Workshop
E thi Y AlEverything You Always Wanted to Know About a ted to o bout
Video Game Design
Andrew Nealen©Nintendo
Andrew NealenAssistant Professor
Department of Computer ScienceDepartment of Computer Science
2/26/2009 1Andrew Nealen, Rutgers, 2009
What is this workshop about?What is this workshop about?
Game designGame designReal world abstractions
Visuals Life meter (Castlevania)
Interaction
Design iterations
Gameplay mechanics
Rapid prototypingPower ups (Super Mario Bros.)
Many examples
FUN ! Bosses (R‐Type)
(Built from three previous courses)
Andrew Nealen, Rutgers, 2009 2/26/2009 2
Playing with powerwww.1up.com/do/feature?cId=3151392
About myselfAbout myself
Andrew NealenAndrew [email protected]://www.cs.rutgers.edu/~nealenp g
Assistant professor of computer science
Research and teachingComputer graphics + interactive shape modeling
Video game design and programmingg g p g g
Andrew Nealen, Rutgers, 2009 2/26/2009 3
AgendaAgenda
Definition of a game and game designDefinition of a game and game design
Game design in small teams
Q i k d di id iQuick and dirty: rapid prototyping
Abstraction of the “real world”
Games as systems/simulations in software
Prototype design (+ programming) strategiesPrototype design (+ programming) strategies
Game “feel”: principles of virtual sensation
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What is a game?What is a game?
And what is game design?
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What is a game?What is a game?
Many definitions existMany definitions exist
Common in many definitions:P ti i t ( l )Participants (players)
Decisions (interactions)
( )Conflicts (opposition)
Resource management (game tokens)
Pursuit of a goal (or goals)
(and all of this in a closed, formal system)
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Aspects of video game designAspects of video game design
What is video game design?What is video game design?Player mechanics and controls?
Game rules dynamics and goals?Game rules, dynamics and goals?
World and level design?
Ch i f l i d tti ?Choice of colors, icons and setting?
Interactive sound and music?
I i i l d d f d i d d ?Intuitive tools and code for designers and coders?
Enemy/ally intelligence and behavior?
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Aspects of video game designAspects of video game design
Answer:Answer:
All of the above (and more)Video game design is inherently interdisciplinaryinterdisciplinary
Try to learn as much as you can about all aspects of a video game and you will be aaspects of a video game, and you will be a better video game designer
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Game designGame design
A form of modern day AlchemyA form of modern day AlchemyIf we knew the formula for a great game we would always use it
Alchemy has advanced to chemistry, so we can advance to a science too, right ?
Define rules / guidelines of the game
Design interesting InteractionRisk and reward (e.g. interesting decisions for player)
Advance the „plot“ (score, level, skill, narrative, etc.)
Keep the player challenged, not frustrated
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Fundamental meaningful playFundamental meaningful play
DescriptiveDescriptiveRelationship between player action and system outcomey
EvaluativeDiscernable
Perceive the immediate outcome of player action Explosion, sound effect, game state change
IntegratedOutcome of an action is woven into the game systemActions on earlier levels“ influence gameplay later onActions on earlier „levels influence gameplay later on
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Game Design TeamsGame Design Teams
For small/medium sizedgame projects
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Small design teamsSmall design teams
Team lead / designTeam lead / designOrganize team
Schedule milestones
Iterate game design and game rules
d hStudy game theory etc.See „Rules of Play“,„Theory of fun“ ywww.theoryoffun.com,and „The Art of Game Design“ i t l lDesign
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www.experimentalgameplay.com
www.2dboy.com
Small design teamsSmall design teams
GameplayGameplay programmer
The „AI“ of the game:generally refers to rule‐based aspects
The software engineerThe software engineer
Encode „behaviors“, path planning, state machines, etc.
Works closely with leadgame designergame designer
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Small design teamsSmall design teams
Graphics programmerGraphics programmerRendering technology
Work with content creator on „procedural content“
Interface withInterface with gameplay programmer (collision detection, events, etc.)
Polish the visuals withparticle effects etc
© Bizarre Creations
particle effects, etc.
