sissyfight 3000. overview sissyfight simulates a playground fight between school children

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SiSSYFiGHT 3000

OverviewOverview

SiSSYFiGHT simulates a playground SiSSYFiGHT simulates a playground fight between school children. fight between school children.

OverviewOverview

Each kid begins with 10 Self-Esteem Each kid begins with 10 Self-Esteem chips chips

… … and the goal of the game is to reduce and the goal of the game is to reduce your opponents’ self-esteem to ZERO! your opponents’ self-esteem to ZERO!

OverviewOverview

When there are only one or two When there are only one or two players left with any self-esteem, players left with any self-esteem, they win the game!they win the game!

Setup

Each Round:

Each Round:

1.Choose action and target card in secret.

You can plot and scheme with other players, but your final choice must be secret.

All communication must be public.

Each Round:

1.Choose action and target card in secret.

2.Everyone Reveals

Each Round:

1.Choose action and target card in secret.

2.Everyone Reveals

3.Resolve all actions.

Solo

Your target discards one chip.

TeamIf someone teams up with you, each Team card forces the target to discard two chips…

Team

… but, if no one else played a “Team” with your target, there’s no effect.

If someone teams up with you, each Team card forces the target to discard two chips…

Defend

Always play with “No Target”

Lose half as many chips as you would have:

1 1 0 02 2 1 13 3 1 14 4 2 2etc.etc.

If no one targets you, lose 1 If no one targets you, lose 1 chip.chip.

Game EndGame End

● When you run out of chips, youWhen you run out of chips, you’’re out.re out.● When one or two people are left, they When one or two people are left, they win. win.

Play until 11:00Play until 11:00

● Put the cards back in the box when Put the cards back in the box when youyou’’re donere done

General Observations About General Observations About Sissyfight?Sissyfight?

WhatWhat’’s fun about SiSSYFiGHT?s fun about SiSSYFiGHT?

● What What kinds of funkinds of fun did you did you experience?experience?

● Can we get more specific than Can we get more specific than ““fun?fun?””

WhatWhat’’s fun about SiSSYFiGHT?s fun about SiSSYFiGHT?

● What What kinds of funkinds of fun did you experience? did you experience?● Can we get more specific than Can we get more specific than ““fun?fun?””

● Intrigue: Negotiation, Cooperation, Intrigue: Negotiation, Cooperation, BetrayalBetrayal

● Challenge: Tactics, Problem SolvingChallenge: Tactics, Problem Solving● Drama: Narrative ArcDrama: Narrative Arc

How do we get from…How do we get from…

• Cards• Chips• Rules

To…To…

• Intrigue• Challenge• Drama

• Cards• Chips• Rules

WhatWhat’’s missing?s missing?

“Rules” “Fun”

The causal link…The causal link…

This is what sets games apart…

“Rules” “Fun”

Games As SoftwareGames As Software

“Rules” “Fun”“Activity”

Code RequirementsProcess

A Design VocabularyA Design Vocabulary

“Fun”“Activity”

RequirementsProcessMechanics

A Design VocabularyA Design Vocabulary

“Fun”

RequirementsMechanics Dynamics

A Design VocabularyA Design Vocabulary

Mechanics Dynamics Aesthetics

The MDA FrameworkThe MDA Framework

Mechanics Dynamics Aesthetics

DefinitionsDefinitions

●Mechanics: The rules, concepts and materials that Mechanics: The rules, concepts and materials that formally specify the game-as-system.formally specify the game-as-system.

●Dynamics: The run-time behavior of the game-as-Dynamics: The run-time behavior of the game-as-system.system.

●Aesthetics: The Aesthetics: The desirable emotional responsesdesirable emotional responses evoked by the game dynamics.evoked by the game dynamics.

The Designer/Player The Designer/Player RelationshipRelationship

Designer Player

Mechanics AestheticsDynamics

Player

Mechanics AestheticsDynamics

The PlayerThe Player’’s Perspectives Perspective

The DesignerThe Designer’’s Perspectives Perspective

Designer

Mechanics AestheticsDynamics

MDAMDA

● A A ““TaxonomyTaxonomy”” of Design Knowledge of Design Knowledge● AestheticsAesthetics● DynamicsDynamics● MechanicsMechanics● ……and the and the interactions interactions between them.between them.

