imgd 2900 digital game design i
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IMGD 2900 Digital Game Design I. Class 8: Mon day 11.26. Today’s topics. Playtesting Types of rules / players / play The Mystery of Play Assignment 10. Playtesting!. Round 1 Beadwalkers vs Hambingers Colored Blocks vs Pearl Etched Spears DNA vs Team Ishmael - PowerPoint PPT PresentationTRANSCRIPT
IMGD 2900Digital Game Design I
Class 8: Monday 11.26
Today’s topics
PlaytestingTypes of rules / players / playThe Mystery of PlayAssignment 10
Playtesting!
Round 1
Beadwalkers vs HambingersColored Blocks vs Pearl Etched SpearsDNA vs Team IshmaelTeam Rocket vs Tempest SerenadeTeam Sauce vs StormridersTeam Subtlety vs Team TsukuruPolygonial vs The Professor
Ask your testers to think out loud.
Shut up and pay attention.
If testers get quiet or hesitate,ask what they’re thinking.
Watch faces, not the screen.
Write down everything,especially questions.
Be alert for surprises.
Post-test questions
What is the goal of the game?Was anything confusing or difficult?
Is there any info that would have been good to know before starting?
What did you like? Dislike?How would you describe this game to
someone who has never played it?
Write down the answers.
Round 2
Beadwalkers vs Pearl Etched SpearsColored Blocks vs Team IshmaelDNA vs Team RocketTeam Sauce vs HambingersTempest Serenade vs Polygonial Team Subtlety vs StormridersTeam Tsukuru vs The Professor
Post-test questions
What is the goal of the game?Was anything confusing or difficult?
Is there any info that would have been good to know before starting?
What did you like? Dislike?How would you describe this game to
someone who has never played it?
Write down the answers.
Today’s vocabulary
What are rules?Characteristics of rulesTypes of rules and playersCategories and styles of playAutotelicLusory attitudeThe Mystery of Play
What are rules?
Rules are the formal structureof a game.
They are one of a game’s defining qualities.
Game = Toy + Rules + Goal
What are rules?
Rules are not the experience of play.
You can change the experience withoutchanging the rules.
Thought experiment(LeBlanc)
Three to Fifteen
1. Two players alternate turns.2. On your turn, pick a number 1 - 9.3. You can’t pick a number already chosen by either player.4. If you pick three 3 numbers that
total 15, you win.5. If no numbers are left, and there’s
no winner, it’s a draw.
Three to Fifteen
How are they the same?How do they differ?
Characteristics of rules
Rules limit player actions.
Characteristics of rules
Rules are complete, explicit and
unambiguous.
Example:The stump at second
Characteristics of rules
Rules are shared byall players.
Characteristics of rules
Rules are fixed.
Even games with changing rules have rules thatcontrol how the rules
can be changed.
Characteristics of rules
Rules are binding andhave authority.
They are meant tobe followed.
Characteristics of rules
Rules are repeatableand portable.
Local variations and ambiguities must
be resolved.
Types of rules
ConstituativeOperational
Implicit
Types of rules
Constituative
The “underlying” rules
In digital games, these are instantiated in code.
Types of rules
Operational
The “written” rules
Instantatiated in I/O and UI. Expressed as affordances.
AffordancesThe opportunities for action
made available byan object or interface.
Norman 1988
Affordances are notthe user interface!
Types of rules
Implicit
The “unwritten” rules
Instantiated in etiquette, history and culture
Types of rules
The formal identity of a game emerges from its
operational andconstituative rules.
This game and not that.
Rules are toys!
All three types of rulesare potential sources
for innovation
Question them!Play with them!
Types of players
Good sportsHardcore
Poor sportsCheaters
Spoilsports
Types of players
Good sports:Cheerfully abide by
all three typesof rules.
Honest, respect authorityof the game.
Types of players
2. Hardcore:Study rules & boundaries,take advantage of exploits
and ambiguities.
Pro athletes, serious gamers.
Types of players
3. Poor sports:Will do anything to win.
Violate the implicit rules.Will not surrender to the
lusory attitude.
Lusory attitudeWillingness of players to accept artificial constraints in order to experience pleasure
Required to enter into the playof a game
Sportsmanship
Types of players
4. Cheaters:Secretly violate or ignore the
operational rules.
Disrespect rules, yet still value the game and want to win.
Types of players
5. Spoilsports:Openly violate or ignore the
authority of rules.
No interest in winning.
Categories of playCallois: Les jeux et les hommes (1961)
AgonAleaMimicryIlinx
Categories of play
Agon
Competitive play
Examples?
Categories of play
Alea
Chance-based play
Examples?
Categories of play
Mimicry
Role-playing, make-believe,simulation
Examples?
Categories of play
Ilinx
Pursuit of sensual imbalance
Examples?
Styles of play
PaidaLudus
Styles of play
Paida
Wild, Improvisational, free-form
Examples?
Styles of play
Ludus
RegulatedFormalizedRulebound
Examples?
Play is autotelic
Autotelic (auto = self, telos = goal)Action undertaken for its own sakePlayfulness
Csikszentmihalyi, Flow
Play = superfluous action
Play is inefficient
“In anything but a game, the gratuitous introduction of unnecessary obstaclesto the achievement of an end is regarded as a decidedly irrationalthing to do, whereas in games it appears to be an absolutelyessential thing to do.” Suits
Play is useless
Why wait for the starting gun?
Why not just cut across the track?
Why save dessert for last?
Into the mystery ...
“To observe the rules of the play structure promises much greater pleasure from the gamethan the gratification ofan immediate impulse.” Vygotsky
The mystery
Pleasure constrained ispleasure enhanced.
Games must be magnetic
Must provide their own usage motivationOtherwise why bother playing?An important motivation is novelty
This is why digital games push the envelope of computer hardware and software
Game designers are sculptors of desire,
architects of seduction.
Games are flowers.
But remember!Insects need nectar.
Nobody needsdigital games.
Assignment 10:Polish your 1- or 2-player game
Refine and polish your prototypeUpdate your journal as you workPost the game on your team Web pageBring your game and journal to class
Objective 1:Refine and polish your prototype
Design requirements
Must meets the definition of a game.Must be designed for exactly one or two players.
If two players, both on the same computer.No custom audio. Use only library sounds.Must run without breaking or errors.Must follow The Rules.Must be entirely self-documenting.Need not conform exactly to your treatment.
Questions to ask yourselves
Is our game easy to understand?What can we do to make it clearer? Tutorial?Is it too easy or too hard? What can we do to fix it?If it's a 2-player game, is it equally easy and fun
for both players?If not, what can we do to balance them?Can we make it more attractive? Tweak the color scheme, improve layout, choose better sounds?Did we see any interesting techniques or ideas
used by other teams that we can steal adapt for our project?
Was another team's project obviously similarto ours? If so, what can we do todistinguish ouuselves?
Add lines like these to the top of your main .js file
// Ultra Boring Adventure II// Team Boring// Joe Lazy (jlazy) and Mary Idle (midle)
(optional)
// Released to the public domain
// Coding help from Mark Goodguy
Objective 2:Update your journal asyou work
Document your creative processIdeas, code fragments, sketchesJournals will be inspected
Objective 3:Post the game on yourteam Web page
Upload all game files to your serverCreate a clearly labeled link that starts
the game when clickedMake sure the link actually worksPost before noon this Thursday 11.29
Objective 4:Bring your game and journalto class
Copy all game files to USB drives.Both team members should bring one!
Questions?
Next class: Thursday 11.29