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Small design teamsSmall design teams
Content creatorContent creator2D Sprites (Photoshop)
3D Models
Textures, Normalmaps
2D/3D animations
Sound design
Role of an art directorCoherent look‐and‐feel
Adapt style to gamemechanics and story“mechanics and „story
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God of War™, © SCEA
Small design teamsSmall design teams
None of these roles are carved in stoneNone of these roles are carved in stoneThe previous example is one way of splitting work among a group of fouramong a group of four
Many successful projects have been completed by groups of two, and also solo developersgroups of two, and also solo developers
Tip/trick: realistically adjust your design ambitions to the expected man‐hours you will be able to invest
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Rapid PrototypingRapid Prototyping
Getting the idea in the open
Or: how to avoid the “it designs well in your head” pitfall
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In the beginning…In the beginning…
Start with rough prototypesStart with rough prototypes
Typical game situationN d t t d t i d t lNeed to eat and progress to in order to evolve
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In the beginning…In the beginning…
A real world example: flOwA real‐world example: flOw
Immersive ambient sound and visuals
Easy to pick up and play
B if lBeautiful
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In the beginning…In the beginning…
Think in 2D for initial game designsThink in 2D for initial game designsYou can always move to 3D later
But first generate interesting and fun 2DBut first generate interesting and fun 2D object‐to‐object interaction and rules
Check out other stuff and get inspiredCheck out other stuff and get inspiredThis is not limited to games
N t h i l/bi l i l h llNature, physical/biological phenomena as well as personal issues often serve as good starting points
Pl ( ) l t!Play (your) games a lot!
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Game Design and Rapid Prototyping
Rapid Protoypingiis
G D iGame Design
But: game design is not necessarily
http://www.rodvik.com/rodgames/
rapid prototyping
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Prototype vs. Design Doc.
Design Document
Prototype vs. Design Doc.
PrototypeDesign Document
Very cheap
Prototype
Cheapy p
Static
Boring
p
Interactive
Sexy
Faith in developers
Tedious to parse
Science
Can be very complex
Tedious to create Can (and should) be thrown away and redone
[Gingold 2006]
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Rapid PrototypingRapid Prototyping
What is Rapid Prototyping ?at s ap d ototyp g ?Fast, dirty demos of gameplay mechanicsEasy to implement, test, iterate and throw awayHave an idea, ask questions, build prototype [Gingold 2006]
Talk build talk again build more etc etcTalk, build, talk again, build more... etc., etc.
Ask questionsCan moving a character through blobby obstacles be fun?
Surprising one self with new ideas Speed/number of iterations correlates with good designWorks best if technology issues are not in the wayWorks best if technology issues are not in the way
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Rapid PrototypingRapid Prototyping
What is Rapid Prototyping ?What is Rapid Prototyping ?
In a nushell:
ABSTRACTIONABSTRACTION
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Interaction AbstractionInteraction Abstraction
Abstraction examples of complex tasksAbstraction examples of complex tasks
Motion
Manipulation + button
Gathering+ collide
Player should learn skills as the game progresses (Many Nintendo games master this)
E l M t id i U kill ft i itiExample: Metroid series. Use skill after acquisition
Example: Zelda series. (Re)learn set of skills for final battle
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Visual AbstractionVisual Abstraction
A map of visual iconographyA map of visual iconography
© Scott McCloud, Understanding Comics2/26/2009 26Andrew Nealen, Rutgers, 2009
Visual AbstractionVisual Abstraction
A map of visual iconographyA map of visual iconography
Lower left: visual resemblance (e.g.Lower left: visual resemblance (e.g. photography)
© Scott McCloud, Understanding Comics2/26/2009 27Andrew Nealen, Rutgers, 2009
Visual AbstractionVisual Abstraction
A map of visual iconographyA map of visual iconography
Lower right: iconic abstraction (e.g.Lower right: iconic abstraction (e.g. cartooning)
© Scott McCloud, Understanding Comics2/26/2009 28Andrew Nealen, Rutgers, 2009
Visual AbstractionVisual Abstraction
A map of visual iconographyA map of visual iconography
Top: picture plane („pure“ abstraction)Top: picture plane („pure abstraction)
© Scott McCloud, Understanding Comics2/26/2009 29Andrew Nealen, Rutgers, 2009
Visual AbstractionVisual Abstraction
A map of visual iconographyA map of visual iconography
Far right: from realism to cartoons… words asFar right: from realism to cartoons… words as the next logical step
© Scott McCloud, Understanding Comics2/26/2009 30Andrew Nealen, Rutgers, 2009
Visual AbstractionVisual Abstraction
A map of visual iconographyA map of visual iconography
Interesting tool for thinking about comics andInteresting tool for thinking about comics and games as art
© Scott McCloud, Understanding Comics2/26/2009 31Andrew Nealen, Rutgers, 2009
The Game Design ContextThe Game Design Context
Areas of game design iconographyAreas of game design iconography
PrototypeFinal GamePotential PrototypeFinal GamePotentialUncanny Valley
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The Game Design ContextThe Game Design Context
Iconography creates emotionIconography creates emotion
© Scott McCloud, Understanding Comics etc.
