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Week 8 - Back to Basics (First Emma Workshop)

Recapping the foundations of game design

9th December - Hannah Nicklin Talk

  • CEO and lead of De Gute Fabrik

  • Deep Dive: Inside the narrative design and ‘multiple middles’ of Mutazione (gamedeveloper.com)

  • The real reason fans hate the last season of Game of Thrones (scientificamerican.com)

  • Watch video: Youtube.com/watch?v=oT0Pz4fJ3WM

  • Send Emma and questions

What is Game Design (Activity)

  • Say one word around the room

  • Do it again, but just food (adding a limitation)

  • Now introducing conditions (elimination if taking too long to answer, also creates a boundary)

    • Adding a time limit and a win/fail condition changes the dynamics

  • Have to make it more challenging so players can show skill. Performance element (has to start with last letter of previous answer)

  • Do we give players the opportunity to let players purposefully trip up others?

    • What dynamic will it make?

    • Think of demographic

  • Dogs have rules for play

    • Tail wagging, bum wiggle, lowered torso

    • One dog has to request the other dog to play

    • Nipping happens, but if its too rough a dog will disengage

      • Social acceptability 

    • Applying rules is what frees us to play

    • Games design lays out rules

  • Games design also applies values and creates a feedback loop

    • What Remains of Edith Finch

      • Different outcomes based on understanding of characters and their stories

      • Win condition is based on a person's interpretation of the game

        • Some feel they win by physically finishing the game (speedrunners)

        • Others feel they win by absorbing the story (empathetic players)

          • Should consider all types of players who will play a game

  • In a nutshell

    • A game is structure for play

    • Game designers create structures that facilitate play

Modding activity

Fixing a ‘broken’ game by changing/adding/removing a rule

  • Get a game

    • Change, add or remove a rule to “fix” it

    • Example: Noughts and crosses

      • The bug: Once you understand the way to win it isnt fun anymore

      • Solutions:

        • Add a player

        • Expand the grid

        • Players can take two turns

        • Reshape the grid

        • Play using an instagram grid

        • Solve maths problems, whoever solves it first gets a turn

        • Chickens - control where they stand with corn in a square. If it moves you lose the square. Winner keeps the chickens

        • Instead of X’s and O’s players have to think of words beginning to an obscure category

        • Twister/Tic-Tac-Toe mash up

        • Secret land mine square results in insta-death

  • Our game - Thumb war with knives

    • Good for small hands

    • Attatch a piece of wire or a blade to the end of the thumb

    • Fight to knock the other players weapon off

Rules // Verbs // Mechanics

Understanding the power of interaction

  • Video games are unique as they simulate systems and allow people to operate under certain constraints

    • Gives us systems and formulas and we then deduce the story

  • Verbs

    • What the player can do

    • The dominant actions that the player can perform

    • E.g. Explore, destroy, build, steal, seduce, survive

  • Rules

    • Why the player is doing it

    • Provide a structure for the players interactions

    • Quantify and evaluate the players interactions

    • Specify goals, win conditions, fail conditions

    • Establish meaningful feedback loop

  • Mechanics

    • How the player does it

    • Controls, input

    • Can define genre

    • E.g, Walk, run, jump, dodge, dialogue choice, dig, shoot

  • Example: Pac Man

    • Rules: Eat things, die if you hit a ghost, get all the points, navigate a maze, gain a life at 50,000 points

    • Verbs: Eat, evade

    • Mechanics: Up, down, left, right

  • Example: Scribblenauts

    • Rules: Earn starites by solving puzzles

    • Verbs: Think outside the box, goof around

    • Mechanics: Left and right, click to select puzzles

  • My example: Fall Guys

    • Verbs: Run, Fall, Stand, Dive, Sabotage, Win

    • Mechanics: Run around, Grab objects and players, Jump and dive around,

How can you make your verbs robust?

The key to intuitive, immersive gameplay

  • Example: Pac Man

    • Eat is made robust by pacman himself just being a mouth

    • Evade is made robust by the design of the maze

  • Are your verbs intuitive and compelling?

    • Communication

      • How are you communicating your rules? What are your feedback loops like? How literate is your player?

        • Wordless videogames are good for communication as they compel players to try different things

          • Communicate things in a certain way

            • Beams of light shining in the correct direction, is the character hold a tool to complete the job they need to?

    • Motivation

      • Is the player strongly motivated to behave in a certain way?

        • Example: Telltales The Walking Dead - Looking after Clementine and making sure she is safe

    • Feel

      • What does it feel like to perform your interactions? How are you orchestrating this aesthetic experience?

        • Include sound design

    • Coherence

      • Are each of your semiotic planes working in harmony?

        • Don’t confuse the player by suggesting they need to do one action, but pushing them towards another

        • Journey - Uses sound to remind players about the loss that has taken place in the games world, and the loneliness of the character

  • Semiotic planes

    • Visual

    • Audio

    • Haptic - Physical experience of playing (Controller, phone, keyboard etc)

    • Ludic - Playfulness/Fun

    • Verbal - Written or spoken word

  • Emotion wheel

    • Emotions of agency - How a player feels while playing the game, NOT how the player is meant to feel in relation/sympathy to the character

      • Example - Resident evil. Character is probably feeling pure terror, while the player may feel annoyance

    • How I want my player to experience the mechanics I present them with:

      • 1) Seafolk Exploration - Amazement/Surprise

      • 2) Pirate Scientists - Humour

      • 3) Submarine Builder - Fulfilment

Experimental metaphors: “Emotioneering”

Intuitive, expressive marriage of verbs and mechanics. Metaphor rather than mimesis

  • Example: Brothers A Tale of Two Sons

    • Wordless

    • Story told through audiovisuals and input controls

      • Both hands control both brothers (Left hand big brother, right hand little brother)

      • Uses european fairytales

        • Further you go the more whimsical and fascinating yet scary the world gets

      • Big brother is killed at the end

        • Still have to keep hand on his control while taking the little brother through the end

          • Good metaphor for loss. Still holding on to him even though he is gone

          • Have to make little brother face his fear to finish his quest

          • Using big brothers controls will encourage little brother to face his fear

            • Having a text box tell you to do this would remove the magic and poetry of the game

              • Studies of games psychoanalysis

Telling stories with systems (Activity)

Choose a genre and make the rules, mechanics, and verbs

 

 

For my game:

Verbs: adapt, explore, descend

Mechanics: swim, read, echolocation

Rules: Explore a trench 

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