Formal Design Tools - PowerPoint PPT Presentation

About This Presentation
Title:

Formal Design Tools

Description:

'Aimless wandering is the enemy of fun.' 'Hardship is not the same as ... One More Example: An Auto Racing Game with Guns. Front-mounted guns: negative feedback ... – PowerPoint PPT presentation

Number of Views:92
Avg rating:3.0/5.0

less

Transcript and Presenter's Notes

Title: Formal Design Tools


1
Formal Design Tools
  • Feedback Systems
  • and the Dramatic Structure of Competition

A rant by MAHK
GDC 1999
2
Game Design Fortune Cookies
  • Aimless wandering is the enemy of fun.
  • Hardship is not the same as gameplay.
  • Create compelling illusions, not realistic
    simulations.
  • Know your roots.
  • 50,000,000 Elvis fans cant be wrong.

3
The Alternative Formal Design Tools
  • Rules, Models, Techniques
  • Well-defined
  • Abstract (i.e. cross-genre)
  • Day-to-day utility
  • Well-understood application context
  • Lenses, not value statements

4
Lecture Overview
  • Context Competitions
  • Feedback Systems
  • Definition
  • Positive Negative Feedback
  • Application to Games
  • Dramatic Structure
  • Definition
  • Application to Games
  • Drama-Creation Techniques

5
Obligatory Disclaimers
  • This is really pointy-headed.
  • There will be math.
  • No LaPlace transforms No game theory.
  • This may be review.
  • Leave now.

6
Part 1 Feedback Systems
A feedback system monitors and regulates its own
output.
Room
Thermometer
Heater
Too Cold
Too Hot
Controller
Example An Ideal Thermostat
Cooler
7
The Thermostat System is Negative Feedback
  • Reduces the difference between the actual
    temperature and the target temperature.

8
Negative Feedback Systems
  • Drive their output towards a target value.
  • Keep their output within an acceptable range.
  • Are stable.

9
Positive Feedback
Room
Thermometer
Heater
Too Cold
Too Hot
Controller
Cooler
Example The Evil Anti-Thermostat
10
Positive Feedback Systems
  • Drive their output away from the target value.
  • Left to their own devices, will drive their
    output to infinity.
  • Are unstable.

11
In Other Words
? Troom F(Troom Tthermostat)
Or
? Troom F(Troom Tthermostat)
F(x) is any increasing function.
12
Feedback Systems in Games
Game State
Scoring Function
Game Mechanical Bias
Controller
13
Example Negative Feedback Basketball
For every N points of difference in the two
teams scores, the losing team may have an extra
player in play.
14
Laptop Motivation Slide
This is the point in my talk where my laptop
crashed at the GDC in march. A round of
encouraging applause, please, to my laptop, for
making it this far.
15
Positive Feedback Basketball
For every N points of difference in the two
teams scores, the winning team may have an extra
player in play.
16
In Other Words
? Sme F(Sme Syou)
Or
? Sme F(Sme Syou)
F(x) is any increasing function Sme and Syou are
the two teams scores.
17
Feedback Rule 1
  • Negative feedback stabilizes the game.
  • Positive feedback destabilizes the game.
  • Stability is game balance.

18
Feedback Rule 2
  • Negative feedback forgives the loser.
  • Positive feedback rewards the winner.

19
Feedback Rule 3
  • Negative feedback can prolong the game.
  • Positive feedback can end it.

20
Feedback Rule 4
  • Positive feedback magnifies early successes.
  • Negative feedback magnifies late ones.

21
The Most Common Example The Intrinsic Negative
Feedback in Many-Player Games
Everybody gang up on the scourge!
22
Other Feedback Examples
  • Battle Arena Toshinden desperation moves
    (negative)
  • Civilization exponential growth (positive)
  • Wing Commander system damage (positive)

23
One More Example An Auto Racing Game with Guns
  • Front-mounted guns negative feedback
  • Rear-mounted guns positive feedback

24
Feedback Rule 5
  • Feedback systems can emerge from your game
    systems by accident.
  • Be sure to identify them.
  • Many-player games
  • Simulations

25
Feedback Rule 6
  • When two different feedback systems are in
    conflict, one will overwhelm the other.
  • Theres no equilibrium
  • Small biases matter

26
Feedback Rule 7
  • Players are stabilizing influences.
  • The player who is ahead
  • Sandbags
  • Gets lazy
  • Has too many options

27
Feedback Rule 8
  • Feedback systems can take control away from the
    players.

28
Feedback Summary
  • Feedback systems exist in games
  • Negative feedback stabilizes the game.
  • Positive feedback destabilizes the game.
  • Some feedback systems are emergent.
  • Both positive and negative feedback are useful to
    game designers.