Leverage: cultural knowledge, memory, nostalgia
Constructing Artificial Emotions: A Design Experiment
, g
Constructing Artificial Emotions: A Design Experimenthttp://www.gamasutra.com/view/feature/1992/constructing_artificial_emotions.php?print=1
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Towards a Procedural Game Narrative
A ThesisA „game narrative“ can be expressed and conveyed though the abstraction of both interaction and visuals, and need not necessarily rely on explicit storytellingy p y g
Further reinforcement of this thesis( )Sound and music, for example Everyday Shooter (video)
Discernable and integrated actions and outcomes
Cultural and personal experience
The Bottom Line: Create emotions that drive player motivationCreate emotions that drive player motivation
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MDA FrameworkMDA Framework
Hunicke, LeBlanc, ZubekMDA: A Formal Approach to Game Design and GameGame Design and Game Research
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Games as SoftwareMDA Framework
CodeCode
H i k L Bl Z b kHunicke, LeBlanc, Zubek. MDA: A Formal Approach to Game Design and Game Research2/26/2009 36Andrew Nealen, Rutgers, 2009
Games as SoftwareMDA Framework
Code ProcessCode Process
H i k L Bl Z b kHunicke, LeBlanc, Zubek. MDA: A Formal Approach to Game Design and Game Research2/26/2009 37Andrew Nealen, Rutgers, 2009
Games as SoftwareMDA Framework
Code RequirementsProcessCode RequirementsProcess
H i k L Bl Z b kHunicke, LeBlanc, Zubek. MDA: A Formal Approach to Game Design and Game Research2/26/2009 38Andrew Nealen, Rutgers, 2009
Games as SoftwareMDA Framework
Code RequirementsProcessCode RequirementsProcess
lRules
H i k L Bl Z b kHunicke, LeBlanc, Zubek. MDA: A Formal Approach to Game Design and Game Research2/26/2009 39Andrew Nealen, Rutgers, 2009
Games as SoftwareMDA Framework
Code RequirementsProcessCode RequirementsProcess
lGame
RulesGame
“Session”
H i k L Bl Z b kHunicke, LeBlanc, Zubek. MDA: A Formal Approach to Game Design and Game Research2/26/2009 40Andrew Nealen, Rutgers, 2009
Games as SoftwareMDA Framework
Code RequirementsProcessCode RequirementsProcess
l “ ”Game
Rules “Fun”Game
“Session”
H i k L Bl Z b kHunicke, LeBlanc, Zubek. MDA: A Formal Approach to Game Design and Game Research2/26/2009 41Andrew Nealen, Rutgers, 2009
A Design VocabularyMDA Framework
Code RequirementsProcessCode RequirementsProcess
l “ ”Game
Rules “Fun”Game
“Session”
H i k L Bl Z b kHunicke, LeBlanc, Zubek. MDA: A Formal Approach to Game Design and Game Research2/26/2009 42Andrew Nealen, Rutgers, 2009
A Design VocabularyMDA Framework
RequirementsProcess RequirementsProcess
“ ”Game
Mechanics
“Fun”Game
“Session”
H i k L Bl Z b kHunicke, LeBlanc, Zubek. MDA: A Formal Approach to Game Design and Game Research2/26/2009 43Andrew Nealen, Rutgers, 2009
A Design VocabularyMDA Framework
RequirementsRequirements
“ ”
Mechanics Dynamics
“Fun”
H i k L Bl Z b kHunicke, LeBlanc, Zubek. MDA: A Formal Approach to Game Design and Game Research2/26/2009 44Andrew Nealen, Rutgers, 2009
A Design VocabularyMDA Framework
Mechanics AestheticsDynamics
H i k L Bl Z b kHunicke, LeBlanc, Zubek. MDA: A Formal Approach to Game Design and Game Research2/26/2009 45Andrew Nealen, Rutgers, 2009
DefinitionsMDA Framework
Mechanics The rules and concepts thatMechanics: 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 responsesevoked by the game dynamics.
