1. GDC 2012 Notes | Trail-er blazing: creating the trailers your game deserves - Kert Gartner

    capture your audience’s attention

    • must be done in th first 5-10 seconds
    • no logos, or stuff,
    • 20% audience defects in first 10 seconds
    • 44% after 60 seconds
    • 60 to 90 seconds at most

    here we are now: entertain us!

    • target trailer to same audience the game is targeted at
    • same quality level of your game

    what your game is about?

    • by the end of the trailer this has to be clear
    • not only the gameplay

    focus trailer around one core concept

    example trailer: super time force

    • video
    • slowed down gameplay footage
    • zoomed in specific areas: viewers might not know where to look
    • has beginning, middle and end sections
    • does not give everything away in the trailer

    example: realistic summer sport simulator

    • video
    • parody, hilarious to play
    • builds to a call to action: BUY!
    • cutting to closeups to make it less boring

    dramatic structure

    • keeps viewers engaged
    • Am I creating a story with my trailer?

    Three part structure:

    • beginning: set-up
    • middle: rising action to the climax
    • end: conclusion (call to action, buy)

    Technical stuff: high quality gameplay footage

    mac/pc games screen capture

    • apps: screenflow, camstudio, fraps, camtasia.

    hardware capture for ios/consoles

    • blackmagic intensity, with hdmi input

    shoting with dslr video

    • show people playing with device
    • out of focus to avoid moiree
    • show the social part (people working with the game)
    • examples: fingle and aquaria

    what makes a successful game trailer

    • high quality gameplay footage (uncompressed)
    • engage and entertain your audience (it’s not an ad!)
    • tease the audience: it’s only a glimpse of what’s to come
    • create a story

    author’s extended blog post

    (Source: gdcvault.com)

  2. GDC 2012 Europe Notes | How Draw Something Absorved 50 Millions New Users, in 50 days, with zero downtime - Chris Anderson (Couchbase)

    launch with a plan for growth

    • share nothing application tier
    • horizontally scalable app servers
    • scalable data layer
    • a plan for the unexpected (in house experts, infrastrcuture as a service, know who to call)

    scalable data layer

    • on-demand cluster sizing (grow/shrink)
    • easy node provisioning (all nodes are the same)
    • multi-master cross-datacenter replication (fast: europe/usa/japan)
    • effective auto-sharding (avoid cluster hotspots)

    traditional MySQL + Memcached limitations

    • to scale you need to start using MySQL more simply
    • no joins, or joins limited based on which server contains the data
    • move to blob style of data to store all the info together
    • code overhead to manage keeping memcache and mysql in sync
    • lots of components to deploy

    nosql architectural promise

    • high performance data path
    • scale out storage
    • always on availability
    • schemales document model

    nosql db landscape

    aggregate oriented:

    • key/value (opaque contents)
    • document (with queries)
    • columnar (schema, more for numerical apps)

    structure oriented:

    • graph
    • shared memory structures
    • traditional relational

    why choose nosql

    • want flexible schemas even more than scale and speed
    • scale data
    • speed

    find your sweet spot

    find your sweet spot

    • data type and acces: json, blob
    • protocol: json, memcached, http
    • query capabilities: key/value lookup, range-scans on secondary indexes, full text, geographic queries, etc.

    find your sweet spot

    • media asset workload (S3): large files
    • social gaming workload (nosql/couchbase): speed, lots of writes, needs to scale

    fast and growing

    • users respond favorably to snappy apps
    • half a second delay caused a 20% drop in traffic
    • you don’t know when the thundering herd will hit (don’t over-invest in flops)
    • fast and consistent (all servers should be fast)

    scale in a hurry

    • from handful to dozens of servers
    • no time to rewrite code

    The cluster relocates the documents and updates the cluster map in the app servers.

    always-on database scaling 1always-on database scaling 2

    Side notes:

  3. GDC 2012 Europe Notes | The Long Journey - Robin Hunicke

    bad things

    extensions of the deadlines:

    • signed unrealistic schedule believing that it could be extended which they paid in stress during the whole process.
    • fund yourself! or negotiate for more money than you will need not to crunch.

    estimation paralysis:

    • failed to confront the true costs of just in time changes of the game
    • leading a team but resisting openly communicating your direction and tasks you slow everybody down
    • miscomunicating an getting of course: always talk to each others.

    greed:

    • being attached to ideas but resisting to expand the team or process
    • eroded trust in leadership

    the anxiety train:

    • it’s difficult to resolve anxiety between the team memebers
    • if you don’t address them they erupt in the worst situations (design meetings!)
    • schedule time to deal with anxiety: one on one

    culture wars:

    • between people that need to work all the time and those that require some time to calm down
    • alternate universe where improved communication key contributors overcame personal grudges that slowed the production down and instead created a steady level of trust between the team
    • only hire people who share your values, otherwise fire them… quickly!

    right things

    focus on the feeling

    • knew the destination and always focused on it
    • achieve game with a feeling of connection and awe
    • based on the experience of flow and flower

    avoiding easy

    • avoid giving in to the first idea that you had
    • pick the hard stuff and figure out how to do it better
    • eg: cloth could be thought as a power bar, but instead it changed to a wallet
    • do not tell the story, let it be discovered
    • made all the co-op optional because easy stuff didn’t work
    • there was a missile to lauch at each other in our darker times!

    playtesting

    • exhausting to see them fail and feel confusing
    • the only way to test your assumptions

    good people

    • unique talents, managing themelves
    • leant of friends and family

    not giving up

    • even when it was so boring that it was difficult to stay awake during a playtest

  4. The fall of Angry Birds, what is next? | Trey Smith App Blog →

    A very small percentage of people buy stuff in games. Of this small percentage you have people who will spend a LOT.

