004)
15. What is a Game Mechanic? Cont.
“methods invoked by agents, designed for
interaction with the game state” (Sicart, 2008)
“game mechanics are best described with
verbs” (Järvinen, 2008)
Inspired by OO-programing
Move, Attack, Climb, Take, Push, etc.
Agents not only players
17. Exercise I: Analyze your game for
gameplay mechanics
Go through your view on what is the core gameplay
Go through what distinguishes the game from similar games
Make notes on candidates for gameplay mechanics
And a one sentence description
Intended Result – 10+ mechanic candidates
Gameplay mechanics
goal-driven activities related to a game system whose values are solely described
in direct relation to that game system
methods invoked by agents, designed for interaction with the game state
At 15.30 you should present the results to others
Short overview
List of mechanics and their descriptions
19. Indentified Mechanics
Samla VP
Anfall motståndare och slå tärning
Ta resurser/föremål
Släpp eller saka resurser/föremål
Sorta kort
Blanda kort
Dra Kort
Spela kort från hand
Aktivera förmåga
Dra kort till hand
Dra kort och spela kort
Temporärt höja statvärde
Sänka statvärde
Slå och Gå
Ta genväg
Höja statvärde
Aktivera dold förmåga
Manipulera inventory
Ta skada
Återuppstå
Placera monster
Förflytta monster
Lägga ut spelruta
Erövra spelruta
Skicka vidare first player token
Läka
Förflyttta sig
Temporärt höja statvärde
Memory
Undersöka dold resurser/föremål
Samarbeta
Klara utmaning (quest)
Köpa resurser/föremål
Byta resurser/föremål
Få resurser/föremål
Stjäl resurser/föremål
Avsluta spel
Aktivera immunitet
Betala uppehåll
Investera resurs
Investera dold resurs
20. Thursday
10.00-10.30
10.30-12.00
Presentation of Design Patterns
Exercise II: Map pattern network in own game
12.00-13.00
Lunch
13.00-14.00
Present network
14.00-16.00
Exercise III: Analyze problems in own game
with patterns
16.00-17.00
Presentation of analyses
22. Gameplay Design Patterns
A way to describe reoccurring design choices
A guide of how to make similar design choices in
game projects
Offers possible explanations to why these design
choices have been made
Codify unintentional features so they can be
intentional choices in later designs
What is required to make a pattern emerge
What consequences do a pattern have?
Not only problem solving
Gameplay Design Patterns a way to describe
components on all levels within the design
language
23. Gameplay Design Pattern Examples
Power-Ups
First Person Views
Sequences of storytelling where players cannot act
Parallel Lives
The act of taking aim at something and then shooting at it
Cut Scenes
Players are shown the game world as if they were inside it
Aim & Shoot
Game elements that activate time-limited advantages when
collected
Game elements that when individually lost do not interrupt
gameplay, but do so when all are lost. High
High Score Lists
The storing of scores after games have finished so the they
can be compared
24. What is the difference?!?
Basically, relations
Sicart does talk about the need to trace
relationship but does not argue for documenting
general relations
Only specific ones found in specific games
Patterns includes more abstract phenomena
Not only verbs
Observable features and experiences
25. Gameplay Design Pattern Examples
Power-Ups
First Person Views
Sequences of storytelling where players cannot act
Parallel Lives
The act of taking aim at something and then shooting at it
Cut Scenes
Players are shown the game world as if they were inside it
Aim & Shoot
Game elements that activate time-limited advantages when
collected
Game elements that when individually lost do not interrupt
gameplay, but do so when all are lost. High
High Score Lists
The storing of scores after games have finished so the they
can be compared
26. Gameplay Design Pattern Relations
Small changes in a game can
have large effects on gameplay
and overall game experience
This due delicate balances,
risk/reward, meaningful choices, etc.
Patterns related to each other
Explains effects of having a pattern
Proposes possible causes for a
pattern to be in a design
Provides alternatives how to make a
pattern emerge in a design
Suggests ways of modifying
patterns
Alerts of possible incompatibilities
27. Types of relations
Can Instantiate
α(β)→ α⃰
High Score Lists ( Tiebreakers ) → High Score Lists⃰
Potentially Conflicting With
α←β
Cut Scenes ← Dedicated Game Facilitators
Can Be Modulated By
β(α)→β⃰
Game World ( First-Person Views ) → Game World ⃰
Can Be Instantiated By
Parallel Lives → Attention Swapping
Can Modulate
α→β
First-Person Views ≠ God Views
α≠β
32. MDA - Eight Kinds of "Fun"
1. Sensation
Game as sense-pleasure
2. Fantasy
Game as make-believe
3. Narrative
Game as drama
4. Challenge
Game as obstacle course
5. Fellowship
Game as social framework
6. Discovery
Game as uncharted territory
7. Expression
Game as self-discovery
8. Submission
Game as pastime
33. Different Levels of Patterns
Patterns fit into the MDA framework
Mechanical gameplay patterns
Dynamic gameplay patterns
E.g. Power-Ups, Aim & Shoot, Cut Scenes
E.g. Red Queen Dilemmas, Choke points
Aesthetical gameplay patterns
E.g. Player Adaptability, Camaraderie
34. Exercise II: Map pattern network in
own game
Update mechanics list with ones from the combined list
Translate mechanics to patterns
Consider additional patterns
General – not game specific – relations!!!
