Game Mechanics & Gameplay Design PatternsA language to support game design
Staffan Björk
Interactive Institute & Gothenburg University
What You Will Learn
The idea behind Game Mechanics and Gameplay Design Patterns
How these can be used to externalize your knowledge
How these can be used to develop game concepts
Who am I?
Schedule
Wednesday
13.30-14.00 Introduction & Presentation of Mechanics
14.00-15.15 Exercise I: Mechanics Identification
15.30-16.30 Present mechanics candidates
Thursday10.00-10.30 Presentation of Design Patterns
10.30-12.00 Exercise II: Map pattern network in own game
12.00-13.00 Lunch
13.00-14.00 Present network
14.00-16.00 Exercise III: Analyze problems in own game with patterns
16.00-17.00 Presentation of analyses
Friday10.00-10.15 Recap
10.15-12.00 Exercise IV: Update pattern network to address problems in own game
13.00-14.30 Present updated game designs
14.30- Debriefing
The need for a Gameplay Design Language
9/58
Challenges in Gameplay Design Explain values of novel game concepts Understanding differences between games Gain understanding within development teams Communication between developers and stakeholders Exploit new platforms and technologies Depersonalize intended gameplay Describe gameplay problems Specify foci of gameplay evaluations
Design is typically a Wicked Problem Characteristics of Wicked Problems
Not understood until after solutions are found Have no stopping rule Solutions are not right or wrong Every problem is essentially novel and unique Every solution is a 'one shot operation' Solutions have no given alternatives
How to Mitigate Wicked Problems? Methods Language to discuss aspects or parts of the problem
Gameplay
The goal-driven activities related to a game system whose values are solely described in direct relation to that game system
Boundaries Not Diegetic Aspects Not Interfaces Aspects Not Narrative Aspects But these are often interrelated in game designs
Game Mechanics
What is a Game Mechanic?
“the guts of a design document” (Rouse, 2005) “rule based system/simulations that facilitate and
encourage a user to explore and learn the properties of their possibility space through the use of feedback mechanisms” (Cook, 2005)
“the particular components of the game, at the level of data representations and algorithms (…) mechanics are the various actions, behaviours, and control mechanisms afforded to the player within a game context” (Hunicke, Zubek, LeBlanc, 2004)
What is a Game Mechanic? Cont. “methods invoked by agents, designed for
interaction with the game state” (Sicart, 2008) Inspired by OO-programing
“game mechanics are best described with verbs” (Järvinen, 2008) Move, Attack, Climb, Take, Push, etc.
Agents not only players
Exercise I
Exercise I: Analyze your game for gameplay mechanics Go through your view on what is the core gameplay Go through what distinguishes the game from similar games Make notes on candidates for gameplay mechanics
And a one sentence description Intended Result – 10+ mechanic candidates
Gameplay mechanics goal-driven activities related to a game system whose values are solely described
in direct relation to that game system methods invoked by agents, designed for interaction with the game state
At 15.30 you should present the results to others Short overview List of mechanics and their descriptions
Student Presentations
Indentified Mechanics
Samla VP Anfall motståndare och slå tärning Ta resurser/föremål Släpp eller saka resurser/föremål Sorta kort Blanda kort Dra Kort
Dra kort till hand Dra kort och spela kort
Spela kort från hand Aktivera förmåga
Aktivera dold förmåga
Manipulera inventory Ta skada Återuppstå Placera monster Förflytta monster Lägga ut spelruta Erövra spelruta Skicka vidare first player token
Läka Förflyttta sig
Slå och Gå Ta genväg
Höja statvärde Temporärt höja statvärde
Sänka statvärde Temporärt höja statvärde
Memory Undersöka dold resurser/föremål Samarbeta Klara utmaning (quest) Köpa resurser/föremål Byta resurser/föremål Få resurser/föremål Stjäl resurser/föremål Avsluta spel Aktivera immunitet Betala uppehåll Investera resurs
Investera dold resurs
Thursday10.00-10.30 Presentation of Design Patterns
10.30-12.00 Exercise II: Map pattern network in own game
12.00-13.00 Lunch
13.00-14.00 Present network
14.00-16.00 Exercise III: Analyze problems in own game with patterns
16.00-17.00 Presentation of analyses
Gameplay Design Patterns
Gameplay Design Patterns
A way to describe reoccurring design choices Offers possible explanations to why these design
choices have been made Codify unintentional features so they can be
intentional choices in later designs A guide of how to make similar design choices in
game projects What is required to make a pattern emerge What consequences do a pattern have? Not only problem solving
Gameplay Design Patterns a way to describe components on all levels within the design language
Gameplay Design Pattern Examples Power-Ups
Game elements that activate time-limited advantages when collected
First Person Views Players are shown the game world as if they were inside it
Aim & Shoot The act of taking aim at something and then shooting at it
Cut Scenes Sequences of storytelling where players cannot act
Parallel Lives Game elements that when individually lost do not interrupt
gameplay, but do so when all are lost. High
High Score Lists The storing of scores after games have finished so the they
can be compared
What is the difference?!?