    […] basically you either want an in app purchase to solve some curiosity for the player or benefit gameplay. Boring in app purchases like “full game” or “remove ads” are not as effective.

  5. Daniel Cook - Game Genre Lifecycle Part 1

    http://www.lostgarden.com/2005/05/game-genre-lifecycle-part-i.html


    Quote:

    The life cycles of game genres and the lessons that they teach us. 
    Over the years people have bemoaned the rise and fall of various gaming genres, but there has been little analysis behind the functional processes that drive this critical market systems. 
    Genres are a major defining factor in the creation of rich markets of avid gamers and designers ignore them at our own risk. We cannot assume that a genre will always exist, or that a genre will have competitive room for our latest title. A genre in the wane is a dangerous market where past success is no indication of future success. 
    Equally important is the opportunity that genres present. If we can understand how genres arise and change over time, we can tilt fate in our favor by releasing and developing new titles that hit emerging genres with the correct timing and release strategies.



  6. GDC 2012 Notes | Level Design Case Studies: Trainyard and Cut the Rope

    trainyard

    • levels = teaching
    • sawtooth difficulty progression with dips to let payer relax
    • audience discovered: casual, completionists and hardcore
      • break into main game (for casual audience) and bonus levels (completionists, hardcore)
      • don’t put nearly-impossible levels even as bonus levels because completionists get frustarted.
      • add a level editor for the hardcore audience.
    • each level should have a purpose
      • symmetry and balance
      • everything sound intentional
      • use themes for variety
    • use minimum number of elements possible to achieve purpose
    • “I don’t know how I did that” after solving a puzzle = bad (problem with core mechanic or level)
    • build an editor: fast switch between edit/test, easy versioning to experiment
    • try amplify player’s internal joy when puzzle is solved (add fx, sounds, etc.)
    • to design new levels the math and color logic is checked first to see if it’s possible
    • no puzzles are published that he could not solve

    cut the rope

    • levels are snacks (each take secods to beat)
    • level design principles:
      • positive reinforcement, not forced solutions (give a star instead of killing the player, if possible)
      • self-manageable difficulty (collect all stars, skip levels)
      • can plan the solution (not necessarily trial and error)
      • solution should look logical, elegant and reproducible
      • levels should hide defects in the engine or the game itself.
      • tutorials must force the user to use the principle it teachs
    • last level in the group is not the hardest but has cool ideas to let them wanting more
    • data driven decisions (reviews, polls via twitter/facebook, game center leaderboards)
      • fail rate: tied to the arcade (skill) component of the level
      • skip rate: tied to the puzzle (reasoning) component of the level.
    • 900 levels created, 400 used
    • emotional goal of caring for the baby monster is more imporant than highscores

  7. GDC 2012 Notes | Create New Genres

    • loops instead of arcs: concentrate in game systems and not in consumable content
    • don’t bring in art/narrative too early as it gets in the way of the game itself
    • have multiple prototypes in development at the same time to minimize failure costs and evaluate better
    • plan with next steps instead of the master design document
    • invent new genres inspired by everything in the world, including the seeds of existing games, but not the results
    • designer driven process: designer must listen, but nobody has veto over his decisions
    • the A team is 2 man too big: great designer + great programmer

    speaker: daniel cook

  8. Horseshoe 2007 - Fabula Rasa (Watery Pachinko)

    report

    Problem

    How do we mediate meaningful experiences that lead to a player’s story?

    Watery Pachinko Machine of Doom

    In a pachinko machines, dozens of ball fall on pegs and bounce about in a chaotic motion until they finally reach the hole at the bottom of the machine. When you add thousands of balls, to the point where balls are like individual water molecules, the patterns of where the balls flow throughout the system becomes more apparent. You see currents and waves of motion.

    Each of those balls is a player, moving on their unique path. As designers, we build the machine and analyze broad patterns of motion through the system. Instead of the pachinko physics of collision, we calculate the physics of human psychology.

    Techniques

    • ARGs : diffiicult to scale, breaks player expectations of a game
    • Narrative spaces: controlled reveals, extablished paths
    • Social networks: interpersonal interaction is highly meaningful, bringing people together, maintaining relationships
    • Reality television
    • Rituals

    The voice of the auteur

    • Community norms shape the players voice. Designers and community liaisons assume immediate roles of authority and through their actions, set the tone for the community.
    • Belief creates behavior. The designer is in a unique role to codify, promote and reward desired beliefs.

    Ethical considerations

    E.g: The stanford Prison Experiment. The act of putting good people in an evil environment resulted in behavior most would deem immoral.

    There are already a few voices in the game design community, such as Jonathan Blow, that are actively decrying the game design techniques used in popular online games as unethical. On the other side, capitalistic forces are pushing teams to build ever more intense and addictive experiences.

  9. Horseshoe 2006 - The Creation of Radically New Game Experiences

    report

    Better tools with which to tackle game subjects are necessary to deliver games that offer more: - Games that are more emotionally meaningful - Games that can successfully tackle more complex aspects of human condition - Games that result in transformations/transcendence within the audience.

    Sense tunneling

    The transmission of a sense that is not possible on our device through a sensory pipe that is possible on our device. E.g: taste and texture tunneled through sight and sound.

    Digital tells

    the preservation of information that does not change the traditionally defined game state, or mereley social information.

    There is a social bandwidth of onformation present in our lives that normally isn’t included in a game.

    Echo amplification

    The application of siubtle but well timed infliences to unleash powerful energies or tendencies that are already present inthe subject. E.g: the wave in a stadium, or the start of applause.