Aesthetics of SiSSYFiGHTAesthetics of SiSSYFiGHT

● Fellowship: Negotiation, Fellowship: Negotiation, Cooperation, BetrayalCooperation, Betrayal

● Challenge: Tactics, Problem SolvingChallenge: Tactics, Problem Solving● Narrative: DramaNarrative: Drama

Mechanics of SiSSYFiGHTMechanics of SiSSYFiGHT

● Turn-basedTurn-based● Hit PointsHit Points● Public CommunicationPublic Communication● Simultaneous ActionSimultaneous Action

Dynamics of SiSSYFIGHTDynamics of SiSSYFIGHT

Equality Scourge

Competition,Random Attacks

Cooperation,Team Attacks

SiSSYFiGHT FictionSiSSYFiGHT Fiction

● Does SiSSYFiGHT do a good job of Does SiSSYFiGHT do a good job of conveying its subject matter? conveying its subject matter?

● How can it do better? How can it do better?

SiSSYFiGHT FictionSiSSYFiGHT Fiction

What other fictional genre or What other fictional genre or subject matter could the mechanics subject matter could the mechanics of SiSSYFiGHT simulate? of SiSSYFiGHT simulate?

ExerciseExercise

● Choose a fictional genre and/or setting that Choose a fictional genre and/or setting that might fit this game. might fit this game.

● Adapt the game to your chosen subject matter. Adapt the game to your chosen subject matter. ● Keep in mind the aesthetic qualities we Keep in mind the aesthetic qualities we identified in the breakdown. identified in the breakdown.

● How can the rules of the game be changed to How can the rules of the game be changed to best support your fiction? best support your fiction?

BrainstormingBrainstorming

● Everyone Grab a Sticky PadEveryone Grab a Sticky Pad

When I Say When I Say ““Go…Go…””

1.1. You will have 90 seconds.You will have 90 seconds.

2.2. Write down as many subject matter ideas as Write down as many subject matter ideas as you can.you can.

3.3. One to a sticky note.One to a sticky note.

4.4. Keep it Short (Keep it Short ( 5 words) 5 words)

5.5. No idea is too dumb.No idea is too dumb.

6.6. Work in silence.Work in silence.

Ready?Ready?

● Go!Go!

Pens Down!Pens Down!

With your group:With your group:● Get on your feet!Get on your feet!● Find some wall spaceFind some wall space● Stick your ideas to the wallStick your ideas to the wall● Put like ideas togetherPut like ideas together● Look for critical massLook for critical mass● Narrow down a fiction to work on. Narrow down a fiction to work on.

Fill Out the Template● Everyone on the team should fill it out the SAME way.

● Fill one out as a team, then everyone copies.● Cut it into cards for testing.● Once you’ve played the skinned version, go to lunch.

Lunch

● Sign up for electives on gdc.8kindsoffun.com or tinyurl.com/gdc-mda

● Continue work at 1:30

Exercise:Exercise:

● You’ve chosen a setting or fiction for You’ve chosen a setting or fiction for SiSSYFiGHT.SiSSYFiGHT.

● You’ve played a “skinned” version of the game.You’ve played a “skinned” version of the game.

● Now go deeper, look for rules changes that will Now go deeper, look for rules changes that will support your theme. support your theme.

Work until 2:45

Beta Test at 3:00Beta Test at 3:00

● Make sure your rules are written Make sure your rules are written down. down.

Beta TestBeta Test

● Send 2 team members to another Send 2 team members to another table as beta testers. table as beta testers.

● Test until 3:20Test until 3:20

DiscussionDiscussion

● LetLet’’s compare solutions. What different s compare solutions. What different approaches did we take?approaches did we take?

3:353:35

The MessageThe Message

Game dynamics have Game dynamics have emergent meaning. emergent meaning.

This can harmonize with your subject matter, This can harmonize with your subject matter, or clash with it.or clash with it.

We often desire harmony, but not always.We often desire harmony, but not always.

Any Final Observations?Any Final Observations?