H i k L Bl Z b kHunicke, LeBlanc, Zubek. MDA: A Formal Approach to Game Design and Game Research2/26/2009 46Andrew Nealen, Rutgers, 2009
The Player’s PerspectiveMDA Framework
M h i A th tiD iMechanics AestheticsDynamics
H i k L Bl Z b kHunicke, LeBlanc, Zubek. MDA: A Formal Approach to Game Design and Game Research2/26/2009 47Andrew Nealen, Rutgers, 2009
The Designer’s PerspectiveMDA Framework
M h i A th tiD iMechanics AestheticsDynamics
H i k L Bl Z b kHunicke, LeBlanc, Zubek. MDA: A Formal Approach to Game Design and Game Research2/26/2009 48Andrew Nealen, Rutgers, 2009
AestheticsAesthetics
Emotional requirements of the SoftwareEmotional requirements of the Software
Q iQuestionsHow to get past words like fun and gameplay ?
What kinds of fun are there?
How to recognize a particular kind of fun when we see it?
H i k L Bl Z b kHunicke, LeBlanc, Zubek. MDA: A Formal Approach to Game Design and Game Research2/26/2009 49Andrew Nealen, Rutgers, 2009
AestheticsEight Kinds of Fun
1. SensationGame as sense‐pleasure
2 F t
5. FellowshipGame as social framework
6 Discovery2. FantasyGame as make‐believe
3. Narrative
6. DiscoveryGame as uncharted territory
7. Expression3. NarrativeGame as drama
4. Challenge
Game as self‐discovery
8. SubmissionGame as pastime
Game as obstacle course
H i k L Bl Z b kHunicke, LeBlanc, Zubek. MDA: A Formal Approach to Game Design and Game Research2/26/2009 50Andrew Nealen, Rutgers, 2009
AestheticsClarifying Aesthetics
Quake is funQuake is fun.
Final Fantasy is fun.
Quake: Challenge, Sensation, Fantasy
Final Fantasy: Fantasy, Narrative, Expression, Discovery, Challenge
H i k L Bl Z b kHunicke, LeBlanc, Zubek. MDA: A Formal Approach to Game Design and Game Research2/26/2009 51Andrew Nealen, Rutgers, 2009
AestheticsClarifying Goals
As designers one can choose certainAs designers, one can choose certain aesthetics as goals for the game design.
As with other software the process is drivenAs with other software, the process is driven by requirements, not features.
However, one word is not enough to describe a goal.
H i k L Bl Z b kHunicke, LeBlanc, Zubek. MDA: A Formal Approach to Game Design and Game Research2/26/2009 52Andrew Nealen, Rutgers, 2009
Dynamics and MechanicsDynamics and Mechanics
Dynamics: state machine(s) feedback systemsDynamics: state machine(s), feedback systems
Mechanics: Sh t A iti S P i tShooters: Ammunition, Spawn Points
Golf: Sand Traps, Water Hazards
Mechanics vs. DynamicsDynamics and Mechanics are different views of games.
Dynamics emerge from Mechanics.H i k L Bl Z b kHunicke, LeBlanc, Zubek. MDA: A Formal Approach to Game Design and Game Research2/26/2009 53Andrew Nealen, Rutgers, 2009
Prototype designPrototype design
Basic “how to”
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Protoype ProgrammingProtoype Programming
What is importantat s po ta tAgility
Quick rethinking of ideas and easy change
VelocityThrow away and rebuild from scratch fastTry out many ideas very fastTry out many ideas very fast
What is not importantRobustnessElegance and/or optimal code (important later ☺)
Do not fall in love with your idea and/or tech !
