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gamedesigninitiative at cornell university the Gameplay Modeling Lecture 9

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Page 1: Lecture 9 - Cornell University · Board game Card game ... A Single Turn in Squad Leader Simulates (real-time) player reaction time. gamedesigninitiative at cornell university the

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Gameplay Modeling

Lecture 9

Page 2: Lecture 9 - Cornell University · Board game Card game ... A Single Turn in Squad Leader Simulates (real-time) player reaction time. gamedesigninitiative at cornell university the

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Next Week: Nondigital Prototype

� No software involved at all� Board game� Card game� Something different?

� Goal is to model gameplay� How? Nondigital/digital is very different� Model will be far removed from final result� What can we hope to learn from this?

Paper Prototyping2

Page 3: Lecture 9 - Cornell University · Board game Card game ... A Single Turn in Squad Leader Simulates (real-time) player reaction time. gamedesigninitiative at cornell university the

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� Level design about progress� Sense of closeness to goal� Choice of “paths” to goal

(dilemma challenge)� Path choice can relate to

play style and/or difficult

� Easier to design if discrete� Flow-chart out progression� Edges are mechanic(s)

� But game state values are continuous (sort of)

Paper Prototyping3

Understanding Game Progression

Page 4: Lecture 9 - Cornell University · Board game Card game ... A Single Turn in Squad Leader Simulates (real-time) player reaction time. gamedesigninitiative at cornell university the

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� Design is discretization� Impose flow chart on state� Each box is an equivalence

class of game states

� Spatial Discretization� Contiguous zones� Example: past a doorway

� Resource Discretization� Range of resource values� Example: build threshold

Paper Prototyping4

Discrete Progression

Page 5: Lecture 9 - Cornell University · Board game Card game ... A Single Turn in Squad Leader Simulates (real-time) player reaction time. gamedesigninitiative at cornell university the

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Discretizing Spacial Locality

Paper Prototyping5

Page 6: Lecture 9 - Cornell University · Board game Card game ... A Single Turn in Squad Leader Simulates (real-time) player reaction time. gamedesigninitiative at cornell university the

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Discretizing Spacial Locality

Paper Prototyping6

Page 7: Lecture 9 - Cornell University · Board game Card game ... A Single Turn in Squad Leader Simulates (real-time) player reaction time. gamedesigninitiative at cornell university the

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Discretizing Spacial Locality

Paper Prototyping7

Page 8: Lecture 9 - Cornell University · Board game Card game ... A Single Turn in Squad Leader Simulates (real-time) player reaction time. gamedesigninitiative at cornell university the

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Nature of Discretization

� State must be unambiguous� Must be an accurate, precise way to determine state� Example: string to measure distance in a wargame

� Actions must be significant� May correspond to several animation frames� Example: movement and attack in single turn

� Mechanics must have compact interactions� Avoid mechanics that depend on iterated interactions� Example: physics is iterative and hard to discretize

Paper Prototyping8

Page 9: Lecture 9 - Cornell University · Board game Card game ... A Single Turn in Squad Leader Simulates (real-time) player reaction time. gamedesigninitiative at cornell university the

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� Discretization requires turns� Represent a unit of action� When done, game “at rest”

� Turns can be multistep� Multiple actions in a turn� Evironmental interactions

� Turns can alternate� between other players� with a gamemaster� not at all (one player?)

Paper Prototyping9

Discretization and Turns

Page 10: Lecture 9 - Cornell University · Board game Card game ... A Single Turn in Squad Leader Simulates (real-time) player reaction time. gamedesigninitiative at cornell university the

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1. Rally Phase � Damaged units heal/repair

2. Prep Fire Phase � Choose units to attack/fire� Cannot act in later phases

3. Movement Phase � Move units about the board

4. Defensive Fire Phase� Opponent (not you) acts� Fires on units that moved

5. Advancing Fire Phase � Moved units may now fire� Combat strength is reduced

6. Rout Phase � Damage units go for cover

7. Advance Phase � Move every unit one hex

8. Close Combat phase � Find enemies on your hexes� Units engage in combat

Paper Prototyping10

A Single Turn in Squad Leader

Page 11: Lecture 9 - Cornell University · Board game Card game ... A Single Turn in Squad Leader Simulates (real-time) player reaction time. gamedesigninitiative at cornell university the

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1. Rally Phase � Damaged units heal/repair