On to Part 2...
29
Part 2 Dramatic Structure
30
Dramatic Structure
  • Formal tool for narrative design.
  • Competition can have dramatic structure.
  • Some games have both competition narrative.

31
Dramatic Structure In Games
  • Creates a sense of wholeness.
  • Provides a larger context for small decisions.
  • Creates games that make good stories.

32
What Creates Dramatic Tension?
  • Competition is Conflict.
  • Uncertainty The winner is unknown.
  • Inevitability
  • Resolution is imminent.
  • The game is moving forward.

33
  • Dramatic tension does not guarantee dramatic
    structure.

34
Dramatic Structure Examples
  • Basketball (organized vs. pick-up)
  • Clock creates inevitability
  • Magic The Gathering
  • Deck, Mana create inevitability.
  • Deathmatch
  • Small-scale drama in each confrontation
  • No overall structure

35
Creating Inevitability
  • Approach the end of the game through
  • A non-reversible process.
  • A non-renewable resource.

36
Creating Uncertainty
  • We want the game to feel close.
  • Thus, negative feedback systems can induce
    uncertainty.
  • Other stabilizing forces also work.

37
Timing the Climax
  • Too Early
  • Too much time spent knowing who will win.
  • Players become spectators.
  • Too Late
  • End of game takes the players by surprise.
  • A moment of realization is necessary.

38
Timing the Climax
  • In games, the climax comes relatively late,
    because
  • Again, competition is conflict.
  • It does in narrative.
  • Some resolution occurs after the game ends.

39
Resolving Dramatic Tension
  • Maintain the same sense of inevitability (i.e.
    the same non-reversible process.)
  • Replace uncertainty with certainty, through
    de-stabilizing forces (e.g. positive feedback).

40
Example Basketball
  • Negative feedback moves climax later.
  • Positive feedback moves it earlier.

41
Example StarCraft
  • Uncertainty
  • Fog of War
  • Inevitability
  • Finite raw materials
  • Time is a resource
  • Uncertainty erodes over time.
  • Exponential growth eventually destabilizes.

42
Example Titan
  • Details
  • Build Conquer game
  • Fighting costs units (attrition).
  • Winning fights earns units power
  • Attrition remains constant, but rewards increase.

43
Example Titan
  • Early game
  • Costs outweigh rewards
  • Stable uncertain
  • Late game
  • Rewards outweigh costs
  • Unstable certain
  • Weak sense of inevitability.

44
Example FireTeam Deathmatch
  • Details
  • Deathmatch with teams.
  • Phase 1 Infinite resurrection, earn lives.
  • Phase 2 Finite resurrection, spend lives.

(Phase 2 has positive feedback)
45
Example FireTeam Deathmatch
  • Inevitability
  • Time limit
  • Uncertainty
  • Phase 1 is stable uncertain
  • Phase 2 is unstable certain
  • Phase 1 is longer than Phase 2 late climax

46
Example You Dont Know Jack
  • Uncertainty
  • Questions increase in value over time.
  • High-Scoring bonus rounds late in the game.
  • Inevitability
  • Fixed game length
  • Can easily climax too early
  • Random feedback elements

47
A Newtonian Metaphor
  • Dramatic Tension Potential Energy
  • Stabilizing/Destabilizing Forces Force
  • Forward Progress Distance

48
Dramatic Structure Summary
  • Games can benefit from dramatic structure.
  • Non-reversible processes create inevitability.
  • Stabilizing forces create uncertainty.
  • Resolve the tension you create.

49
Questions?
  • mahk_at_lglass.com
  • www2.lglass.com/mahk

Shameless Plug GDC 2000
Formal Design Tools Emergent Complexity,
Emergent Narrative
Write a Comment
User Comments (0)
About PowerShow.com