a modern approach to game analysis and design: the age framework
DESCRIPTION
Slides for the presentation given at the Game Solution Centre, Singapore, 18th October 2012TRANSCRIPT
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A Modern Approach to Game
Analysis and Design:
the A.G.E. Framework
Assoc. Prof. Roberto Dillon
School of Business and IT
JCU Singapore
Roberto. [email protected]
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Overview
Why and how shall we analyze games?
MDA ( Mechanics – Dynamics – Aesthetics )
The A.G.E. Model
6-11 Framework
Examples (Casual, Social and AAA games)
Conclusions
Reference: Hunicke, Le Blanc, Zubek: “MDA: a Formal approach to Game Design and Game Research”. Available online at: http://www.cs.northwestern.edu/~hunicke/MDA.pdf
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Why and how shall we analyze games?
“A method is needed in order to reason accurately”
Descartes
Game Designers explain their approaches in very
subjective ways
How to figure out what makes “good” Game Design?
Need for a “pragmatic” approach that tries to be as
objective as possible
Break down a game at different level of complexities
and analyze their relationships.
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MDA: Game Components
Mechanics
“describe the particular components of the game, at the
level of data representation and algorithms”
i.e. Rules
Dynamics
“describe the run-time behaviour of the mechanics acting
on player inputs and each others' outputs over time”
i.e. Outcomes by applying the rules
Aesthetics
“describe the desirable emotional responses evoked in the
player, when she interacts with the game system”
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MDA's Aesthetics Model
Eight kinds of Fun based on:
Sensation (e.g. pleasures)
Fantasy (e.g. role playing)
Narrative (e.g. storytelling)
Challenge (e.g. problem solving)
Fellowship (e.g. social framework)
Discovery (e.g. uncharted territory)
Expression (e.g. self discovery)
Submission (e.g. pastime)
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Example: Commerce Game
Mechanics
Setting up the world
Regulate in-game economics
How to Buy
How to Sell
How to Travel
...
Dynamics
Travelling to different towns to trade goods
...
Aesthetics
Fantasy / Challenge / Submission
Anno 1404 © 2009 Ubisoft
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But Game Designers are a troublesome
crowd… and definitions are a bit loose
What’s the exact scope of mechanics?
Are they really rules? What type of rules?
Yes, spanning any aspect of the game (Brathwaite & Schreiber)
No! Mechanics ARE NOT rules! They are “Skill atoms” (Koster)
Aesthetics?
“The branch of philosophy that deals with the principles of beauty
and artistic taste”
… Isn’t that related to graphics??
How do we actually move from one level to the other?
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The A.G.E. Framework
Actions
the core actions that a player can perform,
usually described in terms of verbs.
E.g. moving, jumping, kicking a ball, shooting, taking cover
Gameplay
the resulting play achieved by using and
combining the available "actions". These can
be either verbs or higher level concepts,
E.g. fighting, race to an end, territorial acquisition
Experience
the emotional experience that engages
players during the game. FUN
http://www.igda.org/newsletter/2012/09/30/teaching-games-through-the-a-g-e-framework/
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Emotional Experience
The most difficult part to understand and
master
How do players feel when they play?
What do players really want?
What triggers „Fun“??
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„6-11 Framework“
„Fun” as an outcome from engaging the player through basic emotions and instincts
6 Basic Emotions Ekman, Plutchik, Izard etc.
11 Instinct
Their correspondences/relationships
Reference: Roberto Dillon: “On the Way to Fun: an Emotion Based Approach to Successful Game Design” AKPeters / CRC Press, 2010
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6 Emotions (1)
Fear
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6 Emotions (2)
Anger
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6 Emotions (3)
Pride
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6 Emotions (4)
Joy
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6 Emotions (5)
Excitement
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6 Emotions (6)
Sadness
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11 Instincts (1)
Survival
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11 Instincts (2)
Self Identification
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11 Instincts (3)
Revenge
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11 Instincts (4)
Aggressiveness
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11 Instincts (5)
Curiosity
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11 Instincts (6)
Protection / Care
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11 Instincts (7)
Greed
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11 Instincts (8)
Collecting
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11 Instincts (9)
Competition
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11 Instincts (10)
Communication
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11 Instincts (11)
Color appreciation
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In general: Emotions can trigger instincts
Instincts push the player to act in the game
Easy to link instincts to game gameplay and
actions
Analysis Framework
Fear
Anger
Survival
Aggressiveness
Escaping Avoiding danger
Chasing Fighting
Hiding Running
Running Kicking Casting a spell
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Super Mario Bros. (Nintendo, 1985)
"the player can kill enemies by landing on top of them" links the jumping action to the fighting
enemies gameplay
“progress to the next stage by reaching an end-level flagpole" links the running and jumping
actions to the race-to-an-end gameplay
Goal of “saving the princess” and “finding all the secrets/coins” serve as motivation to link
the different gameplays to the emotional experience of players
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Angry Birds (Rovio 2009)
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Millionaire City (Digital Chocolate)
Identification
Curiosity
Greed
Communication
Protection
Competition Joy
Excitement
Real Estate CEO
What happens next? Help friends
You can do better than your friends!
Share results
Pride
We’re getting rich!
GamePlay
Build and upgrade stuff
Territorial Acquisition
Plan Development
Find presents and rewards
Actions
Buy properties
Sign contracts
Grab money and gifts
Etc.
Collecting New daily prizes!
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And for more complex games?
•Simple, core sequence
•Gets expanded through different…
•Missions and Quests
•Levels
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Legend of Zelda: Twilight Princess
Identification
Protection
Pride
Joy
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Legend of Zelda: Twilight Princess
Identification
Protection
Pride
Joy
Collecting
Survival
Curiosity
…
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Legend of Zelda: Twilight Princess
Hoard Goats
Pride
Joy
Collecting Herding Racing to an end
Riding
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Legend of Zelda: Twilight Princess
Escaping from the dungeon
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Legend of Zelda: Twilight Princess
Escaping from the dungeon
Anger
Revenge
Survival
Race to an end Fighting
Running Jumping Biting
Curiosity
Excitement
Exploring Listening to Spirits
Moving around, digging Using wolf “senses”
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L.A. Noire
Identification Color Appreciation
Curiosity
Excitement
Roam City Look for clues Interrogate suspects
Drive Manipulate objects Review evidence Evaluate answers
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L.A. Noire
Identification Color Appreciation
Curiosity
Excitement
Roam City Look for clues Interrogate suspects
Drive Manipulate objects Review evidence Evaluate answers
Collecting 20 badges 50 movie reels vehicles
Aggressiveness Chasing criminals Street cases
Protection Save hostages
Pride
Joy
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Analyzing a game, step by step
Play the game
Determine the main emotional experience by using
the „6-11 Framework“
Relate instincts to gameplay
Explore how gameplay is obtained (i.e. identify
actions)
Not sure? Go back to Step 1! ;)
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Designing a game: Where to start?
Actions Gameplay Experience
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Conclusions
• Game design needs some well defined analysis methodology
• Gaining insights
• Teaching, sharing experiences
• MDA was the first model to define a pragmatic approach
• Still, lack of common jargon made things very difficult
• AGE as evolution of MDA
• Narrow but clear definitions
• Easy to relate the different layers
• Emotional experience seen in terms of easily understandable
components (6-11 Framework)
• Straightforward to learn and adopt in a variety of contexts