2. Prep Fire Phase � Choose units to attack/fire� Cannot act in later phases

3. Movement Phase � Move units about the board

4. Defensive Fire Phase� Opponent (not you) acts� Fires on units that moved

5. Advancing Fire Phase � Moved units may now fire� Combat strength is reduced

6. Rout Phase � Damage units go for cover

7. Advance Phase � Move every unit one hex

8. Close Combat phase � Find enemies on your hexes� Units engage in combat

Paper Prototyping11

A Single Turn in Squad Leader

Simulates (real-time) player reaction time

Page 12: Lecture 9 - Cornell University · Board game Card game ... A Single Turn in Squad Leader Simulates (real-time) player reaction time. gamedesigninitiative at cornell university the

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� Allow opponent to interrupt� Action that reacts to yours� Played after you act, but

before action takes an effect� Core mechanic in Magic:TG

� Make play asynchronous� Players still have turns� But take turns as fast as can� Conflicts resolved via speed� Often need a referee for aid

Paper Prototyping12

Discretization and Reaction Time

Page 13: Lecture 9 - Cornell University · Board game Card game ... A Single Turn in Squad Leader Simulates (real-time) player reaction time. gamedesigninitiative at cornell university the

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Reaction Time: Runaway Rails

Paper Prototyping13

� “Free runner” with coaster� Coaster can go faster/slower� Speed tests reaction time

� Model with hidden info� Cannot “process” all at once� Faster go, less screen to see

Page 14: Lecture 9 - Cornell University · Board game Card game ... A Single Turn in Squad Leader Simulates (real-time) player reaction time. gamedesigninitiative at cornell university the

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Reaction Time: Runaway Rails

Paper Prototyping14

Speed changes # of columns at each turn

Page 15: Lecture 9 - Cornell University · Board game Card game ... A Single Turn in Squad Leader Simulates (real-time) player reaction time. gamedesigninitiative at cornell university the

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What Can We Do Discretely?

� Evaluate emergent behavior� Allow player to commit simultaneous actions� Model interactions as “board elements”

� Model player cost-benefit analyses� Model all resources with sources and sinks� Focus on economic dilemma challenges

� Test player difficulty/usability� Ideal for puzzle games (or puzzle elements)� Can also evaluate unusual interfaces

Paper Prototyping15

Page 16: Lecture 9 - Cornell University · Board game Card game ... A Single Turn in Squad Leader Simulates (real-time) player reaction time. gamedesigninitiative at cornell university the

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Evaluating Emergent Behavior

� Recall: coupled, context-dependent interactions � Requires an action and interaction� Or (alternatively) multiple actions

� Model interactions as “board elements”� Rules to follow after your action� May follow several in succession� Examples: Chutes & Ladders,

Bonkers, RoboRallyPaper Prototyping16

Page 17: Lecture 9 - Cornell University · Board game Card game ... A Single Turn in Squad Leader Simulates (real-time) player reaction time. gamedesigninitiative at cornell university the

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� Player “programs” robot� Picks 5 movement cards� Committed to that choice

� After each card� Obey board elements in order� Check robot collisions

� Move = board elements + cards + collisions

Paper Prototyping17

Interactions: RoboRally

Page 18: Lecture 9 - Cornell University · Board game Card game ... A Single Turn in Squad Leader Simulates (real-time) player reaction time. gamedesigninitiative at cornell university the

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� Necessary if have no interactions� Allow multiple actions in a turn� Typically needs complex turns

� Standard method: action points� Player has so many AP per turn� Actions cost AP to perform� Turn done when AP are all spent

� Might want other restrictions� Groups actions into types� Require types in certain order� Example: no attack after move

Paper Prototyping18

Multiple Actions

Page 19: Lecture 9 - Cornell University · Board game Card game ... A Single Turn in Squad Leader Simulates (real-time) player reaction time. gamedesigninitiative at cornell university the

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Cost-Benefit Analysis

� Where nondigital prototypes really shine� Resources are very easy to discretize� Economic choices easily map to turns� Understanding dilemma challenges is important

� Some believe this is all of game design� Claim everything can be reduced to a resource� Common in board game adaptations of other media� Example: balance game with instability resource

Paper Prototyping19

Page 20: Lecture 9 - Cornell University · Board game Card game ... A Single Turn in Squad Leader Simulates (real-time) player reaction time. gamedesigninitiative at cornell university the

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Cost-Benefit Analysis: Bounce

Paper Prototyping20

Jetpack expends oxygen (=health)

Page 21: Lecture 9 - Cornell University · Board game Card game ... A Single Turn in Squad Leader Simulates (real-time) player reaction time. gamedesigninitiative at cornell university the

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Tracking Oxygen as a Resource

Paper Prototyping21

Page 22: Lecture 9 - Cornell University · Board game Card game ... A Single Turn in Squad Leader Simulates (real-time) player reaction time. gamedesigninitiative at cornell university the

