Professional Documents
Culture Documents
Designer
Mechanics Dynamics Aesthetics
Player
MDA in SiSSYFIGHT
Competition,
Random Attacks
Equality Scourge
Cooperation,
Team Attacks
BETRAYAL
Definitions
Playtest
Modify Analyze
TODAY
Alter
State
Measure
Decide
Two Kinds of Feedback Mechanics
Dynamics
Dynamics Aesthetics
Definition:
● A game is dramatic if its central conflict creates
dramatic tension.
Goal: Drama
● Success:
● A sense of uncertainty
● A sense of inevitability
● Tension increases towards a climax
● Failure:
● The conflict’s outcome is obvious (no uncertainty)
● No sense of forward progress (no inevitability)
● Player doesn’t care how the conflict resolves.
Goal: Pirate Fantasy
● Success: ● Failure:
● Empowerment ● Vulnerability
● Independence ● Compassion
● Greed ● Generosity
● Treachery
● Prey upon Weak
Aesthetic Models are a Vital Tool
(Stabilizing force)
Alter Measure
Chance in 36
2 3 4 5 6 Die7roll8 9 10 11 12
The Science of Psychology
● Operant conditioning
● “Variable schedules of reward produce persistence…”
● Behavioral economics
● “Cognitive load consumes the same part of the brain people
use to make sound judgements…”
● Empathy theory
● “Expressions of vulnerability can encourage empathy…”
Understanding Mechanics
● Cards
● Shuffling, Trick-Taking, Bidding
● Shooters
● Ammunition, Spawn Points, Health
● Golf
● Sand Traps, Water Hazards
● Basketball
● Passing, 24 second shot clock (90*60)/(112*2)
It's not so much about this…
Playtest
RivrXcape(tm) - The Basic Game Rules
Ten people are caught
in a section of raging
river between two
deadly waterfalls.
They must get to safety
before they are swept
over the edge.
Analyze
What’s fun about RivrXcape?
● Grateful
● Relatable
● Useful
● Vulnerable
● Investment (-ful)
● Thankful Reactions
● The agents clearly express their thanks to the player for actions taken
● Attributes Happiness
● The agents attribute any happy moment or action to the player
● Humble
● The agents show respect for the player’s ultimate authority, as they know that they could
never survive without you
● Proactive
● The agents go out of their way to try to show appreciation to the player, even unprompted
Relatable
The player can project his or her own mind and thoughts onto the agents
● Transparent
● The agents give clear and frequent feedback, and the player can easily see current status
● Emotional
● The agents are happy and playful at times, and sad and downtrodden at other times
● Social
● The agents interact socially with others of their kind
● Predictable
● The agents make fairly simple choices, for reasons that are clear to the player
Useful
The player derives important benefit from the agents
● Powerful
● The agents have especially powerful (often unique) actions, such as skilled or efficient use of
resources, or the creation of especially cool structures or events
● Renewable
● The agents will continue to “work” as long as they are kept alive and happy
● Adaptable
● The agents can learn, or otherwise have their behavior modified by the player to respond to new
conditions
● Resilient
● The agents will actively try to keep themselves alive and avoid danger (rather than simply running
down like an automaton)
Vulnerable
The player sees that the agents need him or her to survive
● Mortal
● The agents can die
● Short Sighted
● The agents won’t make optimal decisions on their own
● Hunted
● The agents have some form of enemies they need protection from (predators, disease, monsters,
environment, etc.)
● Periodically Fragile
● The agents are especially fragile at certain times or in certain situations (when sick, as a baby, in
winter, at night, during a life-stage metamorphosis, etc.)
Investment (-ful)
The player can spend a lot of time and energy on the agents
● Sacrifice
● The agents have a significant cost to create, nurture, and grow
● Future Potential
● The agents take a while to be especially useful, focusing the player on the agents’ longer-term
future
● Support Structure
● The agents have recurring needs that require the player to mold the surrounding environment
(both natural and economic systems) to meet on a regular basis
● Multiple Cycles
● The agents operate and grow according to longer-term cycles that the player must adapt their
upkeep to (age, seasons, day/night, reproductive, etc.)
The GRUVI Model: Why We Care
Relatable
- Transparent
Grateful - Emotional Useful
- Thankful Reactions - Predictable - Powerful
- Attributes Happiness - Social - Renewable
- Humble - Adaptable
- Proactive - Resilient
Virtual Agents
Vulnerable Investment
- Mortal - Sacrifice
- Short Sighted - Future Potential
- Hunted - Support Structure
- Periodically Fragile - Multiple Cycles
Beta Test at 5:15 pm
5:50
Game Design Workshop
Closing
MDA in SiSSYFIGHT
Competition,
Random Attacks
Equality Scourge
Cooperation,
Team Attacks
BETRAYAL
MDA in Context
Novelty
Challenge
Stimulation
Harmony
Threat
Jamie Madigan, et al.
(Immersyve)
This is where design happens…
Takeaways