    Temporal games

    • Time as the content of a game
    • Time as the gameplay
    • Time as a way for a game to interact with the life of a player

    Temporal empotion engine tool

    The engine uses emotional reading of a game to affect the speed at which teh agme plays out, slowing down and speeding up time, not necessarily for strategi effect, but to help express the subjective experience of the assage of time as one way that the game creates emotianl experience for the player.

    Hit game that teaches valuable real world skills

    E.g: Rock Star Band (real music learning).

    Other techniques:

    • Avoiding literal translation
    • Alternate visual representation strategy
    • Sense shifting
    • Action shifting
    • Scale shifting
    • Reverse anthropomorphization (the tree becomes you)
    • Call and response

  10. GDC 2012 Notes | How I Got My Mom to Play Through Plants vs. Zombies

    blend the tutorial in the game (learning is fun)

    • the chamaleon tutorial
    • “this isn’t the tutorial your’re looking for”

    better have the player do something than to read about it

    • try things in a safe enviroment that conditions the learning

    spread out the teaching of game mechanics

    • player investment proportional to willingness to learn
    • context is important
    • let players play with their toys before introducing new ones
    • in-game shops can teach

    just get the player do an action once: it’s all it takes for him to understand

    • first coin drop has a bouicing arrow.
    • blinking game parts ask for interaction
    • teaching the sunflower resource economy:
      • they are cheaper than all the other items
      • works well with the highlighing of available to buy (press shiny object)
      • walnuts start in recharge so they appear later as they cost the same

    use fewer words

    • max of 8 words on the screen at any moment
    • max of 1 sentence
    • sophisticated caveman:
      • shoot pease at enemies
      • you got the shovel
      • blows all enemies in an area
    • break chunks in little pieces and feed them after a click (think mario galaxy)

    use unobstrusive messages if possible, don’t break flow

    • passive messaging (in background wall, like braid, and scrolls out when don’t need it anymore)
    • adaptive messaging
      • watch players play
      • less than 3 sunflowers after a while: “try planting at least 3 sunflowers…”
      • for repeated failure show incremental hints
      • show only if player is doing wrong and really needs help
      • but don’t rob the sense of discovery

    don’t create noise

    • understand what you want your player to be focused on
    • early achievements are noise
    • don’t cry wolf: irrelevant messages decrease player trust in them

    use visuals to teach

    • graphic of the object should comunicate the function (screen door = shield)
    • if not possible, it should remind what it does after you see it once.

    leverage what people already know in the theme

    • plants: tower defense genre, stationary towers wiht personality
    • zombies: move slowly, single screen, no scrolling
    • house/street shown at the beginning but centered in the arena
    • coffe: waking up
    • zombies helments: metal is tougher than plastic that’s tougher than nothing at all
    • sun: plants needs it
    • money: buys stuff (instead of dropping brains)
    • money: small silver coin, medium gold coin, large diamond (size + material = known relative value)
    • naming of the plants reflect/contain function: sunf-elower, wall-nut, puff-shroom, magnet-shroom.

    Note: the help screen is a joke (sent by the zombies)

    Speaker: George Fan

  11. GDC 2012 Notes | small steps in the dark: embracing the continuous prototyping mindset

    no shared design language

    • hard to talk about design due to a lack of shared lexicon
    • different dialects

    my definition of prototyping

    • an interactive experiment that is used to gather information
    • it’s a mindset to approach the process
    • a tool to explore space

    developing jamestown

    • 21 month dev cycle, 3 full-time developers
    • custom engine (5 months) (C++ and lua)

    conventional prototype

    • not a complete vertical slice (no publishert to show it to)
    • made in flash in parallel with the custom engine
    • throw away code
    • unfied vision/concept
    • porting to new engine took 2 weeks
    • algorithms survived port

    problem with conventional prorotypes

    • problems keep appearing after the prototype is complete
    • too many assumptions

    design questions

    design questions

    level specific content

    • every level brings unique challenges
    • scalling a vertical slice horizontally

    stance-based shooter

    • sounded like guaranted fun (there is prior art)
    • built a lot of design plans on top of this
    • prototye revealed misconceptions
    • fun isn’t guaranteed until you feel it or see people experencing it

    value of information

    • commit to solution or keep gathering more info
    • recoveravility / more info implies less risk
    • currency of design discussion / more specific is more valuable
    • prototypes as information generators
    • the right question will lead to the right prototype

    continuous prototyping mindset

    • every major feature should be prototyped prior to commitment
    • can’t do it all up-front as innovating present new questions
    • don’t be afraid to “shoot it both ways”

    prototyping techinques

    • spend only what you need (minimize costs)
    • code is not a requirement for all prototypes
      • eg. just tell players about a rule and check it manually (gun jam, score goal)
    • use malleable media (pen/paper/foil/objects)
    • keep overhead low

    Speaker: Tim Ambrogi / Final Form Games (Jamestown)

  12. The Art of Computer Game Design (Summary)

    Summary of the amazing book from Cris Crawford.

    Introduction

    … art is something designed to evoque emotion through fantasy

    The computer game is an art form because it presents its audience with fantasy experiences that stimulate emotion.

    With a game, the artist creates not the experience itself but the conditions and rules under which the audience will create its own individualized experience.

    What is a Game?

    Representation

    We need not concern ourselves with its exact nature; for the moment it is entirely adequate to realize that the player does perceive the game to represent something from his private fantasy world.

    Games vs. Simulation

    A game is an artistically simplified representation of a phenomenon. The simulations designer simplifies reluctantly and only as a concession to material and intellectual limitations. The game designer simplifies deliberately in order to focus the player’s attention on those factors the designer judges to be important.

    Games vs. Puzzles

    The key difference that makes one activity a game and the other activity not a game is the interactive element.

