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