Thursday, November 25, 2004

  • Caillois vs. Garneau


    The qualities of games and play include:

    The need to prove one’s superiority
    The desire to challenge, make a record, or merely overcome an obstacle
    The hope for and the pursuit of the favour of destiny
    Pleasure in secrecy, make-believe or disguise
    Fear or the inspiration of fear
    The search for repetition and symmetry, or in contrast, the joy of improvising, inventing or infinitely varying solutions
    Solving a mystery or riddle
    The satisfaction procured from all arts involving contrivance
    The desire to test one’s strength/skill/speed/endurance/equilibrium/ingenuity
    Conformity to rules/laws, the duty to respect them, and the temptation to circumvent them
    The intoxication, longing for ecstasy and the desire for voluptuous panic

Friday, November 12, 2004

Course Outline


WEEK 1: What’s in a Game?

This session will lay down the broad planks of the course, identify student interests and concerns, and consider the most desirable outcomes. As a jumping off point to our understanding the concept of games and game theory, it is important that we kick off with a common vocabulary. Students will play test ideas, consider practical examples, and begin to make linkages between analog and digital experiences.

Topics:

· Course objectives - familiarization
· Definitions and discussion
· Practical examples

Assignment:

Students will form groups and begin discussing end of term projects
Read Chapters 1-7 in Zimmerman and Salen.


WEEK 2: Understanding Garneau – 14 Forms of Fun

The essence of any memorable gameplay experience is fun. Simple but surprisingly difficult to understand, let alone quantify. This session will explore one of the seminal papers on the nature of “fun” in an effort to deepen our understanding on what will be, at first, a very basic level.

Topics:

· Analysis of analog game experiences
· Discussion of Garneau’s theory
· Classification of experiences

Assignment:

Read Garneau
Read Salen & Zimmerman pp. 329 to 360
Read Falstein



WEEK 3: The Nature of Play

Delving still deeper from the work of Garneau, we will unpack the theories espoused by the French anthropologist Roger Caillois. His book - “Man, Play and Games” – is a deep and commanding treatment of the essence of games; the resultant classification system is one with which any game designer should be at ease.

Topics:


Analysis of childhood games
Discussion of game classification system
Examination of play values vs. combinations


WEEK 4: The Lindley Spectrum

One of the interesting turning points in the consideration of entertainment experiences lies in understanding the steadily blurring line between gameplay, storytelling and simulation. Drawing on the research of Craig Lindley of Sweden’s Zero-Game Institute, this lecture will examine and attempt to categorize contemporary entertainment media.

Topics:

· Analysis of various entertainment experiences
· Discussion of Lindley’s basic methodology
· Extension into virtual and physical spaces




WEEK 5: Simple Strategies and Cold War Reasoning

The father of game theory, John von Neumann, was responsible for the atomic bomb, the digital computer and an interesting conundrum called the Prisoner’s dilemma. This session will explore his works on game theory, including a discussion of such topics as Prussian kriegspielen and Monte Carlo techniques.

Topics:

· Von Neumann’s theories
· Golden Rule, dollar auctions and rationality
· In-class workshop of the Prisoner’s dilemma


WEEK 6: Cross-Cultural Influences

There is a world of difference between games, experiences and the expression of fun as one travels from country to country and culture to culture. This session will feature a guest lecturer who will discuss the practical application of such distinctions in various game titles.

WEEK 7: Final Workshop

Drawing on techniques developed by Marc LeBlanc and leveraging the theories discussed in earlier sessions, students will engage in a manic, three hour prototyping exercise.


  1. The Magic Circle

    "A finite space with infinite possibilities"

    Drawn from Johann Huizinga’s work “Homo Ludens”

    It dictates that play take place within this separate and definable area/mindset

    Any conflict within it is artificial conflict (James Bond example)

    It is a temporary social construct

    It is formalized interaction governed by special rules.


    What is the Frame of a game?

    A mutually agree-upon demarcation of space and time in which a game is played.

    It is created when people decide to play.



    What is a Protective Frame?

    It provides a psychological/social sense of safety when playing.

    Could be a proscenium arch, park railings, boundary lines on a field, card table


    What is the Lusory Attitude?

    The decision to use pleasantly inefficient rules to determine or achieve an end.


    Why are these things important to us as Game Designers?
What is Fun?


Drawing on Garneau’s work, there are 14 forms of classifiable fun… and many related questions. These should be combined and re-combined in surprising combinations to improve gameplay. Here’s the synopsis:


Beauty
"That which pleases the senses."

Immersion
"Going into a space different from one's usual environment by physical means or through imagination."

Intellectual Problem Solving
"Finding solutions to situations that require thought."

Competition
"An activity where the goal is to show one's superiority."

Social Interaction
"Doing things with others."

Comedy
"Things that make one want to laugh."

Thrill of Danger
“Exhilaration coming from a dangerous activity."

Physical Activity
"Activities requiring intense physical movements."

Love
"Strong affection toward somebody."

Creation
"To make exist that which didn't."

Power
"Capacity of having a strong effect on others, of acting with strength." There is an epic quality to this idea… something unsettling lying in the bones.

Discovery
"Finding something that wasn't known before."

Advancement
"Progression in and completion of an activity."

Application of an Ability
"Using one's physical abilities under challenging circumstances."

What's in a Game?


… goal-directed and competitive activity conducted within a framework of agreed rules. (Lindley)


As Sports…
As Puzzles…
As Make Believe…
As Analytical Tools…
As Stories…
As Means and Ends
As Nested Decisions…
As Anthropology…
As War…
As Simulations…
As Gambling…
As Art…





Wednesday, August 18, 2004

Ok, for tomorrow night’s workshop, we are taking the MacGyver approach to game prototyping. Will it work? I don’t know… but, as always, we’ll figure it out or die trying… well, maybe not *die*… embarrass ourselves perhaps.

So here’s the method to our madness: everyone brings in package that contains four semi-random items that will be incorporated into the design of a game. Items can be almost anything, but must cover each of these four categories and be labelled accordingly: subject matter, event generator, visual aesthetic, random insanity. These can be either precise or representational… doesn’t matter which. There will be a pre-workshop inspection of packages (so to speak) to ensure that there is nothing too inherently destructive. Curve balls are allowed but anyone who brings in a real turkey will be forced to work with it themselves. In addition to their packages, everyone should have paper and pencil at hand.

The workshop will be split into two parts – the first 90 minutes will be spent developing a rough n’ ready prototype; the next ninety minutes will be spent playing them. Games will be judged as to how well they incorporate the theories we have discussed in class… might be a good idea to bone up on those you think have the most application.

I’m inclined to let people pair up for this exercise or maybe even work in trios… we shall see. In addition, we’ll be starting at 7pm and running to 10-10:30 tomorrow night (I still owe you a half hour)… the reason for the late start is that I will be keynoting a graduation ceremony that ends at 7pm.

Fairly clear? Probably not. As always, any questions, please ask.

Monday, August 09, 2004

Friday, August 06, 2004

For next week's workshop, you should familiarize yourself with the contents of this website and be sure that you're comfortable running around Vancouver wearing a brightly colored cape...

Pac Manhattan
As per Jim's request, here is the mentioned article on game balancing according to Brian Reynolds.

GameSpy.com - Developer Corner: The Poor Get Richer: The Ancient Art of Game Balance

Sunday, August 01, 2004

And this one ain't too bad either....

Game Matters: Auto-dynamic difficulty