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Game Mechanics & Gameplay Design Patterns A language to support game design Staffan Björk Interactive Institute & Gothenburg University
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Game Mechanics & Gameplay Design PatternsA language to support game design

Staffan Björk

Interactive Institute & Gothenburg University

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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

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Who am I?

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Schedule

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Wednesday

13.30-14.00 Introduction & Presentation of Mechanics

14.00-15.15 Exercise I: Mechanics Identification

15.30-16.30 Present mechanics candidates

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Thursday10.00-10.30 Presentation of Design Patterns

10.30-12.00 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

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Friday10.00-10.15 Recap

10.15-12.00 Exercise IV: Update pattern network to address problems in own game

13.00-14.30 Present updated game designs

14.30- Debriefing

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The need for a Gameplay Design Language

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9/58

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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

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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

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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

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Game Mechanics

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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)

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What is a Game Mechanic? Cont. “methods invoked by agents, designed for

interaction with the game state” (Sicart, 2008) Inspired by OO-programing

“game mechanics are best described with verbs” (Järvinen, 2008) Move, Attack, Climb, Take, Push, etc.

Agents not only players

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Exercise I

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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

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Student Presentations

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Indentified Mechanics

Samla VP Anfall motståndare och slå tärning Ta resurser/föremål Släpp eller saka resurser/föremål Sorta kort Blanda kort Dra Kort

Dra kort till hand Dra kort och spela kort

Spela kort från hand Aktivera förmåga

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

Slå och Gå Ta genväg

Höja statvärde Temporärt höja statvärde

Sänka statvärde 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

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Thursday10.00-10.30 Presentation of Design Patterns

10.30-12.00 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

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Gameplay Design Patterns

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Gameplay Design Patterns

A way to describe reoccurring design choices Offers possible explanations to why these design

choices have been made Codify unintentional features so they can be

intentional choices in later designs A guide of how to make similar design choices in

game projects 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

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Gameplay Design Pattern Examples Power-Ups

Game elements that activate time-limited advantages when collected

First Person Views Players are shown the game world as if they were inside it

Aim & Shoot The act of taking aim at something and then shooting at it

Cut Scenes Sequences of storytelling where players cannot act

Parallel Lives 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

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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

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Gameplay Design Pattern Examples Power-Ups

Game elements that activate time-limited advantages when collected

First Person Views Players are shown the game world as if they were inside it

Aim & Shoot The act of taking aim at something and then shooting at it

Cut Scenes Sequences of storytelling where players cannot act

Parallel Lives 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

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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

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Types of relations

Can Instantiate α→β Parallel Lives → Attention Swapping

Can Modulate β(α)→βO Game World ( First-Person Views ) → Game World O

Can Be Instantiated By α←β Cut Scenes ← Dedicated Game Facilitators

Can Be Modulated By α(β)→ αO High Score Lists ( Tiebreakers ) → High Score ListsO

Potentially Conflicting With α≠β First-Person Views ≠ God Views

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Relations between GDPs

Randomness Luck

Limited Foresight

Cards

Fixed Distributions

Drawing Stacks

Surprises

Analysis Paralysis

D6 D8D4 D10 D12 D20

Dice

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Mechanics, Dynamics, Aestheticshttp://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)

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The MDA model

“Fun”

Rules

Game Sessions

Code

Processes

Requirements

Mechanics

Aesthetics

Dynamics

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MDA - Eight Kinds of "Fun"

1. SensationGame as sense-pleasure

2. FantasyGame as make-believe

3. NarrativeGame as drama

4. ChallengeGame as obstacle course

5. FellowshipGame as social framework

6. DiscoveryGame as uncharted territory

7. ExpressionGame as self-discovery

8. SubmissionGame as pastime

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Different Levels of Patterns

Patterns fit into the MDA framework Mechanical gameplay patterns

E.g. Power-Ups, Aim & Shoot, Cut Scenes Dynamic gameplay patterns

E.g. Red Queen Dilemmas, Choke points Aesthetical gameplay patterns

E.g. Player Adaptability, Camaraderie

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Exercise II: Map pattern network in own game Update mechanics list with ones from the combined list Translate mechanics to patterns

Consider generalizing Consider where in the MDA scheme they fit

Consider additional patterns Especially dynamic and Aesthetical

Find relations between the patterns General – not game specific – relations!!!

Indentify disconnected or loosely connected patterns Consider new pattterns

Repeat from ”Consider additional patterns” Presentation should be a network with different types of links MDA level preferably also

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Tension

Enemies

Levels Permadeath

IrreversibleEvents

CharacterDevelopment

Talenttrees

Increased statisticsFog of War

Uncertainty of Information

Luck

Combat

Randomness

LingeringEffects

TimeLimits

Loss ofControl

Helplessness

Transferof Control

Instakills

ChallengingGameplay

DifficultyLevels

StimulatedPlanning

Save-LoadCycles

ProgressEvaluations

PositiveFeedback

Loops

AvalancheEffects

SpectacularFailure

EnjoymentReplayability

ThematicConsistency

Higher-LevelClosures as GameplayProgresses

Stealth

Movement

Poison ExplodingObjects

BudgetedActionPoints

2-phaseActions

Risk/Reward

IncompatibleGoals

Achievements

Trade-offs

Ironman Mode

Micro-management

Inventories

EquipmentSlots

Equipment

SurpriseAttacks

RoamingEnemies

Line ofSight

PrivilegedAbilities

EmotionalEngrossment

TechnologyTrees

RotateIn Place

Time UnitSystem

Most patterns mention from X:EU and X:UD (Green indicates presence in both games, red only in X:UD, and blue only in X:EU). Solid lines indicate instantiating relations and

dashes lines modulating ones. Boxes without outlines are mechanics.

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Indentified Mechanics

Sortera kort Blanda kort Dra Kort

Dra kort till hand Dra kort och spela kort

Spela kort från hand Anfall motståndare och slå tärning Ta skada Läka Återuppstå Förflyttta sig

Slå och Gå Ta genväg

Lägga ut spelruta Erövra spelruta Placera monster Förflytta monster Aktivera förmåga

Aktivera dold förmåga

Aktivera immunitet Skicka vidare first player token Sabotera

Höja statvärde Temporärt höja statvärde

Sänka statvärde 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

Investera dold resurs

Samla VP Klara utmaning (quest) Avsluta spel Tur

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Types of relations

Can Instantiate α→β Parallel Lives → Attention Swapping

Can Modulate β(α)→βO Game World ( First-Person Views ) → Game World O

Can Be Instantiated By α←β Cut Scenes ← Dedicated Game Facilitators

Can Be Modulated By α(β)→ αO High Score Lists ( Tiebreakers ) → High Score ListsO

Potentially Conflicting With α≠β First-Person Views ≠ God Views

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Student Presentations

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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

Possibly have to update the network…

Identified missing patterns that would have solved these problems Consider especially dynamic (e.g. for balancing) and aesthetical

(“fun”) patterns

End result should be highlighted map and list of missing patterns

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Student Presentations

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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

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Roundup

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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

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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

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Thank you!

Questions?