3:40

The MDA FrameworkThe MDA Framework

Mechanics Dynamics Aesthetics

Understanding AestheticsUnderstanding Aesthetics

● We need to get past words like We need to get past words like ““funfun”” and and ““gameplay.gameplay.””

● What kinds of What kinds of ““funfun”” are there? are there?

Eight Kinds of Eight Kinds of ““FunFun””

Eight Kinds of Eight Kinds of ““FunFun””● SensationSensation Game as sensory experience.

Eight Kinds of Eight Kinds of ““FunFun””● SensationSensation● FantasyFantasy Game as make-believe

Eight Kinds of Eight Kinds of ““FunFun””● SensationSensation● FantasyFantasy● NarrativeNarrative Game as unfolding story

Eight Kinds of Eight Kinds of ““FunFun””● SensationSensation● FantasyFantasy● NarrativeNarrative● ChallengeChallenge Game as obstacle course

Eight Kinds of Eight Kinds of ““FunFun””● SensationSensation● FantasyFantasy● NarrativeNarrative● ChallengeChallenge● FellowshipFellowship Game as social framework

Eight Kinds of Eight Kinds of ““FunFun””● SensationSensation● FantasyFantasy● NarrativeNarrative● ChallengeChallenge● FellowshipFellowship● DiscoveryDiscovery Game as uncharted territory

Eight Kinds of Eight Kinds of ““FunFun””● SensationSensation● FantasyFantasy● NarrativeNarrative● ChallengeChallenge● FellowshipFellowship● DiscoveryDiscovery● ExpressionExpression

Game as soap box

Eight Kinds of Eight Kinds of ““FunFun””● SensationSensation● FantasyFantasy● NarrativeNarrative● ChallengeChallenge● FellowshipFellowship● DiscoveryDiscovery● ExpressionExpression● SubmissionSubmission

Game as mindless pastime

Charades is “fun”

Team Fortress is “fun”

Final Fantasy is “fun”

Each game pursues multiple aesthetics. No Grand Unified Theory.

Clarifying Our AestheticsClarifying Our Aesthetics

Charades isFellowship, Expression, Challenge

Team Fortress isCompetition, Schadenfreude, Challenge, Sensation, Fantasy

Final Fantasy isFantasy, Narrative, Expression, Discovery, Challenge, Masochism

Each game pursues multiple aesthetics. No Grand Unified Theory.

Clarifying Our AestheticsClarifying Our Aesthetics

Clarifying Our GoalsClarifying Our Goals

● As designers, we can choose certain As designers, we can choose certain aesthetics as goals for our game aesthetics as goals for our game design.design.

● We need more than a one-word We need more than a one-word definition of our goals.definition of our goals.

More on Aesthetics

Check out: Extra Credits – Aesthetics of Play

http://youtu.be/uepAJ-rqJKA

See Also: Nicole Lazzaro

See Also: Jason VandenBerghe

NoveltyChallengeStimulationHarmonyThreat

See Also: Jamie Madigan, et al.

A Few Words on DynamicsA Few Words on Dynamics

● We can use abstract models to We can use abstract models to explain and predict game behaviors.explain and predict game behaviors.

Example: The Example: The ““Scourge FactoScourge Factorr ””

SissyFightIs Someone Winning?

Let’s gang up!Team Attack!

Model: Feedback LoopModel: Feedback Loop

STATE Measure

DecideAct

An Ideal Thermostat

Room

Too Cold

Too Hot

Thermometer

Controller

Cooler

Heater

These Models are Well These Models are Well UnderstoodUnderstood

MDA in SiSSYFiGHTMDA in SiSSYFiGHT

Simultaneous turns + attack actions Simultaneous turns + attack actions

MDA in SiSSYFiGHTMDA in SiSSYFiGHT

Simultaneous turns + attack actions Simultaneous turns + attack actions

Equality Scourge

Competition,Random Attacks

Cooperation,Team Attacks

MDA in SiSSYFiGHTMDA in SiSSYFiGHT

Simultaneous turns + attack actions Simultaneous turns + attack actions

Equality Scourge

Competition,Random Attacks

Cooperation,Team Attacks

Betrayal!

Short Break

Go to your Elective A room at 4:05● Denouement: 236● Emotional Investment: 224● Card Wars: 220

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