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Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK”...

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Is this thing on?
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Page 1: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Is this thing on?

Page 2: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Mechanics, Dynamics, Aesthetics

A Formal Approach to Game Design

Marc “MAHK” LeBlanc

April 2003

Page 3: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Game Design “Frameworks”

• Paradigms for organizing our understanding.

Page 4: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Game Design “Frameworks”

• Paradigms for organizing our understanding.

• Example Frameworks:– The 400 Project– Design Patterns

Page 5: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Game Design “Frameworks”

• Paradigms for organizing our understanding.

• Example Frameworks:– The 400 Project– Design Patterns

• Separate from the process.

Page 6: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Our Framework

• Organized around the designer-player relationship.

• Grounded in a formal approach.

Page 7: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

The Designer-Player Relationship

Designer

Player

Page 8: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

The Designer-Player Relationship

Designer

Player

Game

Page 9: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

The Designer-Player Relationship

Designer

Player

GameCreates Consumes

Page 10: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

The Designer-Player Relationship

Designer

Player

GameCreates Consumes

Book

Page 11: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

The Designer-Player Relationship

Designer

Player

GameCreates Consumes

BookMovie

Page 12: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

The Designer-Player Relationship

Designer

Player

GameCreates Consumes

BookMovie

Painting

Page 13: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

The Designer-Player Relationship

Designer

Player

GameCreates Consumes

BookMovie

Painting

Chair

Page 14: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

The Designer-Player Relationship

Designer

Player

GameCreates Consumes

BookMovie

Painting

ChairCar

Page 15: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

The Designer-Player Relationship

Designer

Player

GameCreates Consumes

BookMovie

Painting

ChairCar

Steak Dinner

Page 16: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

The Designer-Player Relationship

Designer

Player

GameCreates Consumes

The difference is the way that games are consumed.

Page 17: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

An Extreme Opposite Example:A Theatrical Play

The “design team” knows:

• Script

• Lighting

• Acoustics

• Seating

• Intermissions

Page 18: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Games, on the Contrary

The designer doesn’t know:

• When will the player play? How often? For how long?

• Where? With Whom?

And most importantly...

• What will happen during the game?

Page 19: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Obligatory Editorial

This lack of predictability is the essence of play. It should be embraced, not eschewed.

Page 20: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

A Formal Model of“Game Consumption”

Rules “Fun”System

Behavior

Page 21: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

The Player-Designer Relationship, Revisited

Designer

Player

Rules “Fun”System

Behavior

Page 22: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

The MDA Framework

Mechanics AestheticsDynamics

Page 23: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Definitions

• Mechanics: The rules and concepts that formally specify the game-as-system.

Page 24: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Definitions

• Mechanics: The rules and concepts that formally specify the game-as-system.

• Dynamics: The run-time behavior of the game-as-system.

Page 25: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Definitions

• Mechanics: The rules and concepts that formally specify the game-as-system.

• Dynamics: The run-time behavior of the game-as-system.

• Aesthetics: The desirable emotional responses evoked by the game dynamics.

Page 26: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

The Building Blocks: Formal Models

• No Grand Unified Theory

• Instead, lots of little models

• Models can be formulas or abstractions.

• We can think of models as “lenses.”

• Discovering new models is an ongoing process.

Page 27: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

MDA is a “Taxonomy” for Models

• Knowledge of Aesthetics

• Knowledge of Dynamics

• Knowledge of Mechanics

• Knowledge of the interactions between them.

Page 28: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Properties of Good Models

We want our models to be:

• Formal (i.e. well-defined).

• Abstract (i.e. widely applicable).

• Proven (i.e. known to work).

On any given game, we expect to use several different abstractions, not one big one.

Page 29: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Part III: MDA in detail

In this part, we discuss Aesthetics, Dynamics and Mechanics in detail.

Page 30: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

The Player’s Perspective

Mechanics AestheticsDynamics

Page 31: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

The Designer’s Perspective

Mechanics AestheticsDynamics

Page 32: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Understanding Aesthetics

We need to get past words like “fun” and “gameplay.”

• What kinds of “fun” are there?

• How will we know a particular kind of “fun” when we see it?