[Gingold 2006]
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Rapid Protoypingwww.experimentalgameplay.com
Setup: “Rapid” is a State of MindEmbrace possibility of failureDevelop in parallel
Design: Creativity and “Myth of Brainstorming”Formal brainstorming = 0% success rateGather art + music to create emotional targetSimulate in your head: pre‐prototype the prototype
Development: Nobody knows how you made it and nobody caresDevelopment: Nobody knows how you made it, and nobody caresBuild the toy firstFake it. Nobody cares about your great engineering
General Gameplay: Juicy FunGeneral Gameplay: Juicy FunComplexity does not equal funCreate a sense of ownership for the playerBuild toward a well defined goalBuild toward a well defined goal
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Rapid Protoyping
Shigeru Miyamoto:
Failure is not the end of the world
Shigeru Miyamoto:... and Miyamoto himself would say that he did not want any documents. He would just say, "Find the fun, and I'll be back in three months to take a look at what you have."
Th L “The „Lessons“Give yourself a short period of time to 'find the fun' in a designfun in a designIf the fun isn't there, move onIf you do fail it isn't the end of the worldIf you do fail, it isn t the end of the world
[Lost Garden 2007]
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Examples (1)Examples (1)
The MarriageThe Marriage
http://www.rodvik.com/rodgames/
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Gameplay Mechanics (1)
Situation:
Gameplay Mechanics (1)
Situation:Need to keep both partners happy
Takes some learning and „interpretation“
Interaction is minimal, but very interesting
„Winning“ is not as simple as it looks
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Examples (2)Examples (2)
OsmosOsmos
http://www.hemispheregames.com
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Gameplay Mechanics (2)
Situation:
Gameplay Mechanics (2)
Situation:Need to eat all , and travel by preservation of linear momentum
?
Introduces trade‐off (speed/direction vs. size)
Ambient sound and visuals
Small change in design = large difference in gameplay
Compared to ?2/26/2009 61Andrew Nealen, Rutgers, 2009
Examples (3)Examples (3)
flOwflOw
© Jenova Chen2/26/2009 62Andrew Nealen, Rutgers, 2009
Gameplay Mechanics (3)
Situation:
Gameplay Mechanics (3)
Situation:Need to eat and progress to in order to evolve
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Start with Abstraction (1)Start with Abstraction (1)
Situation:Situation:Need to get from to , while avoiding enemies
Problem (Trivial) Solution Other Solution
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Implementation Example (1)Implementation Example (1)
This principle is implemented in some gamesThis principle is implemented in some gamesMost recently: Bioshock (August 2007)
© Irrational Games2/26/2009 65Andrew Nealen, Rutgers, 2009
Start with Abstraction (2)Start with Abstraction (2)
Situation:Situation:Need to get from to , in possession of 2 „doors“
?
Problem (Trivial) Solution Other Solution
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Implementation Example (2)Implementation Example (2)
This principle is implemented in NarbacularThis principle is implemented in Narbacular Drop, also known as Portal
© 2007 Valve2/26/2009 67Andrew Nealen, Rutgers, 2009
Prototype vs. Final GamePrototype vs. Final Game
Prototype:Prototype: Tower of Goo(Demo)(Demo)
http://www.gamasutra.com/features/20051026/gabler_01.shtml
Final:World of Goo(Video/Demo)
htt // 2dbhttp://www.2dboy.com
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Abstraction vs. Actual GameAbstraction vs. Actual Game
Is an abstraction less playable and/or fun ?Is an abstraction less playable and/or fun ?
