your with juicy feedback loving your player with juicy feedback robin hunicke dconstruct 2009
TRANSCRIPT
Unpredictable Use!
• How will it be consumed?• What happens during consumption?
How can we formalize this?
Definitions
• Mechanics– Game components like data representation and
algorithms that define how it works.
Mechanics Dynamics Aesthetics
Definitions
• Dynamics– The run-time behavior of the mechanics … and
resulting output, over time.
Mechanics Dynamics Aesthetics
Definitions
• Aesthetics– The player’s emotional response, when she
interacts with the game.
Mechanics Dynamics Aesthetics
Aesthetics Applied
• Charades: Fellowship, Expression, Challenge
• Quake: Challenge, Sensation, Fantasy
• The Sims• Final Fantasy
Aesthetics Applied
• Charades: Fellowship, Expression, Challenge
• Quake: Challenge, Sensation, Fantasy
• The Sims: Discovery, Fantasy, Expression, Narrative
• Final Fantasy
Aesthetics Applied
• Charades: Fellowship, Expression, Challenge
• Quake: Challenge, Sensation, Fantasy
• The Sims: Discovery, Fantasy, Expression, Narrative
• Final Fantasy: Fantasy, Narrative, Expression, Discovery, Challenge, Submission
Aesthetic Models
• Tell us what games do (well OR poorly)– Charades and Monopoly: Competition – Requires emotional investment • Perceivable winning condition• Achievable winning condition
Dynamics of Charades
• Dynamics create Aesthetics– Challenge• Time pressure• Opponent play
– Fellowship• Shared information• Group-sized goals (beat the other teams)
Mechanics
• Mechanics support Dynamics– Cards: • Trick taking, betting…• …bluffing, shooting the moon
– Shooters:• Weapons, ammo, spawn points…• … camping or sniping
Mechanics
• Mechanics support Dynamics– Dice: • Moving to unpredictable location• … drive-by “strategery”
– Cards:• Go to Jail, get money from Bank…• … upset planning
Design Via Mechanics
• Increase Investment – Smaller board, more rolls, larger dice• Faster pace of play
– Constant rate tax or increased payouts• Smaller gaps between players
– Randomly distributed properties• Add predictablity
– Encourage “trading”• Increase agency
Missing Dynamics
• Provide Achievable Winning Conditions– Subsidies for the poor– Taxes for the rich• Calculate @ Go • or when exercising a monopoly
MDA as Lens
• Typical designer perspective – Mechanics give rise to Dynamics…– which support the overall Aesthetic.
Designer
Mechanics Dynamics Aesthetics
MDA as Lens
• Typical player perspective– Aesthetics set a tone…– born out by Mechanics and Dynamics.
Player
Mechanics Dynamics Aesthetics
A New Perspective
• As a Player– Recognize how our actions help create and
support entertainment experiences
Player
Mechanics Dynamics Aesthetics
MDA as Lens
• As a Designer– Use aesthetic goals to focus the design
Designer
Mechanics Dynamics Aesthetics
Use MDA to:
• Put the player on stage• Avoid feature-driven design• Eliminate “clutter” • Create iterative process• Streamline development
Avoid fixing what isn’t broken
Defining “Juicy”
• Tactile• Inviting• Repeatable• Real-time• Emergent• Coherent• Small• Delicate• Fresh
Juiciness is Paramount!
“If your player is going to spend most of her time … experiencing a sense physicality and control, shouldn’t the amount of time you spend on that feeling be commensurate?
From the beginning of preproduction until the final game ships, design should include [juicy feedback].”
Juicer than Ever Before!
• Increased fidelity & responsiveness – Input processing– Visualization /Sound– Actualization /Articulation– Prototype Technologies
Juicy Feedback gives your users moment-
to-moment joyful feelings when they engage with your
design.