Transcript Slides
Game Design
by Jason Booth
What is a game?
• What is a game?
– The dictionary says “An activity providing
entertainment or amusement; a past time”.
• I think that’s a pretty bad definition of a game
– Kevin Maroney says “A form of play with
goals and structure”
• I like this one a lot better
Well, then what is play?
• The dictionary defines play as “To occupy
oneself in amusement, sport, or other
recreation”.
– Again, I really don’t like the dictionary’s
definition, because it trivializes play’s function
in our lives.
– Play is important!
So what then is the function of play?
• Play is a learning
function
– Even animals play
• It helps them practice
valuable root level brain
functions
• In their case, usually
hunting skills
– Don’t you love google
image search?
How does it affect us?
• Play is an emotional
function
– Our brain provides us with
endorphins when we learn;
thus play, which facilitates
learning, provides us with
endorphins which make us
feel good.
• We get similar highs from
other activities, such as
exercise, or winning.
Why does play matter?
• Play is a social function
– Social bonds are built through shared experiences which involve
overcoming challenges
• We create imaginary challenges for ourselves constantly to help with
social bonding
– Games provide a formal structure of challenge for participants
– Best of all, no one really has to die in the games we hope to make
Play offers us a way to learn how to predict beyond
our total understanding
Even if we know the math, we often need to operate
at a more functional level
This isn’t going to help you catch the Frisbee
Which begs the questions…
• Why isn’t play a
greater part of our
official learning
system?
• Why do we trivialize
play as something for
kids?
– Is our ability to suffer
through boring
presentations really
what makes us adult?
After all…
We learn best through experience
Perhaps it’s because we have so few goals in our
video game vocabulary…
Collide!
Don’t Collide!
We might change the metaphor..
Collide!
Don’t Collide!
Or the means..
Collide!
Don’t Collide!
But the goals often remain the same..
•
•
•
•
•
Collide
Don’t Collide
Sort
Combine
Balance
Chris Crawford is fond of using verbs to describe
game play, and says we need more if we are to make
better games
Asteroids
– Turn
– Thrust
– Shoot
But that doesn’t paint a very descriptive picture from
a design perspective
Wipeout
– Turn
– Thrust
– Shoot
Instead, I tend to focus on other factors:
• Metaphor
– The difference between Asteroids and Wipeout is the metaphor for
the actions
• Constraint
– The user’s constraints are radically different in both games
• Wipeout is a race, focusing on time
• Asteroids is almost entirely focused on collision
• Behavior
– The details of each verb’s behavior is radically different between
the games
• What’s the rate of fire, the consequence of being hit, etc?
• User Perception
– How does the brain manage all this information?
Unfortunately for Chris Crawford..
• I don’t see the verb count of games radically
expanding any time soon.
– Instead, I see more descriptive and refined versions of
each verb being created.
• Mario Platforming -> Prince of Persia Platforming
• Doom weapons -> Far Cry weapons
– I also see the intersection of multiple behavioral
dynamics being more important than the individual
verbs.
• Avoid Collision, while moving fast, while knocking other cars
off the track, while managing your own health, etc.
Some people think we need new
controllers!
• Because the joypad is too crude
But then how come every time we
build an alternate controller..
• We make it work just like a joypad
Or just like a mouse
Or use it for the same net result?
Alternate controllers have not provided
us with new game play options
• Instead they have just made the options we have
feel significantly different
Don’t underestimate the power of feel!
I believe that game design is about balancing
many things..
It’s about managing the users perception of information
• If the user cannot
perceive it, it did not
happen.
In a system without chance..
• The skill of the
competitors becomes
the primary factor.
– But we like to say they
just got lucky anyway
In a system which is completely random..
• Users will impose a
sense of order
– Lady luck
– Rituals (blow on the
dice)
• We want to believe
that the world is not
random; that there is a
reason behind things.
It’s about managing the users perception of
complexity.
• A system which is too
complex appears
chaotic and random
• A system which is too
simple appears
predictable
Is random ordered?
• Sometimes seeing
the pattern is just a
matter of perspective
– But it’s amazing
what we can decipher
even from inside the
pattern
The brain is a pattern recognition
machine!
• It loves to find
patterns in things!
– And classify them into
groups and categories
• So it can find them
faster the next time
– It even makes up
patterns where they
don’t exist, or finds
them in places where
they are not!
Recognition
• We use our pattern library
to fill in missing
information
• We find the closest match,
even when it’s not perfect
or correct
• This allows us to respond
to new patterns without
understanding the entire
pattern!
When we learn new patterns..
• Those patterns form
physical pathways in our
brain!
• We can easily add new
information to this
network
• But it’s much harder to
fundamentally change the
network
– This is why it’s hard for us
to break habits
Sequel-itis
• We want something new and different
– Because the brain is hungry for new patterns
• But we don’t want to re-learn fundamentals
– so we often reject new and different
Accessibility Wall
• So we add to existing concepts
– And add, and add, and add
• Until the design is so complex if forces out new
users!
The Design Paradox
• Our design must provide
– New patterns for the user to learn
• Which are similar enough to what they already understand
– Patterns which are simple enough to be deciphered
• Yet complex enough to be unpredictable
• It must
– Introduce new patterns or constraints over time
• Otherwise the brain will become bored
Managing the difficulty curve
“If all you have is a hammer,
everything looks like a nail”
• However, even if you give
them other tools, they
might not use them if the
hammer still works!
– Ever hammer in a screw
because you were too lazy
to find the screw driver?
• Sometimes you need to force
them to try other techniques
• Why stealth if I can fight
through?