DEMODi
DEMODiscuss:
Why is this still ok ? Is this still ok ?Familiar music character and/or setting ?Familiar music, character, and/or setting ?Game balance is independent of rendering ?Player control is more important than visuals ?y p
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Ideas are EverywhereIdeas are Everywhere
„Three Hundred“„Three Hundred Mechanicshttp://www.squidi.net/three/
400 Rules listhttp://www.theinspiracy.com/Current%20Rules%20Master%20List.htm
Indie Game List(s)Indie Game List(s)http://www.indiegames.com/play.htm
http://www.gametunnel.com/articles php?id=620articles.php?id 620
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Further ReadingFurther Reading
Rules of PlayyUnit 1: Core Concepts (but the ideas are interspersed throughout the book)
The Chemistry Of Game DesignThe Chemistry Of Game Designhttp://www.gamasutra.com/view/feature/1524/the_chemistry_of_game_design.php?print=1
Flow in Gameshttp://jenovachen.com/flowingames/thesis.htm
Library of Game Mechanics (page 385) http://acta.uta.fi/english/teos.phtml?11046
MDA Frameworkhttp://www.cs.northwestern.edu/~hunicke/pubs/MDA.pdf
Formal Abstract Design Tools http://www.gamasutra.com/view/feature/3357/formal_abstract_design_tools.php?print=1
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Game FeelGame Feel
Steve Swink, Principles of Virtual Sensation
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Game Feel ExperimentDemo
Any (small) difference(s) in control + physics ?y ( ) ( ) p y
Which version is more fun to control ?
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Game Feel ExperimentResults
Result: no differences in control + physics ...What changed ?
Maybe helpful / eye candy: motion trailEye candy / obfuscating: dynamic background
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Game FeelGeneral
Sensation ofKinesthetic feeling (e.g. Super Mario)Controlling some virtual avatar (direct / indirect)M ki th h t t i f illMaking the character an extension of your will
Principles of virtual sensation / Game FeelPrinciples of virtual sensation / Game FeelBased on gamasutra essays/papers by Steve Swink http://www.steveswink.com/
Deeply embedded in Human‐Computer‐Interaction (HCI) research( )
© Nintendo
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Principles of AnimationThomas & Johnston: The Illusion of Life
• Squash and Stretchq• Timing
– spacing actions to define the weight and size of objects• Anticipation
– the preparation for an actionthe preparation for an action • Staging
– presenting an idea so that it is unmistakably clear • Follow Through & Overlapping Action
the termination of an action and establishing its relationship to the– the termination of an action and establishing its relationship to the next action
• Straight Ahead Action & Pose‐To‐Pose Action• Slow In and Out
A• Arcs• Exaggeration
– Accentuating the essence of an idea via the design and the action • Secondary Action• Appeal
http://www.siggraph.org/education/materials/HyperGraph/animation/character_animation/principles/prin_trad_anim.htm
Game FeelTowards a More Formal Definition
We often use physical analogiesWe often use physical analogiesThe game feels: floaty, smooth, slow, loose
Best/Worst Game/Control/Camera everBest/Worst Game/Control/Camera ever
How to delineate animation and virtual ti ?sensation?
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Principles of Virtual Sensation (1)Principles of Virtual Sensation (1)
1 Predictable Results (Input + Response)1. Predictable Results (Input + Response)Allowing a sense of mastery and control by correctly and consistentlyinterpreting player input
2. Novelty There are an infinite number of results from the same input
3 Good Feedback3. Good FeedbackEnabling mastery, control, and learning by rewarding player experimentation
4 L Skill Fl Hi h Skill C ili4. Low Skill Floor, High Skill CeilingMaking the mechanic intuitive but deep; it takes minutes to pick up and understand but a lifetime to master
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Principles of Virtual Sensation (2)
5. Context
Principles of Virtual Sensation (2)
Giving a mechanic meaning by providing the rules and spatial context
in which it operates
6. Impact and Satisfying ResolutionDefining the weight and size of objects through their interaction with each other and the environment
7. Appealing ReactionProducing appealing reaction regardless of context or input
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1. Predictable Results (1)Principles of Virtual Sensation
Design clear, simple and consistentg , pplayer controlsPitfalls
l hMapping inputs to results that are too difficult to processCreating mappings that are g pp gunnatural or counterintuitiveOverwhelming the player with states and possibilitiesstates and possibilities
These pitfalls make consistent results seem randomesu ts see a do
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1. Predictable Results (2)
Use Natural Controller Mappings
Principles of Virtual Sensation
Use Natural Controller MappingsE.g. “genre conventions“
Exceptions• Some experiments,
Resident Evil 1-3, GTA IV2/26/2009 81Andrew Nealen, Rutgers, 2009
1. Predictable Results (3)
Clearly differentiate between player states
Principles of Virtual Sensation
What are player states ? Example:Mario‘s controls on the groundas opposed toas opposed toMario‘s controls in the air
(Discernable) state changes are importantd
Demo
Expressivity and improvisation + Increase reaction sensitivity
Too many states may cause confusionFeel of control is lostExample: Tony Hawk Skateboarding series
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1. Predictable Results (4)
Expressivity and improv with digital (!) input
Principles of Virtual Sensation
Expressivity and improv with digital (!) inputCompare Donkey Kong to Super Mario Bros.