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Usability Analysis

� Unusual user-interfaces� Recall that actions correspond to inputs� Some inputs are not simple buttons� Example: touch gestures, motion controls

� Puzzle-style games� Create a game with module elements (e.g. cards)� Laying out levels creates a new game level� Allows you to quickly change and test levels

Paper Prototyping22

Page 23: Lecture 9 - Cornell University · Board game Card game ... A Single Turn in Squad Leader Simulates (real-time) player reaction time. gamedesigninitiative at cornell university the

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Usability Analysis: Angry Bunny

Paper Prototyping

Early Design:Bunny movement controlled by battery “attraction”

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Page 24: Lecture 9 - Cornell University · Board game Card game ... A Single Turn in Squad Leader Simulates (real-time) player reaction time. gamedesigninitiative at cornell university the

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Modeling Movement Controls

Paper Prototyping

Strings attached at board corners

Control piece by pulling strings

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Page 25: Lecture 9 - Cornell University · Board game Card game ... A Single Turn in Squad Leader Simulates (real-time) player reaction time. gamedesigninitiative at cornell university the

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Usability Analysis: Reflexio

Paper Prototyping25

Can reflect world across various axes

Touch zippers to open mouth

Page 26: Lecture 9 - Cornell University · Board game Card game ... A Single Turn in Squad Leader Simulates (real-time) player reaction time. gamedesigninitiative at cornell university the

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Creating Puzzle Levels

Paper Prototyping26

Page 27: Lecture 9 - Cornell University · Board game Card game ... A Single Turn in Squad Leader Simulates (real-time) player reaction time. gamedesigninitiative at cornell university the

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Experiential Prototypes

� Some prototypes do not test gameplay� They test an experience or feeling� You determine if the feeling is enjoyable� Then go back and design gameplay for that

� Discouraged in this course� A very advanced design technique� Can easily end up with worthless prototype� Have only seen a few successes at this

Paper Prototyping27

Page 28: Lecture 9 - Cornell University · Board game Card game ... A Single Turn in Squad Leader Simulates (real-time) player reaction time. gamedesigninitiative at cornell university the

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Experiential Prototype: Aeronautical

Paper Prototyping28

Page 29: Lecture 9 - Cornell University · Board game Card game ... A Single Turn in Squad Leader Simulates (real-time) player reaction time. gamedesigninitiative at cornell university the

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The Experience of Threat

Paper Prototyping29

Page 30: Lecture 9 - Cornell University · Board game Card game ... A Single Turn in Squad Leader Simulates (real-time) player reaction time. gamedesigninitiative at cornell university the

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Most Important Thing: Progression

� Do not want a one-level game� Major problem with “flick” games� Endless runners also have this problem

� We want some evidence of a progression� What is an easy level?� What is a medium level?� What is a hard level?

� Your prototype should be reconfigurablePaper Prototyping30

Page 31: Lecture 9 - Cornell University · Board game Card game ... A Single Turn in Squad Leader Simulates (real-time) player reaction time. gamedesigninitiative at cornell university the

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Easy

Paper Prototyping31

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Medium

Paper Prototyping32

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Hard

Paper Prototyping33

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Paper Prototyping34

The Difficulty Curve

Easy Medium Hard

Page 35: Lecture 9 - Cornell University · Board game Card game ... A Single Turn in Squad Leader Simulates (real-time) player reaction time. gamedesigninitiative at cornell university the

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Easy: Iridescence

Paper Prototyping35

Page 36: Lecture 9 - Cornell University · Board game Card game ... A Single Turn in Squad Leader Simulates (real-time) player reaction time. gamedesigninitiative at cornell university the

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Medium: Iridescence

Paper Prototyping36

Page 37: Lecture 9 - Cornell University · Board game Card game ... A Single Turn in Squad Leader Simulates (real-time) player reaction time. gamedesigninitiative at cornell university the

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Hard: Iridescence

Paper Prototyping37

Page 38: Lecture 9 - Cornell University · Board game Card game ... A Single Turn in Squad Leader Simulates (real-time) player reaction time. gamedesigninitiative at cornell university the

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Reconfigurable Prototypes

Paper Prototyping38

Page 39: Lecture 9 - Cornell University · Board game Card game ... A Single Turn in Squad Leader Simulates (real-time) player reaction time. gamedesigninitiative at cornell university the

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Summary

� Nondigital prototypes are about discretization� Group continuous state into course groups� Simplify mechanics into discrete turns� Sometimes requires mechanics substitution

� They are ideal for early gameplay testing� Evaluate emergent behavior� Model player cost-benefit analyses� Test player difficulty or usability� Capture player experiences (advanced)

Paper Prototyping39