cs4455 - working with system dynamics maribeth gandy jeff wilson
TRANSCRIPT
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CS4455 - Working with System Dynamics
Maribeth Gandy
Jeff Wilson
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Working with System Dynamics
• Chapter 5
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Working with System Dynamics
• How do the elements of games fit together to form systems?
• How can designers work with system properties to balance the dynamic nature of their games?
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Systems
• A system is defined as a set of interacting elements that form an integrated whole with a common goal or purpose
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Systems
• Exist in natural and manmade world
• Can be witnessed wherever complex behavior emerges from interaction between discrete elements
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Systems
• Types:– Mechanical (stapler, combustion engine)– Biological (organism)– Social (government)– Computational (simulation, games)
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Systems
• Tend to work towards a goal
• May produce predictable or widely varying, unpredictable results
• Can be simple, complex, or something in between
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Games as Systems
• Interaction of formal and dramatic elements forms a game’s underlying system
• Goal is to entertain participant• Achieve goal by creating structured conflict and
providing entertaining process for players to resolve conflict
• Formal elements, when set in motion, creates a dynamic experience in which players engage
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Basic Elements of Systems
• Objects
• Properties
• Behaviors
• Relationships
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Objects
• Building blocks of systems• Physical or abstract (or both)• Defined by their properties and behaviors• Examples:
– Game pieces (king in chess)– In-game Concepts (bank in Monopoly, the
players, representation of players such as Avatar)
– Areas or Terrain (hex grid, lines on field)
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Properties
• Qualities or attributes that define physical or conceptual aspects of objects
• Generally, set of values that describe an object
• Examples:– Color, location in chess or checkers– Character attributives in RPG
• Form mathematical kernel
• More complexity means less predictability
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Behaviors
• Potential actions that an object might perform in a given state
• Example: Moves a playing piece in chess is capable of making
• More behaviors tend to result in more complicated system– More fun?
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Relationships
• Relationship between objects in a system• No relationship(s), then not a system• Relationships can be formed: spatially,
hierarchically, etc• Fixed or changing relationships• Fixed: cards in a card deck• Changing: The Sims – characters desire objects
based on varying needs/wants• Players or chance may change relationship
– (Basic Damage – Target Armor) + Piercing Damage = Max Damage (50%-100%)
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System Dynamics
• Elements of system do not work in isolation
• Test: removal of element must alter system
• System is greater than the sum of its parts– Put in motion– Why is Tic Tac Toe so lame?– How would changes to properties and
relationships affect Warcraft II?
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Economies
• System of Trade
• Exchange of resources with system (ex: bank in Monopoly) or other players
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Game Economies
• Must have item of exchange: resources or barterable items
• Agents of exchange: players or system bank
• Methods of exchange: markets or other trading opportunities
• May or may not have currency
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Prices
• Depend on market controls that are in place
• Examples:– Open/free– Fixed pricing– Mixture of controls depending on system
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Building a Game Economy
• Does the size of economy grow over course of game? Are resources produced? If so, is the growth controlled by system?
• If there is currency, how is supply of currency controlled?
• How are prices set in the economy? Set by market forces or game system?
• Are there any restrictions on opportunities for trade among participants? Turn by turn, time, cost, etc?
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Simple Bartering
• Number of resources for trade tend to stay constant
• Value of resources for trade relative to each other tend to stay constant
• Example: Card game: Pit
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Pit
• Amount of product = fixed
• Money supply = n/a
• Prices = fixed
• Trading Opportunities = not restricted
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Complex Bartering
• Amount of resource typically varies
• Relative value of resource continuously changing
• Example: Settlers of Catan– Game system has safeguards against
hoarding and inflation
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Settlers of Catan
• Amount of product = controlled growth
• Money supply = n/a
• Prices = market value w/ cap
• Trading Opportunities = restricted by turn
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Simple Market
• Introduce currency
• Example: Monopoly– Economic growth controlled by circling the
board– Bank never goes broke– Included both trade and purchases with
currency
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Monopoly
• Amount of product = fixed
• Money supply = controlled growth
• Prices = market value
• Trading Opportunities = not restricted
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Complex Market
• Persistent Economy• Examples: WoW, Ultima Online, Everquest• Both very similar and very different from real world
economies• Newbies can sell to NPC shops, veterans better off
making private sale/trade– Not necessarily governed by supply and demand
• Spent resources can be recycled, or resources can be controlled by game designers– Must stop hoarding
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MMORPG
• Amount of product = controlled growth
• Money supply = controlled growth
• Prices = market value w/ base
• Trading Opportunities = not restricted
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Meta Economy
• Economy outside of game system (possibly unintended)
• Examples: MMORPGs (Ebaying virtual items), Magic the Gathering
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Magic the Gathering
• The Design Evolution of Magic: The Gathering, Richard Garfield, Ch.7 - Pages 182 – 195– No “bad” cards– Homogeneity stops “rich kid syndrome”– Purchasing power can unbalance game
• Solutions: ante play (gamble cards), high skill level• A too powerful deck defeats itself
• Designers well aware of meta-economy aspects (part of their business plan)
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Magic the Gathering
• Collectible versus tradable (CCG versus TCG)• Newbies versus veterans• Actually worried about the huge run-up in card
pricing ($20 exp. packs)• Play balance versus complex and varied
strategies• Online version – same pricing for virtual cards• Surviving as a business – how to introduce new
content?• Pro play – trickle down effect
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Magic the Gathering
• Amount of product = controlled growth
• Money supply = n/a
• Prices = market value
• Trading Opportunities = not restricted
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Information Structure
• Open (checkers, chess, go)
• Partially Hidden Information (gambling card games, Fog of War)
• Hiding information introduces hiding, bluffing, deceiving to gameplay
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Control
• Direct – Move pieces– controller
• Indirect – Rollercoaster Tycoon– Sim games– Black and White
• What if you change from direct control to indirect?
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Emergent Systems
• Simple rules, when set in motion, can generate complex results
• Examples: ant colony, cellular automata – John Conway’s Game of Life
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Cellular Automata
• Stephen Wolfram – A New Kind of Science• Rule 30 for 1D cellular automata
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Rule 30
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Game of Life
• 2D Cellular Automata
• Demo http://www.ibiblio.org/lifepatterns/
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Emergent Systems – more examples
• Grand Theft Auto 3
• Halo
• Black and White
• Pikmin
• The Sims