SMB achieves analog feel through simple (Euler)SMB achieves analog feel through simple (Euler) time integration (see XNASandbox)
But be careful: chosing timesteps and spring stiffnessOne more example: Precision (a Cactus game)
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1. Predictable Results (5)
Consider direct vs indirect input methods
Principles of Virtual Sensation
Consider direct vs. indirect input methods, or a combination thereof
Some examplesIco: Great sense ofemotional tiesemotional ties
Lost Winds: Control player indirectly via control of air flow
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1. Predictable Results (6)
We have very little time to hook the player
Principles of Virtual Sensation
e a e e y tt e t e to oo t e p ayeIf they don’t feel successful and oriented within the first couple minutes, we’ve lost them
The lowest order feedback loop is the virtual sensation
Th lThe moment‐to‐moment controlIf it doesn’t feel good at an intuitive level they’ll stop playingplaying
Virtual sensation + predictable results are the gatekeepers to all other game experiences
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2. NoveltyPrinciples of Virtual Sensation
Infinite number of results from the same inputInfinite number of results from the same inputExamples
Improve character abilities over timeImprove character abilities over time(Metroid, Mega Man, etc.)Deterministic physical simulationsInteresting player states and
bi ti th fcombinations thereof
Demo: Ski Stunt SimulatorDemo
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3. Good Feedback (1)Principles of Virtual Sensation
Enable mastery, control and learning byEnable mastery, control and learning by rewarding experimentationAllow player toAllow player to
Understand the structure and challenges of the gameGive immediate, clear and useful (Audiovisual) feedback
Without immediate feedbackthere is no virtual sensation
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3. Good Feedback (2)Principles of Virtual Sensation
Clearly communicate the game statey gto the playerExample: Mario Kart
l dPowerslide: Smoke + SoundPowerslide boost:Blue / Red Sparks
Giving detailed audiovisual feedback results in consistent and measurable progress
Do not leave the player guessing and frustratedDo not leave the player guessing and frustrated
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4. Low Skill Floor, High Ceiling (1) Principles of Virtual Sensation
Low skill floor = o s ooa virtual sensation is easy to learnThis is not a function of complexityp y
A relatively complicated input scheme may be easy to learn thanks to
A t l iA natural mappingPredicable resultsAvoiding state overwhelmProviding good audiovisual feedback
Conversely the opposite is also trueConversely, the opposite is also true
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4. Low Skill Floor, High Ceiling (2) Principles of Virtual Sensation
If controls are too complex to learn fast,p ,use Helpers / AssistsNo longer physical, but rather physically plausibleExamples
Jugglers (arc prediction and force attenuation)Aim assist in 3D shooters on consolesAim assist in 3D shooters on consolesGrav Ball (simple ball pass control)Forza Motorsport (oversteer control)
Why overcomplicate the control scheme?Let players do what they can, computer does rest
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4. Low Skill Floor, High Ceiling (3) Principles of Virtual Sensation
High skill ceiling = g s ce gmastering a virtual sensation is time consumingWhat is mastering a virtual sensation ?g
Try competing in Counterstrike or Ikarugaand you will know what I mean ☺B h i b k fBoth games are easy to get into, but take forever (literally) to master
Design mastery as learning a layer of skillsStart with skill atoms, and combine them later,
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4. Low Skill Floor, High Ceiling (4) Principles of Virtual Sensation
Try tuning the relation between input andTry tuning the relation between input and reaction sensitivity
Low Input, low reaction
Low Input high reactionLow Input, high reaction
Hi h I t l tiHigh Input, low reaction
High Input, High reaction
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4. Low Skill Floor, High Ceiling (5) Principles of Virtual Sensation
State switchingState s tc gMario hasLeft, Right, Jump, Rung p
State switching createsmany overlapping statesstatesHolding jump button longer results in higher jumpHeight of Jump also influenced by speedHeight of Jump also influenced by speed
Other examples of state switchingCombos, Spatial states (demo), p ( )
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5. Context (1) Principles of Virtual Sensation
Give a mechanic meaning by providingG e a ec a c ea g by p o d grules and spatial contextExamplesp
Mario in empty space ? Boring ...Turning a car on an infinite field ? Boring ...