Basically, relations Sicart does talk about the need to trace
relationship but does not argue for documenting general relations Only specific ones found in specific games
Patterns includes more abstract phenomena Not only verbs Observable features and experiences
Gameplay Design Pattern Examples Power-Ups
Game elements that activate time-limited advantages when collected
First Person Views Players are shown the game world as if they were inside it
Aim & Shoot The act of taking aim at something and then shooting at it
Cut Scenes Sequences of storytelling where players cannot act
Parallel Lives Game elements that when individually lost do not interrupt
gameplay, but do so when all are lost. High
High Score Lists The storing of scores after games have finished so the they
can be compared
Gameplay Design Pattern Relations Small changes in a game can
have large effects on gameplay and overall game experience This due delicate balances,
risk/reward, meaningful choices, etc. Patterns related to each other
Explains effects of having a pattern Proposes possible causes for a
pattern to be in a design Provides alternatives how to make a
pattern emerge in a design Suggests ways of modifying
patterns Alerts of possible incompatibilities
Types of relations
Can Instantiate α→β Parallel Lives → Attention Swapping
Can Modulate β(α)→βO Game World ( First-Person Views ) → Game World O
Can Be Instantiated By α←β Cut Scenes ← Dedicated Game Facilitators
Can Be Modulated By α(β)→ αO High Score Lists ( Tiebreakers ) → High Score ListsO
Potentially Conflicting With α≠β First-Person Views ≠ God Views
Relations between GDPs
Randomness Luck
Limited Foresight
Cards
Fixed Distributions
Drawing Stacks
Surprises
Analysis Paralysis
D6 D8D4 D10 D12 D20
Dice
Mechanics, Dynamics, Aestheticshttp://algorithmancy.8kindsoffun.com/
Marc LeBlanc(Ultima Underworld II, System Shock, Flight
Unlimited, Terra Nova, Thief I-II, Deus Ex, NFL 2K2, NBA 2K2, Oasis, Field Commander)
The MDA model
“Fun”
Rules
Game Sessions
Code
Processes
Requirements
Mechanics
Aesthetics
Dynamics
MDA - Eight Kinds of "Fun"
1. SensationGame as sense-pleasure
2. FantasyGame as make-believe
3. NarrativeGame as drama
4. ChallengeGame as obstacle course
5. FellowshipGame as social framework
6. DiscoveryGame as uncharted territory
7. ExpressionGame as self-discovery
8. SubmissionGame as pastime
Different Levels of Patterns
Patterns fit into the MDA framework Mechanical gameplay patterns
E.g. Power-Ups, Aim & Shoot, Cut Scenes Dynamic gameplay patterns
E.g. Red Queen Dilemmas, Choke points Aesthetical gameplay patterns
E.g. Player Adaptability, Camaraderie
Exercise II: Map pattern network in own game Update mechanics list with ones from the combined list Translate mechanics to patterns
Consider generalizing Consider where in the MDA scheme they fit
Consider additional patterns Especially dynamic and Aesthetical
Find relations between the patterns General – not game specific – relations!!!
