your with juicy feedback loving your player with juicy feedback robin hunicke dconstruct 2009

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Loving your Player with Juicy Feedback Robin Hunicke dConstruct 2009

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Loving your

Player with

Juicy

FeedbackRobin Hunicke dConstruct 2009

GAMEISM

GOALS

SKILLS

STORY

CHALLENGE

GAMEISM

Introduction

MDA

Designer-Player Relationship

Designer

Player

GameCreates Consumes

Designer-Player Relationship

Designer

Player

GameCreates Consumes

BookMovie

PaintingWebsite

Unpredictable Use!

• How will it be consumed?• What happens during consumption?

How can we formalize this?

Formalizing Games

Rules System “Fun”

Formalizing Games

Rules System “Fun”

Code Behavior Requirements

Formalizing Games

Code System “Fun”

Rules Behavior Requirements

Mechanics

Formalizing Games

Code

Rules

Dynamics

Code

Rules

Mechanics

“Fun”

Requirements

Formalizing Games

Aesthetics

Code

Rules

Dynamics

Code

Rules

Mechanics

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

AestheticsMDA

No More “Fun”

• Charades is “fun”• Quake is “fun”• The Sims is “fun”• Final Fantasy is “fun”

Aesthetics Applied

• Charades: Fellowship, Expression, Challenge

• Quake• The Sims• Final Fantasy

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

Sensation?

Aesthetic Models

• Tell us what games do (well OR poorly)– Charades and Monopoly: Competition – Requires emotional investment • Perceivable winning condition• Achievable winning condition

Dynamics

DynamicsMDA

Dynamics of Charades

• Dynamics create Aesthetics– Challenge• Time pressure• Opponent play

– Fellowship• Shared information• Group-sized goals (beat the other teams)

Model: 2D 6

2 3 4 5 6 7 8 9 10 11 122 3 4 5 6 7 8 9 10 11 12

Chan

ce in

36

Die Roll

Model: Feedback System

Room

Too Cold!

Too Hot!

Thermometer

Controller

Model: Monopoly

Pay Up!

Cash In!

Move

Roll

Losers$$$$$$

Winners$$$$$$

Mechanics

Mechanics

MDA

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

Model: Monopoly

Pay Up!

Cash In!

Move

Roll

Losers$$$$$$

Winners$$$$$$

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

You Can Use It!

MDA

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

So What about Juciness?

Something More…

A New Letter?

( )M D A J

Defining “Juicy”

• Tactile• Inviting• Repeatable• Real-time• Emergent• Coherent• Small• Delicate• Fresh

“FEEL”

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

Examples?

Juicy Mileage

Juicy Philanthropy

Juicy Cities

Juicy Input?

Juicy Output?

Jucine$$

Juicy Robots

Embodiment

Tenderness

Intent

Zen

Loving Your Player

Loving Your Player

Juicy Feedback gives your users moment-

to-moment joyful feelings when they engage with your

design.

Useless Machines

Where Next?

ADM J

Juciphiles Unite!

Thank You!