Page 33: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Eight Kinds of “Fun”

Page 34: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Eight Kinds of "Fun"

1. SensationGame as sense-pleasure

Page 35: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Eight Kinds of "Fun"

1. SensationGame as sense-pleasure

2. FantasyGame as make-believe

Page 36: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Eight Kinds of "Fun"

1. SensationGame as sense-pleasure

2. FantasyGame as make-believe

3. NarrativeGame as drama

Page 37: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Eight Kinds of "Fun"

1. SensationGame as sense-pleasure

2. FantasyGame as make-believe

3. NarrativeGame as drama

4. ChallengeGame as obstacle course

Page 38: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

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

Page 39: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

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

Page 40: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

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

Page 41: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

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 surrender

Page 42: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Clarifying Our Aesthetics

• Charades is “fun.”

• Quake is “fun.”

• Final Fantasy is “fun.”

Page 43: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Clarifying Our Aesthetics

• Charades: Fellowship, Expression, Challenge

• Quake: Challenge, Sensation, Competition, Fantasy

• Final Fantasy: Fantasy, Narrative, Expression, Discovery, Challenge, Masochism

• Each game pursues multiple aesthetics.

• Again, there is no Grand Unified Theory.

Page 44: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Clarifying Our Goals

• As designers, we can choose certain aesthetics as goals for our game design.

• We need more than a one-word definition of our goals.

Page 45: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

What is an “Aesthetic Model?”

• A rigorous definition of an aesthetic goal.

• Serves as an “aesthetic compass.”

• States criteria for success as well as possible modes of failure.

Some examples…

Page 46: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Goal: Competition

Model: A game is competitive if:• Players are adversaries.• Players have an ongoing emotional investment in

defeating each other.

Some Failure Modes:• A player feels that he can’t win.• A player can’t measure his progress.

Page 47: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Goal: Realistic Flight Simulation

Possible Models: Our flight dynamics are realistic if:

• They match a mathematical formula, or,• They pass our “realism checklist,”

Failure Modes:

• Counter-intuitive system behavior.

Page 48: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Goal: Drama

Model: A game is dramatic if:• Its central conflict creates dramatic tension.• The dramatic tension builds towards a climax.

Dra

ma

tic

Te

nsi

on

Narrative Time

Conflict Resolution

Climax

Page 49: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Goal: Drama

Failure Modes:• No dramatic tension.• Tension does not increase towards a climax.

On to Dynamics...

Page 50: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Understanding Dynamics

• How can we predict and explain the behavior of the game-as-system?

Page 51: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Formalizing Game Dynamics

RulesInput Output

State(Player)

(Graphics/Sound)

The “State Machine” Model

Page 52: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Models of Game Dynamics

• Again, no Grand Unified Theory

• Instead, a collection of many Dynamic Models.

• Dynamics models are analytical in nature.

Some examples…

Page 53: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Example: Random Variable

This is a model of 2d6:

2 3 4 5 6 7 8 9 10 11 12

Chance

in 3

6

Die roll

Page 54: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Example: Feedback SystemA feedback system monitors and regulates its own state.

Room

Too Cold

Too Hot

An Ideal Thermostat

Thermometer

Controller

Cooler

Heater

Page 55: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Example: Operant Conditioning

• The player is part of the system, too!

• Psychology gives us models to explain and predict the player’s behavior.

Page 56: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Where Models Come From

• Analysis of existing games.

• Other Fields: Math, Psychology, Engineering…

• Our own experience.

On to Mechanics...

Page 57: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Understanding Mechanics

• There’s a vast library of common game mechanics.

Page 58: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Examples

• Cards: Shuffling, Trick-Taking, Bidding

• Shooters: Ammunition, Spawn Points

• Golf: Sand Traps, Water Hazards

Page 59: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Mechanics vs. Dynamics

We need to acknowledge mechanics and dynamics as distinct concepts.

Dynamics emerge from Mechanics.

Page 60: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Interaction Models

• How do specific dynamics emerge from specific mechanics?

• How do specific dynamics evoke specific aesthetics?

Page 61: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Example: Time Pressure

• “Time pressure” is a dynamic.

• It can create dramatic tension.