DemoEmpty vs. Full vs. MedPerception
Zoom vs. Angled speed perceptionTextured vs. Empty speed perceptionTextured vs. Empty speed perception
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5. Context (2) Principles of Virtual Sensation
Make use of player perceptionMake use of player perception
Provide a sense of scale and weightE l Sh d f th C lExample: Shadow of the Colossus
Great use of speed (slow), sound (heavy) and visuals (particles dust size style etc )visuals (particles, dust, size, style, etc.)
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5. Context (3) Principles of Virtual Sensation
Context and gameplay aestheticsContext and gameplay aesthetics
Example: Super Mario Kart vs. Mario Kart 64L SMK D t lik MK64 N t h ll i t llLove SMK. Do not like MK64. Not challenging at all
Many love MK64: „fun to play with friends“
Think about your aesthetics early on !
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6. Impact
Define weight and size of objects through interaction with
Principles of Virtual Sensation
each other + environmentAllow player to
Extrapolate the physical laws of the virtual worldExtrapolate the physical laws of the virtual worldMake good, educated guesses
Bad interaction modeling breaks immersion (flow)breaks immersion (flow)
Do this too often and the player will stop playing
Adapt rendering st le toAdapt rendering style to physical style
Fake / Exaggerate them both ☺(+ use particles)(+ use particles)
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7. Appeal
Produce appealing reaction regardless of context
Principles of Virtual Sensation
oduce appea g eact o ega d ess o co te tor input
Remember the demo in the beginning ?
Think about failure statesSki Stunt Simulator crashes arefun, even if the goal were unclear
Demo of cube movementHigh input, high reaction is clearlythe most fun in the absence ofcontext
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The Bottom Line
Goal
The Bottom Line
Create a feeling of control and masterySo powerful that it transcends context and platform and becomes a powerful tool for self expressionand becomes a powerful tool for self expression
Create a sense of ownershipPersonal (time) investment( )Replayability and evangelismMastery and resulting ability to improvise
Adhere to these principles and you are more likely to succeedlikely to succeed
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Further ReadingFurther Reading
Principles of Virtual SensationPrinciples of Virtual Sensationhttp://www.gamasutra.com/features/20061114/swink_01.shtml
Game Feel: The Secret IngredientGame Feel: The Secret Ingredient http://www.gamasutra.com/view/feature/2322/game_feel_the_secret_ingredient.php?print=1
Th Ch i t f G D iThe Chemistry of Game Designhttp://www.gamasutra.com/view/feature/1524/the_chemistry_of_game_design.php?print=1
Ron‘s Rules for Playtestinghttp://2dboy.com/2007/11/12/rons-rules-for-playtesting/
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ResourcesResources
Stand on the shoulders of giants
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ResourcesResources
Game development / careersGame development / careersgamecareerguide.com,gamasutra.com, gamedev.net,igda.comgamedev.net,igda.com
Game newskotaku com 1up com gamespot comkotaku.com,1up.com,gamespot.comtigsource.com,indiegames.com/blog/
dPodcasts1up.com,gamespot.com,b ibrainygamer.net
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ResourcesResources
BooksBooksSalen/Zimmerman, Rules of PlaySwink Game FeelSwink, Game FeelSchell, The Art of Game DesignFullerton, Game Design WorkshopFullerton, Game Design WorkshopKoster, A Theory of Fun
ResearchResearchJesper Juul, www.jesperjuul.netGame studies, www.gamestudies.com, g
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