    Games vs. Stories

    … the facts presented in the fiction are themselves unimportant. The cause and effect relationships suggested by the sequence of facts are the important part of the story.

    … a story presents the facts in an immutable sequence, while a game presents a branching tree of sequences and allows the player to create his own story by making choices at each branch point.

    A story is meant to be experienced once; its representational value decreases with subsequent retellings because it presents no new information. A game’s representational value increases with each playing until the player has explored a representative subset of all of the branches in the game net.

    Games vs. Toys

    The storyteller has direct creative control over his audience’s experience; the game designer has indirect control; the toymaker has almost none.

    Significance of Interaction

    The key distinction between a game and a puzzle is the difference between creating your own solution and discovering the designer’s solution.

    Conflict

    If they (obstacles) are active or dynamic, if they purposefully respond to the player, the challenge is a game.

    … expunging conflict from a game inevitably destroys the game.

    … it is possible to include cooperative elements by shifting the conflict.

    Violence is not essential or fundamental to games. It is common in games because it is the most obvious and natural expression for conflict.

    Safety

    … a game is a safe way to experience reality.

    The penalties for losing a game can sometimes be a significant deterrent to game play.

    … there is less shame in losing to a computer.

    In almost all games the reward penalty structure is positive. That is, the loser is not punished for losing, the winner is rewarded for winning.

    Why do people play games?

    Games are thus the most ancient and time-honored vehicle for education. […] We don’t see mother lions lecturing cubs at the chalkboard; we don’t see senior lions writing their memoirs for posterity. […] It is not games but schools that are the newfangled notion, the untested fad, the violator of tradition. Game-playing is a vital educational function for any creature capable of learning.

    … there are many other motivations to play games that have little to do with learning, and in some cases these secondary motivations may assume greater local importance than the ancestral motivation to learn.

    Fantasy/Exploration: … create a fantasy world in which he can forget his problems. […] Games are potentially superior […] because they are participatory.

    Nose-Thumbing: Many games place the player in a role that would not be socially acceptable in real life, such as a pirate or a thief. This represents an extreme case of anti-social behavior made acceptable by the safety of the game.

    Proving Oneself: Despite this concentration of such players in deductive logic games, almost all games have sharks preying on the playful players. When a shark plays for serious rewards (e.g., social dominance) and -takes serious risks of failure, the crucial element of safety is eliminated from the game, and the game ceases to be a game; it becomes a conflict.

    Social Lubrication: The game itself is of minor importance to the players; its real significance is its function as a focus around which an evening of socializing will be built.

    Excercise: mental or physical or some combination of both. … players need to exercise their skills at an appropriate level.

    Need for acknowledgement: People value acknowledgment enough to expend the effort to obtain it.

    Motivation versus selection

    Motivating factors get people to approach games in general; enjoyment factors help them make their choice of particular games.

    Game Play: Is derived from the combination of pace and cognitive effort required by the game.

    Sensory gratification: is a crucial support function, not a central feature.

    Individual tastes

    The power of music arises from our ability to associate musical expressions with emotions.

    Just as rock ‘n roll was the entry point into the world of music for an entire generation, so will skill-and-action games be the entry point into the world of games for the whole population.

    A taxonomy of Computer Games

    Skill-and-action games: Hand-eye coordination and fast reaction time.

    Strategy games: emphasize cogitation rather than manipulation.

    Adventures: are closer to puzzles than to games.

    Interpersonal games: focus on the relationships between individuals or groups. […] It addresses fantasies that are very important to people. Many other art forms devote a great deal of attention to interpersonal relationships. It is only a matter of time before computer games follow a similar course.

    The computer as game technology

    The most striking feature of the computer in a game context is its responsiveness.

    Try as we may, we can’t have 53-card stud; the card decks aren’t made that way. The computer is far less restrictive. All of the game parameters are readily changed, even during the course of the game.

    … real-time play.

    … provide an intelligent opponent.

    … ability to limit the information given to the players in a purposeful way. Limite information encourages the use of imagination.

    … utilize data transfer over telephone lines to play. … with large numbers of players the coming and going of individuals will not be detrimental to the game.

    … most painful weakness is the limited I/O capability.

    … second weaknes … is it’s single-user orientation.

    Design precepts for computer games

    Go with the grain: Our goal is to extract maximum performance from the computer to make it work best. We can only do this by making it perform functions which performs well.

    Don’t transplant Why bother implementing on the computer a game that works perfectly well on another technology?

    Design around the I/O

    Keep it clean The narrower the range of application of a rule, the dirtier it is. … In the perfect game design, each rule is applied universally.

    Store less and process more Thus, a game that sports huge quantities of static data is not making best use of the strengths of the machine. A game that emphasizes information processing and treats information dynamically is more in tune with the machine.

    A story is thus all information and no processing. A game derives its quality from the richness of the network of options it presents.

    Maintain unity of design effort You must start with a good game designer, an individual with artistic flair and a feel for people. That person must then learn to program. The opposite direction of development (from programmer to designer) will not work, for programmers are made but artists are born.

    In all cases, the creative process must be unified in a single mind. Committees are good for generating red tape, deferring decisions, and shirking responsibility, but they are useless when it comes to creative efforts.

    The Game Design Sequence

    Choose a goal and a topic

    A game must have a clearly defined goal.

    … the goal must establish the fantasies that the game will support and the types of emotions it will engender in its audience.

    … the only criterion you will have for making this painful choice will be the goal you have established for the game.

    It matters not what your goal is, so long as it is congruent with your own interests, beliefs, and passions.

    The topic is the means of expressing the goal, the environment in which the game will be played. It is the concrete collection of conditions and events through which the abstract goal will be communicated.