Indentify disconnected or loosely connected patterns
Especially dynamic and Aesthetical
Find relations between the patterns
Consider generalizing
Consider where in the MDA scheme they fit
Consider new pattterns
Repeat from ”Consider additional patterns”
Presentation should be a network with different types of links
MDA level preferably also
36. Indentified Mechanics
Sortera kort
Blanda kort
Dra Kort
Spela kort från hand
Anfall motståndare och slå tärning
Ta skada
Läka
Återuppstå
Förflyttta sig
Aktivera immunitet
Skicka vidare first player token
Sabotera
Temporärt höja statvärde
Memory
Samarbeta
Ta resurser/föremål
Släpp eller saka resurser/föremål
Undersöka dold resurser/föremål
Köpa resurser/föremål
Byta resurser/föremål
Få resurser/föremål
Stjäl resurser/föremål
Manipulera inventory
Betala uppehåll
Investera resurs
Aktivera dold förmåga
Temporärt höja statvärde
Sänka statvärde
Lägga ut spelruta
Erövra spelruta
Placera monster
Förflytta monster
Aktivera förmåga
Höja statvärde
Slå och Gå
Ta genväg
Dra kort till hand
Dra kort och spela kort
Investera dold resurs
Samla VP
Klara utmaning (quest)
Avsluta spel
Tur
37. Types of relations
Can Instantiate
α(β)→ α⃰
High Score Lists ( Tiebreakers ) → High Score Lists⃰
Potentially Conflicting With
α←β
Cut Scenes ← Dedicated Game Facilitators
Can Be Modulated By
β(α)→β⃰
Game World ( First-Person Views ) → Game World ⃰
Can Be Instantiated By
Parallel Lives → Attention Swapping
Can Modulate
α→β
First-Person Views ≠ God Views
α≠β
39. Exercise III: Analyze problems
in own game with patterns
Start with listing identified gameplay problems with your
current design
Locate patterns related to these problems
Identified missing patterns that would have solved these
problems
Possibly have to update the network…
Consider especially dynamic (e.g. for balancing) and aesthetical
(“fun”) patterns
End result should be highlighted map and list of missing
patterns
41. Exercise IV: Update pattern network
to address problems in own game
Consider the identified problem patterns and missing
patterns
For problem patterns
Consider patterns to modulate these patterns
Consider removing or replacing these patterns
For missing patterns
Consider how to add these patterns
What relations to existing patterns do they add?
Are these a problem?
What more abstract patterns in the MDA model to they add
What more concrete patterns need to be added to reach mechanics?
End result should be updated map
43. Differences between Design and Craftwork
Knowledge transferal
Crafts are primarily learned
by imitation
Practitioners can not
motivate why one does
things one way
Unintentional trial-and-error
experiments
Information about designs
are only recorded in the
produced artifact
44. Advantages of Design Languages
Explain values of novel game concepts
Understand differences between games
Gain understanding within development teams
Communicate with stakeholders
Exploit new platforms and technologies
Depersonalize intended gameplay
Describe gameplay problems
Specify foci of gameplay evaluations
Main point: finished product may differ from original vision, tools to help in the design process, words like brick, gradiant, corridors, dead ends, shafts, pit falls, secret chambers
The Bent Pyramid, located at the royal necropolis of Dahshur, approximately 40 kilometres south of Cairo, of Old Kingdom Pharaoh Sneferu, is a unique example of early pyramid development in Egypt, about 2596 BCE. This was the second pyramid built by Sneferu.
The lower part of the pyramid rises from the desert at a 55-degree inclination, but the top section is built at the shallower angle of 43 degrees, lending the pyramid its very obvious "bent" appearance.[1]
Archaeologists now believe that the Bent Pyramid represents a transitional form between step-sided and smooth-sided pyramids (see Step pyramid). It has been suggested that due to the steepness of the original angle of inclination the structure may have begun to show signs of instability during construction, forcing the builders to adopt a shallower angle to avert the structure's collapse.[2] This theory appears to be borne out by the fact that the adjacent Red Pyramid, built immediately afterwards by the same Pharaoh, was constructed at an angle of 43 degrees from its base. Another theory suggests that at the initial angle the construction would take too long because Sneferu's death was nearing, so the builders changed the angle to complete the construction in time.
The Bent Pyramid has a small satellite pyramid which was the final resting place of Sneferu's queen; interestingly there is a connecting tunnel which runs twenty-five metres between the two pyramids, which was built so that Sneferu could visit his queen in the after life. It also has an early form of offering temple on its eastern side. It is also unique amongst the approximately ninety pyramids to be found in Egypt, in that its original polished limestone outer casing remains largely intact.