Phases of Play Patterns
• Learning
– We often strive to shorten this step as much as possible
• But long learning phases allow for increased depth
• At the cost of excluding others
– Which in turn creates the ‘in crowd’ effect
• Exploration
– This is the main section of many content driven games
• When the exploration ends, so does the game
• Optimization
– This is the main section of many system driven games
• Often goals can be used to encourage this process
• This process exists at both the micro and macro level
Auto Pilot
• As the brain learns, it filters out tasks it
knows how to perform, grouping them and
running on auto pilot
– Making you think less about small
decisions, more about large goals
• Where am I going instead of how do I drive
• We see this everywhere
– Beats, Measures, and Phrases
– Letters, Words, Sentences
– Items, Groups, Categories
• This optimization must be accounted for in
every aspect of our design
Nature may hold a clue..
• Nature uses the
combination of many
simple elements to create
complex results
– While each ant in an ant
colony is relatively simple,
the colony produces
complex structures and
societies.
• Nature is incredibly
complex, but deceivingly
simple
– This is often referred to as
emergent behavior
This has many advantages
• Each element can be simple
– Easier to create and debug!
• Combinations of elements produce new “Possibility
Space”
– The addition of a single element is not a linear addition of content,
but closer to n^2
• Difficulty curve can be managed
– Add or subtract elements to adjust
– A higher element count system has a smoother balance curve!
• The brain feels a sense of pattern learning completion
– I know what that element does
• Yet the brain keeps finding new patterns
– I haven’t seen this combination yet
Sim City is built almost entirely this
way
As are many of the Sim games, Will Wright is the man!
The goal of game A.I. is not to simulate intelligence, but
rather produce an interesting challenge for the users.
• I’ve never heard
anyone complain
about the A.I. in Mario
Brothers!
• It’s just a bunch of
simple, predictable
patterns, but you still
die.
In fact, you don’t even need AI for that..
• God, the AI in Tetris
was so unrealistic!
Those blocks just
move in a straight
line!
Don’t get lost in the hype
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–
–
–
–
It’s not about the latest tech
It’s not about features
It’s not about the graphics, sound, or engineering
It’s not about story
It’s not about immersion
• It’s about how all the elements interact to tickle
your brains learning functions!
– And how long they manage to tickle it for
When a gamer asks for realism…
• They are really asking
for consistency within
your world..
• “It’s not realistic to
have guns in a fantasy
setting!”
When a gamer asks for believable AI…
• They are really asking
for consistency with
how they would
behave..
• “It doesn’t make sense
that the enemies run
right for you”
– Unless you use the lore
to justify it
Design within your bounds
• A good designer works with the tech
– It takes time to solve hard problems
• You have extremely limited time
• A good designer knows technology
– Because the tech is your tool box
Most great designers understand
code
• Because code is the
language of design
– But it is likely that as
you focus more on
design, you will focus
less on code
There are some amazing exceptions
• Was Myomoto’s
contribution design, or
in presentation?
– Is there a difference?
Some game dynamics explored
About to Loose or About to Win?
Give meaning to old fun..
Feel like you just made it..
Rewind Time? Fix for difficulty
curve..
Choose a strong theme
• Guitar Hero Rocks!
– Seriously, that’s the
whole point
– Everyone instantly
understands the vibe
your creating!
• Solid vision reduces
production time
waste
Reduced to the core
Combine known elements into a new
forms
“10 pounds of monkey crap in a five
pound bucket” – Cardel Curr
• Combining elements often requires
reducing complexity of base elements
– Often the elements themselves want to conflict
• D&D + real-time combat
• Chess + real-time combat
• Don’t be afraid to throw things out, let the
depth come from the combinations
Design Roles
Video Game Design is the synergy
of art, behavior, and technology
But most people understand one
aspect better than another
But I just want to focus on the ideas!
• Wrong; you need a secondary skill to keep you
grounded
– Implementation is where iteration happens
• Iteration is where you learn what works and what doesn’t work
• If you don’t do the iteration, you don’t learn the lessons
– Ideas are easy; making them work is hard!
• Without iteration based learning, your ideas will never get
better
– He who implements controls the details
• And it’s all in the details
But I just want to focus on the story!
• Great, go write a book then.
– Games are not about written stories, they are about
experiencing!
• You can experience the story
– Half Life
• You can create your own story through experience
– Battlefield 1942
• You can show the story
– Dragon Lair, Final Fantasy, and other ‘Low Interactivity’
experience
– Most players just skip the text as fast as possible
But I have this great story to tell..
• Story often limits game play
– Because telling a story is inherently a linear experience
in the creators mind
• Most story driven games just create choke points which you
must go through to make the story move forward
• The player experience is the most interesting story
to be told
– “One time, at band camp, …”
• Player imposed details are also very interesting
– The Sims characters
But I’m busy managing the team..
• That’s great, being a good manager is a
useful skill, and a worthy roll to take
– But management is about delegating
responsibility and driving, not dictating,
decisions
– Do you want to design, or manage? Make a
choice; you do not have the time for both
• Perhaps you should consider the cult of personality
instead!?
But I don’t know how to ….
• Then learn it..
– Often a good designer is not the best at any
particular implementation skill
• But by learning how each skill is done, you can
become the glue to pull everything together
• Integration is often more important than individual
elements
A good designer is hungry for
knowledge
• Some book suggestions to get you started
– Emergence
• Steven Johnson
– Understanding Comics
• Scott McCloud
– If you give a mouse a cookie
• Laura Numeroff
• Some actual ‘gaming’ related books
– A theory of Fun
• Raph Koster
– Chris Crawford on Game Design
• Chris Crawford
– Game Over
• David Sheff