    Research and preparation

    … immerse yourself in the topic.

    Make sure that you understand the mechanics of the environment your game will attempt to represent.

    Design phase

    Your primary goal in the design phase is to create the outlines of three interdependent structures: the I/O structure, the game structure, and the program structure.

    The input structure lies at the heart of a fundamental dilemma all game designers must face.

    … an excellent game seems to require a hulking input structure. The dilemma is resolved through the designer’s creativity in designing a clean input structure that allows many options.

    Game Structure … how to distill the fantasy of the goal and topic into a workable system.

    The game designer must identify some key element from the topic environment and build the game around that key element. …

    For example, in EASTERN FRONT 1941, I started with the enormous complexity of modern warfare and extracted a key element: movement. Movement dictates the dispositions of the military units. Moving into an enemy’s position initiates combat with him. Moving behind him disrupts his supplies and blocks his retreat routs. Moving into a city captures it. Movement is not equitable with all aspects of war; it is, instead, the key element through which many other aspects of war are expressible. It is easily manipulable and immediately understandable.

    A more difficult design challenge came from the game GOSSIP. This game addresses social relationships. … key element: the “statement of affinity”.

    The key element must be manipulable, but in a very specific set of ways. It must be expressively manipulable; that is, it must allow the player to express himself, to do the things that he wants or needs to do to experience the fantasy of the game.

    Examine the stability of your design. A game is a dynamic process and can get out of control.

    The last and most crucial decision at this stage is either to abort the game or proceed.

    Pre-programming phase

    The tone of this documentation should emphasize the player’s experience rather than the technical considerations.

    Playtesting phase

    In practice, playtesting often reveals fundamental design and programming problems that require major efforts to correct.

    Your own playtesting should reveal and eliminate all program bugs (arising from flaws in the program structure) and many of the game bugs (arising from flaws in the game structure). The game you give to the playtesters should be free of program bugs; they should discover only bugs in the game structure.

    The final stage of the design cycle is devoted to polishing the game. This stage is critical; the designer has been working on the game for a long time by now and the luster of the new design has worn off. It is now only a big job that should have been finished months ago. The urge to dump the damn thing is overpowering. Resist this urge; press on relentlessly and polish, polish, polish. Keep testing the game, fine-tuning it, and adding tiny embellishments to it. Once it’s out the door, it’s gone forever.

    Design techniques and ideals

    Balancing solitaire games

    human player against the computer.

    Vast resources: The computer is provided with immense resources that it uses stupidly.

    Artifical smarts: … produce reasonable behavior.

    … unpredictability. Reaction to an opponent is in some ways a reflection of that opponent. Interactiveness is a mutual reaction. Interactiveness is itself a measure of “gaminess”.

    … establish point system for quantifying the merit of each possible move. Problems: dynamic range and balancing factors against each other.

    … use of field analysis. Applicable to games involving spatial relationships.

    … frustrating experience with algorithm transitions. … re-designed the algorithms mergint them into a single one.

    … model complex behaviour.

    To keep the system balanced, each differential equation should have a damping factor that must be empirically adjusted. Take care of negative feedback.

    Limited information Limited information provides a bonus: it can tickle the imagination of the player by suggesting without actually confirming.

    I do not encourage the use of pace as an equalizing agent in computer games. Pace only succeeds by depriving the human player of the time he needs to invest a larger portion of himself into the game. Pace does for computer games what the one-night stand does for romance.

    Relationship between opponent

    Symmetric repationships Automatically balanced, relative simplicity.

    Asymmetric games Each player has a unique combination of advantages and disadvantages. Simple way: plastic asymmetry.

    Triangularity A triangular relationship allows each player indirect methods of approach. Such an indirect approach always allows a far richer and subtler interaction.

    With triangularity, each opponent can get at the other through the third party.

    Direct conflicts tend to be violent and destructive; for this reason, society discourages direct conflicts. Yet conflict remains in our lives, taking more subtle and indirect forms. We fight our real-world battles with smiles, distant allies, pressure, and co-operation. Games with direct player-to-player relationships cannot hope to address real human interaction. Only indirect games offer any possibility of designing games that successfully explore the human condition.

    Smooth learning curves

    If we were to make a graph of a typical player’s score as a function of time spent with the game, that graph should show a curve sloping smoothly and steadily upward. This is the most desirable case.

    Games without smooth learning curves frustrate players by failing to provide them with reasonable opportunities for bettering their scores. Players feel that the game is either too hard, too easy, or simply arbitrary. Games with smooth learning curves challenge their players at all levels and encourage continued play by offering the prospect of new discoveries.

    Ideally, the progression is automatic. More commonly, the player must declare the level at which he desires to play.

    THE ILLUSION OF WINNABILITY

    It must appear to be winnable to all players, the beginner and the expert. Yet, it must never be truly winnable or it will lose its appeal.

    … a clean game encourages all players to experiment with the game as it appears

    Another key factor in maintaining the illusion of winnability arises from a careful analysis of the source of player failure.

    Future of computer games

    Stages of technological revolutions: pioneer, conquest, transformation of society by the technology, and transformation of the technology by society.

    First, the technology was initially desirable to only a small part of the public. With time, conditions improved and the technology conquered society. Then it began to change society. In the process, society began to change the technology. The direction of this change was away from the pragmatic and towards the recreational.

    The first great technological revolution I will draw on is the revolution in trans- portation that swept American society in the first half of the twentieth century. The automobile was invented in the late 1800’s; by the turn of the century it was available as a consumer product. However, many problems plagued the automobile. It was expensive and unreliable. It lacked the software (support services such as service stations and appropriate roads) to make it truly practical. It required considerable skill and dedication to operate. Furthermore, it was unnecessary; American culture had developed quite successfully without it, so there was little existing need for it. Thus, the automobile was not a practical tool; it was a plaything of the wealthy.

