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Loving your Player with Juicy Feedback. Robin Hunicke dConstruct 2009. GAMEISM. GOALS. SKILLS. STORY. CHALLENGE. GAMEISM. MDA. Introduction. - PowerPoint PPT Presentation
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Loving your Player
with Juicy
FeedbackRobin Hunicke dConstruct 2009
GAMEISM
GOALS
SKILLS
STORY
CHALLENGE
GAMEISM
Introduction
MDA
Designer-Player Relationship
Designer
Player
GameCreates Consumes
Designer-Player Relationship
Designer
Player
GameCreates Consumes
BookMovie
PaintingWebsite
Unpredictable Use!• How will it be consumed?• What happens during consumption?
How can we formalize this?
Formalizing Games
Rules System “Fun”
Formalizing Games
Rules System “Fun”
Code Behavior Requirements
Formalizing Games
Code System “Fun”
Rules Behavior Requirements
Mechanics
Formalizing Games
Code
Rules
Dynamics
Code
Rules
Mechanics
“Fun”
Requirements
Formalizing Games
Aesthetics
Code
Rules
Dynamics
Code
Rules
Mechanics
Definitions• Mechanics– Game components like data representation and
algorithms that define how it works.
Mechanics Dynamics Aesthetics
Definitions• Dynamics– The run-time behavior of the mechanics … and
resulting output, over time.
Mechanics Dynamics Aesthetics
Definitions• Aesthetics– The player’s emotional response, when she
interacts with the game.
Mechanics Dynamics Aesthetics
Aesthetics
AestheticsMDA
No More “Fun”• Charades is “fun”• Quake is “fun”• The Sims is “fun”• Final Fantasy is “fun”
Aesthetics Applied• Charades: Fellowship, Expression, Challenge
• Quake• The Sims• Final Fantasy
Aesthetics Applied• Charades: Fellowship, Expression, Challenge
• Quake: Challenge, Sensation, Fantasy
• The Sims• Final Fantasy
Aesthetics Applied• Charades: Fellowship, Expression, Challenge
• Quake: Challenge, Sensation, Fantasy
• The Sims: Discovery, Fantasy, Expression, Narrative
• Final Fantasy
Aesthetics Applied• Charades: Fellowship, Expression, Challenge
• Quake: Challenge, Sensation, Fantasy
• The Sims: Discovery, Fantasy, Expression, Narrative
• Final Fantasy: Fantasy, Narrative, Expression, Discovery, Challenge, Submission
Sensation?
Aesthetic Models• Tell us what games do (well OR poorly)– Charades and Monopoly: Competition – Requires emotional investment • Perceivable winning condition• Achievable winning condition
Dynamics
DynamicsMDA
Dynamics of Charades• Dynamics create Aesthetics– Challenge• Time pressure• Opponent play
– Fellowship• Shared information• Group-sized goals (beat the other teams)
Model: 2D 6
2 3 4 5 6 7 8 9 10 11 122 3 4 5 6 7 8 9 10 11 12
Chan
ce in
36
Die Roll
Model: Feedback System
Room
Too Cold!
Too Hot!
Thermometer
Controller
Model: Monopoly
Pay Up!
Cash In!
Move
Roll
Losers$$$$$$
Winners$$$$$$
Mechanics
Mechanics
MDA
Mechanics• Mechanics support Dynamics– Cards: • Trick taking, betting…• …bluffing, shooting the moon
– Shooters:• Weapons, ammo, spawn points…• … camping or sniping
Mechanics• Mechanics support Dynamics– Dice: • Moving to unpredictable location• … drive-by “strategery”
– Cards:• Go to Jail, get money from Bank…• … upset planning
Model: Monopoly
Pay Up!
Cash In!
Move
Roll
Losers$$$$$$
Winners$$$$$$
Design Via Mechanics• Increase Investment – Smaller board, more rolls, larger dice• Faster pace of play
– Constant rate tax or increased payouts• Smaller gaps between players
– Randomly distributed properties• Add predictablity
– Encourage “trading”• Increase agency
Missing Dynamics• Provide Achievable Winning Conditions– Subsidies for the poor– Taxes for the rich• Calculate @ Go • or when exercising a monopoly
You Can Use It!
MDA
MDA as Lens• Typical designer perspective – Mechanics give rise to Dynamics…– which support the overall Aesthetic.
Designer
Mechanics Dynamics Aesthetics
MDA as Lens• Typical player perspective– Aesthetics set a tone…– born out by Mechanics and Dynamics.
Player
Mechanics Dynamics Aesthetics
A New Perspective• As a Player– Recognize how our actions help create and
support entertainment experiences
Player
Mechanics Dynamics Aesthetics
MDA as Lens• As a Designer– Use aesthetic goals to focus the design
Designer
Mechanics Dynamics Aesthetics
Use MDA to:• Put the player on stage• Avoid feature-driven design• Eliminate “clutter” • Create iterative process• Streamline development
Avoid fixing what isn’t broken
So What about Juciness?
Something More…
A New Letter?
( )M D A J
Defining “Juicy”• Tactile• Inviting• Repeatable• Real-time• Emergent• Coherent• Small• Delicate• Fresh
“FEEL”
Juiciness is Paramount! “If your player is going to spend most of her
time … experiencing a sense physicality and control, shouldn’t the amount of time you spend on that feeling be commensurate?
From the beginning of preproduction until the final game ships, design should include [juicy feedback].”
Juicer than Ever Before!• Increased fidelity & responsiveness – Input processing– Visualization /Sound– Actualization /Articulation– Prototype Technologies
Examples?
Juicy Mileage
Juicy Philanthropy
Juicy Cities
Juicy Input?
Juicy Output?
Jucine$$
Juicy Robots
Embodiment
Tenderness
Intent
Zen
Loving Your Player
Loving Your Player
Juicy Feedback gives your users moment-
to-moment joyful feelings when they engage with your
design.
Useless Machines
Where Next?
ADM J
Juciphiles Unite!
Thank You!