Indentify disconnected or loosely connected patterns Consider new pattterns
Repeat from ”Consider additional patterns” Presentation should be a network with different types of links MDA level preferably also
Tension
Enemies
Levels Permadeath
IrreversibleEvents
CharacterDevelopment
Talenttrees
Increased statisticsFog of War
Uncertainty of Information
Luck
Combat
Randomness
LingeringEffects
TimeLimits
Loss ofControl
Helplessness
Transferof Control
Instakills
ChallengingGameplay
DifficultyLevels
StimulatedPlanning
Save-LoadCycles
ProgressEvaluations
PositiveFeedback
Loops
AvalancheEffects
SpectacularFailure
EnjoymentReplayability
ThematicConsistency
Higher-LevelClosures as GameplayProgresses
Stealth
Movement
Poison ExplodingObjects
BudgetedActionPoints
2-phaseActions
Risk/Reward
IncompatibleGoals
Achievements
Trade-offs
Ironman Mode
Micro-management
Inventories
EquipmentSlots
Equipment
SurpriseAttacks
RoamingEnemies
Line ofSight
PrivilegedAbilities
EmotionalEngrossment
TechnologyTrees
RotateIn Place
Time UnitSystem
Most patterns mention from X:EU and X:UD (Green indicates presence in both games, red only in X:UD, and blue only in X:EU). Solid lines indicate instantiating relations and
dashes lines modulating ones. Boxes without outlines are mechanics.
Indentified Mechanics
Sortera kort Blanda kort Dra Kort
Dra kort till hand Dra kort och spela kort
Spela kort från hand Anfall motståndare och slå tärning Ta skada Läka Återuppstå Förflyttta sig
Slå och Gå Ta genväg
Lägga ut spelruta Erövra spelruta Placera monster Förflytta monster Aktivera förmåga
Aktivera dold förmåga
Aktivera immunitet Skicka vidare first player token Sabotera
Höja statvärde Temporärt höja statvärde
Sänka statvärde Temporärt höja statvärde
Memory Samarbeta Ta resurser/föremål Släpp eller saka resurser/föremål Undersöka dold resurser/föremål Köpa resurser/föremål Byta resurser/föremål Få resurser/föremål Stjäl resurser/föremål Manipulera inventory Betala uppehåll Investera resurs
Investera dold resurs
Samla VP Klara utmaning (quest) Avsluta spel Tur
Types of relations
Can Instantiate α→β Parallel Lives → Attention Swapping
Can Modulate β(α)→βO Game World ( First-Person Views ) → Game World O
Can Be Instantiated By α←β Cut Scenes ← Dedicated Game Facilitators
Can Be Modulated By α(β)→ αO High Score Lists ( Tiebreakers ) → High Score ListsO
Potentially Conflicting With α≠β First-Person Views ≠ God Views
Student Presentations
Exercise III: Analyze problems in own game with patterns Start with listing identified gameplay problems with your
current design Locate patterns related to these problems
Possibly have to update the network…
Identified missing patterns that would have solved these problems Consider especially dynamic (e.g. for balancing) and aesthetical
(“fun”) patterns
End result should be highlighted map and list of missing patterns
Student Presentations
Exercise IV: Update pattern network to address problems in own game Consider the identified problem patterns and missing
patterns For problem patterns
Consider patterns to modulate these patterns Consider removing or replacing these patterns
For missing patterns Consider how to add these patterns
What relations to existing patterns do they add? Are these a problem?
What more abstract patterns in the MDA model to they add What more concrete patterns need to be added to reach mechanics?
End result should be updated map
Roundup
Differences between Design and Craftwork Knowledge transferal
Crafts are primarily learned by imitation
Practitioners can not motivate why one does things one way
Unintentional trial-and-error experiments
Information about designs are only recorded in the produced artifact
Advantages of Design Languages Explain values of novel game concepts Understand differences between games Gain understanding within development teams Communicate with stakeholders Exploit new platforms and technologies Depersonalize intended gameplay Describe gameplay problems Specify foci of gameplay evaluations
Thank you!
Questions?