    With the passage of time, these problems with the automobile lessened in severity. Mass production lowered the cost and increased the reliability; more service stations and better roads became available. More and more automobiles were purchased; by the late twenties the automobile was a common fixture of American life.

    The third stage became obvious in the 1950’s. The automobile changed the face of American society. Housing patterns began to change. Commuting became practical. Urban sprawl sprawl. Drive-in restaurants and theaters became common. The technology changed the society.

    The fourth stage began asserting itself at about the same time. As the automobile changed American society, so too did society change the automobile. Originally designed as a device to transport people and property from point A to point B as quickly, safely, and reliably as possible, it was transformed into a form of self-expression, a recreational device, and ultimately an end in itself. Could Henry Ford have anticipated dune buggies, vans with waterbeds, low-riders, and naked-lady hood ornaments? I doubt it.

    Let us now examine the second great revolution of this century, the entertainment revolution sparked by the television. When television first became available in the late 1940’s, it was expensive, unreliable, and lacking sufficient software (programs) to make it anything more than a toy for the wealthy. With time, these problems were overcome. Televisions became cheaper, more reliable, and offered more programming. They swept into society with great force. In the process, they dramatically changed the lifestyles of the American people. Nighttime entertainment was now readily available. Leisure time activities changed accordingly. But the public worked its will on television. It evolved from “visible radio”, or a means of presenting lectures, plays, and speeches, into a medium with its own personality.

    The nature of change

    Games are the vehicle with which society will change the computer.

    The mass market: We will see an emphasis on delivering the same game over and over in new clothing.

    The Flowering of Heterogeneity The games market differs from the movie market and the television market in that it is less centralized and has fewer economies of scale. In this respect it is closer to the books market and the records market. For this reason, I expect the games market to exhibit a greater degree of heterogeneity and less slavish obeisance to mass tastes.

    While they have satisfied until now the fantasies of twisted computer-nerd minds, they will soon blossom into a much richer array of fantasies.

    The Development of Excalibur

    War is the most extreme expression of human conflict, the greatest evil of human existence, and the highest tragedy of our species; it is therefore an obvious starting point for a serious artist.

    I realized that I had been compromising the important artistic issues in my game in order to play with cute graphics.

    I had reserved this task for last, for the AI routines must reflect every aspect of the design. The design must therefore be complete, and all variables completely defined, before AI algorithms can be designed.

  13. A Theory of Fun (Summary)

    These are just some notes and quotes of Raph Koster’s book A Theory of Fun

    How the brain works

    … the human brain is mostly a voracious consumer of patterns […] Games are just exceptionally tasty patterns to eat up.

    it seems that a kid can’t learn by being taught. They have to make mistakes themselves. They push at boundaries to test them and see how far they will bend.

    Simply put, the brain is made to fill in blanks. We do this som uch we don’t even realize we’re doing it.

    Noise is any pattern we don’t understand.

    What games are

    Games might seem abstracted from reality because they are iconic depictions of patters in the world. They have more in common with how our brain visualizes things than they do with how reality is actually formed.

    Games are puzzles to sovel, just like verything else we encounter in life. […] The only real differences between games and reality is that the stakes are lower with games.

    Since they are abstracted and iconic, they are readily absorbed. Since they are formal systems, they exclude distracting extra details.

    Games that fail to exercise the brain become boring.

    The more formally constructed your game is, the more limited it will be.

    Fun is about our brains feeling good - the release of endorphins into our system. […] Basically, our brains are on drugs pretty much all the time.

    One of the subtlest releases of chemicals is at the moment of triumph when we learn something or master a task.

    Fun from games arises out of mastery and comprehension. It is the act of solving puzzles that makes games fun.

    … with games, learning is the drug.

    This doesn’t mean it necessarily caves new experiences- mostly it just craves new data.

    Boredom might strike:

    • the player groks how the game works in five minutes (tic tac toe).
    • there’s a ton of depth but below their level of interest (baseball stats).
    • fail to see any patterns (too hard)
    • unveiling of variations in the patterm might be too slow (repetitive).
    • unveil variations too quickly (too hard too fast).
    • master everything in the pattern, consumed the fun (I beat it).

    Definition of a good game: one that teaches everything it has to offer before the player stops playing.

    keep the player learning

    What games teach us

    Given that we’re basically hierarchical and strongly tribal primates, it’s not surprising that most of the basic lessos we are taught by our early childhood play are about power and status. […] Games almost always teach us tools for being the top monkey.

    Classifying, collating, and excercising power over the contents of a space is one of the fundamental lessons of all kinds of gameplay.

    Exploring a possibility space is the only way to learn about it.

    Music excels at conveying only a few things -emotion being paramount among them. Games do very well at active verbs: controlling, projecting, surrounding, matching, remembering, counting, and so on. Games are also very good at quantification. By contrast, literature can tackle all of the above and more. Over time, language-based media have tackled increasingly borader subjects.

    Games should be evolving toward teaching us those skills that are mode commonly needed today.

    Most games encourage demonizing the opponent, teaching a sort of ruthlessness that is a proven survival trait. But these days, we’re less likely to need or want the scorched-earth victory. Can we create games that instead offer us greater insight into how the modern world works?

    … basic human traits that games currently tend to reinforce and that may be obsolete legacies of our heritage:

    • blind obedience to leaders and cultism
    • rigid hierarchies
    • binary thinking
    • the use of force to resolve problems
    • like seeking like, and its converse, xenophobia

    … what has changed is the fidelity of the simulation, not what we’re simulating.

