Download - SiSSYFiGHT 3000. Overview SiSSYFiGHT simulates a playground fight between school children
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