• Various mechanics create time pressure: – Simple time limit– “Pace” monster– Depleting resource

Page 62: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Moving Forward…

Let’s hope the future brings us:

• A rich aesthetic vocabulary.

• A eclectic library of game mechanics.

• A catalog of formal models: Aesthetic, Dynamic, Interaction

In other words,

“Formal Abstract Design Tools.”

Page 63: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

The Three Musketeers

...and the Dynamics of Drama

Page 64: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Rules for Three Musketeers

• Players take turns moving one of their pieces. No diagonal moves.

• Musketeers move by capturing a nearby enemy.

• Cardinal’s men move to a nearby empty space.

• Cardinal wins if the Musketeers are in the same row or column.

• Musketeers win if they cannot move.

Starting Board

Page 65: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Discussion Questions

What’s a good strategy for the Musketeers?

For the Cardinal?

Page 66: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Discussion Questions

What are the aesthetics of Three Musketeers?

In other words, what’s “fun” about it?

Page 67: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

© Steve Jackson Games www.sjgames.com

Page 68: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Discussion Questions

When does the “dramatic climax” of the game occur?

Page 69: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Discussion Questions

Can we prove that the game halts?

Page 70: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Discussion Questions

1. What is the maximum number of choices the musketeer player can have on his turn?

Page 71: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Discussion Questions

1. What is the maximum number of choices the musketeer player can have on his turn?

2. How many first moves are there?

Page 72: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Discussion Questions

1. What is the maximum number of choices the musketeer player can have on his turn?

2. How many first moves are there?

Page 73: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Discussion Questions

1. What is the maximum number of choices the musketeer player can have on his turn?

2. How many first moves are there?

3. How many last moves are there?

Page 74: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Discussion Questions

What does this graph look like?

Time

Cho

ices

Page 75: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Discussion Questions

Time

Cho

ices

Page 76: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

The Dramatic Arc

Time

RisingAction

FallingAction

Climax

Page 77: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

The Dramatic Arc Pervades Game Aesthetics

• Challenge: Obstacle/Triumph

• Discovery: Novelty/Mastery

• Submission: Toil/Reward

• Competition: Equality/Supremacy

Page 78: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

So Games are Stories, Right?

Page 79: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

So Games are Stories, Right?

• Rather, Play and Narrative intersect.

Page 80: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

So Games are Stories, Right?

• Rather, Play and Narrative intersect.

• The Dramatic Arc is the point of intersection.

Page 81: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

So Games are Stories, Right?

• Rather, Play and Narrative intersect.

• The Dramatic Arc is the point of intersection.

• Drama is more “primal” than narrative.

Page 82: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

So Games are Stories, Right?

• Rather, Play and Narrative intersect.

• The Dramatic Arc is the point of intersection.

• Drama is more “primal” than narrative.

• Games don’t tell stories, they are stories.

Page 83: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Drama in Detail

Drama Requires:

• Dramatic Tension

• Rising and Falling Action

Page 84: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Drama in Detail

Drama Requires:

• Dramatic Tension– Uncertainty– Inevitability

• Rising and Falling Action

Page 85: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Dramatic Tension

• Uncertainty: The outcome is ambiguous

• Inevitability: The outcome is imminent.

Page 86: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Drama in Three Musketeers

• Uncertainty: Search tree complexity

• Inevitability: Depletion of the Cardinal’s men

(consider “pushing” variant)

Page 87: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Other Sources of Uncertainty

• Negative Feedback (“Crash Team Racing”)

• Rising Stakes (“Jeopardy”)

• Limited Information (“Warcraft”)

Page 88: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Other Sources of Inevitability

• Non-reversible processes.

• Non-renewable resources.

• Perception is important.

Page 89: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Denouement in Games

• Games need to resolve their tension.

• Some resolution happens outside the game.

• Many digital games build in post-game resolution.

Page 90: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

That’s All!

• Drama is a central play aesthetic.

• Drama is structured tension.

• Several different dynamics evoke uncertainty and inevitability.

Page 91: Is this thing on?. Mechanics, Dynamics, Aesthetics A Formal Approach to Game Design Marc “MAHK” LeBlanc April 2003.

Questions?

www.algorithmancy.org

(www.monkeyjump.com)

[email protected]


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