    One of the commonest signs of incremental innovation in game design is designers simply adding more of a given element rather than adding a new element.

    … why the most popular games are the ones that teach obsolete skills while the more sophisticated ones that teach subtler skills tend to reach smaller markets.

    Remember, we live most of our lives in the unconscious.

    We’ve evolved exquisite sensitivity to visceral challegnes.

    Visceral appeal: action games let us stay there, wheras games that demand careful consideration of logistics might require logical, conscious thought.

    You don’t tend to see “time attack” modes in strategy games… The task in the strategic games are not about automatic responses, and therefore the training to execute at reflex levels of speed would be misguided. If anything, a good strategy game will teach you not to get too familiar with the situation and will keep you on your toes.

    Games have these characteristics:

    • present models of real things, often highly abstracted.
    • generally quantified or even quantized models.
    • primarily teach us things that we can absorb into the unconscious as opposed
    • mostly teach us things that are fairly primitive behaviours but they don’t have to.

    … possible algorithm for innovation: find a new dimension to add to the gameplay. […] how about exploring puzzle games based o time rather than space, for example?

    What games aren’t

    You won’t find any games that are pure unclothed abstractions.

    … the part of games that is least understood is the formal abstract sstem portion of it, the mathematical part of it, the chunky part of it.

    By and large, people don’t play games beacuse of the stories.

    The stories in most video games serve the same purpose as calling the ubser-checker a “king”. It adds interesting shading to the game but the game at its core is unchanged.

    Comparison between games and stories:

    • experimental teaching vs. vicariously teaching.
    • good at objectification vs. good at empathy.
    • quantize, reduce and classify vs. blur deepen and make sublte distinctions.
    • external (about people’s actions) vs internal (about people’s emotions and thoughts).

    Autonomic responses arent’ fun in and on themselves. You have them developed already, so the brain only rewards you for doing them in the context of a mental challenge.

    Positive emotions surrounding interpersonal interactions:

    • Schadenfreude: rival failing at something
    • Fiero: achieved a significant task. Signal to others that you are valuable.
    • Naches: someone you mentor succeeds.
    • Kvell: emotion felt when bragging about someone you mentor.
    • Grooming behaviours: signal of intimacy.
    • Feeding other people

    Marc LeBlanc has defined eight types of fun:

    • sense-pleasure
    • make-believe
    • drama
    • obstacle
    • social framework
    • discovery
    • self-discovery and expression
    • surrender

    Raph’s types of fun:

    • Fun is the act of mastering a problem mentally.
    • Aesthetic appreciation isn’t always fun but it’s certainly enjoyable.
    • Visceral reactions are generally physical in nature and relate to physical mastery of a problem
    • Social status maeuvers of various sorts are inrinsic to our self-image and our standing in a community.

    Aesthetic appreciation

    … is about recognizing paterns, not learning new ones.

    Beauty is found in the tension between our expectation and the reality.

    Delight, unfortunately, doesn’t last.

    Fun

    Fun is the feedback the brain gives us when we are absorbing patterns for learning purposes.

    Excercising mastery will give us some other feeling, because we’re doing it for a reason, such as status enhancement or survival.

    Fun is contextual.

    School is not usually al that fun because we take it seriously, it’s not practice, it’s for real, and your grades and social standing and clothing determine whether you are in the in-crowd or not.

    I think there’s a good case to be made that having fun is a key evolutionary advantage right next to opposable thums in terms of importance. Without that little chemical twist in our brains, that makse us enjoy learning new things, we might be more like sharks and ants of the world (only getting feedback for eating).

    Fun isn’t flow.

    As we succeed in mastering patterns thrown at us, the brain gives us little jolts of pleasure. But if the flow of new patterns slows down […] we’ll start to feel boredom. If the flow of new patterns increases beyond our ability to resolve them, we won’t get the jolts either because we’re not making progress.

    Games aren’t stories. Games aren’t about beauty or delight. Games aren’t about jockeying for social status. Fun is about learning in a context where there is no pressure, and that is why games matter.

    Different fun for different folks

    Forms of intelligence:

    • linguistic
    • logical-mathematical
    • bodily-kinesthetic
    • spatial
    • musical
    • interpersonal
    • itrapersonal (internally directed, self motivated)

    People are likely to select problems that they think they have a chance at solving.

    Men are more likely to have systematizing brains, and women are more likely to have empathizing brains.

    Men not only navigate space differently, but they tend to learn by trying, wheras women prefer to learn through modeling another’s behaviour.

    It means that not only will a given game be unlikely to appeal to everyone, but that it is probably impossible for it to do so.

    Since games are formal abstract systems, they are by their very nature biased toward certain types of brains.

    Maybe games are more likely to appeal to young males because these players hapen to have the sort of brain that works well with formal abstract systems

    Female plyers would gravitate toward games with simpler abstract systems and less spatial reasoning, and more emphasis on interpersonal relationships, narrative and empathy.

    Males would focus on games emphasizing the projection of power and control of territory, wheras females would select games that permit modeling behaviour such as multiplayer games, and do not demand strict hierarchies.

    The thought that games are limited because of their fundamentally mathematical nature is somewhat depressing: it hasn’t stopped music from being a highly emotional medium, and language manages to convey mathematicla thoughts, so there is hope for games yet.

    The problem with learning

    Our brains may unconsciously direct us to learn, but if we’re pushed by parents, teachers or even our own logical brains, we often resist most mightly.

    Many players are willing to cheat. It’s actually a sign of lateral thinking. […] they are also excercising a skill that maks them more likely to survive. Cheating is a sign that the player is in fact grokking the game. […] cheating is a winning strategy. Cheating may not prepare us correctly.

    Exploiters are ofthe the most expert players of a game. Their logic goes something like “if the game permits it, then it’s legal”.

    Human beings are all about progress. We like life to be easier. We’re lazy that way. We like to find ways to avoid work.

    Since we dislike tedium, we’ll allow unpredictability, but only inside the confines of predictable boxes. Unpredictability means new patters to learn, therefore unpredictability is fun. But the stakes are too high for us to want that sort of unpredictability under normal circumnstances. That’s what games are for in the first place - to package up the unpredictable and the learning experience into a space and time where there is no risk.

    The destiny of games is to become boring, not to be fun. Those of us who want games to be fun are fithting a losing battle against the human brain because fun is a process and routin is its destination.

    Rewards are one of the key components of a successful game activity; if there isn’t a quantifiable advantage to doing something, the brain will often discard it out of hand.

    Successful games incorporate the following elements:

    • Preparation (healing, practicing, etc.)
    • A sense of space
    • A solid core mechanic
    • A range of challenges (content)
    • A range of abilities required to solve the encounter (many possible patterns)
    • Skill required in using the abilities

    Features that make it a learning experience:

    • A variable feedbakc system (not completely predictable)
    • The mastery problem must be dealt with (bottom feeders)
    • Failure must have a cost

    Not requiring skill from a player should be considered a cardinal sin in game design.

    […] players are always trying to reduce the difficulty of a task. The easiest way to do that is not to play.

    Your sole responsibility is to know what the game is about and to ensure that the game teaches that thing. […] No system should be in the game that does not contribute toward that lesson.

    Once you learn something, it’s over. You don’t get to learn it again.

    The problem with people

    If something has worked for us before, we’ll tend to do it again.

    The real problem with people is that even though our brains feed us drugs to keep us learning, even though from cearliest childhood we are trained to learn through play, even though our brains send incredibly clear feedback that we should learn throughout our lives, people are lazy.

    Sticking to one solution is not a survival trait anymore. […] Closed mindedness is actively dangerouse to society because it leads to misapprehension, which leads to misunderstanding, which leads to offense, which leads to violence.

    The point at which a player chooses to repeatedly play a game they have already mastered completely, just because they like to feel powerful, is the point at whcih the game is betraying its own purpose. Games need to encourage you to move on. They are not there to fulfill power fantasies.

    Games are for offering challenges, so that you can then turn around and apply thos techniques to real problems.

    The problem of increasing complexity. When a new genre of game is invented, it follows a trajectory where increasing complexity is added to it, until eventually the game on the market are so complex and advanced that newcomers can’t get into them - the barrier of entry is too high. It’s the “jargon factor”, and it’s common to all formal systems.

    The worst possible fate for games, and by extension, for our species, would be for them to become niche, something played by only a few elite who have the training to do so. It was bad for sports, it was bad for music, it was bad for writing.

    Games in context

    Game is not a medium. The medium is […] “formal abstract models for teaching patterns”.

    What is art for? Communicating.

    My take on art is simple: Media provide informatoin. Entertainment provides comforting, simplistic information. Art provides challenging information, stuff that you have to think about in order to absorb.

    What would an art game be like?

    • thought-provoking.
    • revelatory.
    • contribute to betterment of society.
    • force us to reexamine assumptions.
    • give us differnet experiences each time we tried it.
    • allow each of us to approach it in our own ways.
    • forgive or even encourage misinterpretation
    • not dictate
    • immerse and impose a worldview

    Some say that formal abstract systems cannot achieve this, but I have seen paintings of Mondrian made of nothing but colored squares; I have traced the rythims of a sonnet, I have trod in the steps of a dance. All media ar abstract, formal systems.

    It is a lot easier to fail to respond to a painting than to fail to respond to a game. No other medium defines itself around an intended effect on the user, such as “fun”.

    The ethics of entertainment

    The aesthetic experience of playing these games matters. […] It matters who sings a song because delivery is important.

    For games to really develop as a medium, they need to further develop the ludemes, not just the dressing.

    The ethical questions suround games as muder simulators, msogyny, undermining traditiona values and so on are not aimed at the games themselves. They are aimed ta the dressing.

    Not all artists agree that art has a social responsibility.

    Where games should go

    Games have primarily been an arena where human behaviour - ofthen in its crudest most primitive form - is put on display.

    We should fix the fact that the average cartoon does a better job at portraying the human condition than our games do.

    When you feed a player through a game trellis, right now, we know only “fun” and “boring. Mastery of the medium of games will have to imply authorial intent. The formal systems must be capable of invoking desired learning patterns.

    Maturity of games = imply authorial intent

    Taking their rightful place

    It’s time for games to move on from only teaching patterns about territory, aiming, timing and the rest. These subjects aren’t the preeminent challenges of our day.

    Games:

    • need to illuminate aspects of ourselves that we did not understand fully.
    • need to present us with problems and patterns that do not have one solution.
    • need to be created with formal systems taht have authorial content.
    • need to acknowledge their influence over our patterns of thought.
    • wrestle with the issues of social responsibility.
    • attempt to apply our understanding of human nature to the formal aspects of game design.
    • develop a critical vocabulary so that understanding our field can be shared.
    • push at the boundaries.
    • acknowledge that there is no distinction between art and entertainment.
    • acknowledge that they are not trivial, childish things.

    In no other medium do the practicioners assume that just beause they’re paying their dues, they cannot create something capable of changing the world.

    Art and enteratinent are not terms of type, they are terms of intensity.

    Play developed to teach us about survival. For many cultural reasons, we have allowed it to take a palce in human culture where it is denigrated, minimized and assumed to be worthless.