SlideShare una empresa de Scribd logo
1 de 44
Descargar para leer sin conexión
A Modern Approach to Game
    Analysis and Design:
   the A.G.E. Framework


     Assoc. Prof. Roberto Dillon
      School of Business and IT
           JCU Singapore
     Roberto. Dillon@jcu.edu.au
Overview

   Why and how shall we analyze games?

   MDA ( Mechanics – Dynamics – Aesthetics )
        Reference: Hunicke, Le Blanc, Zubek:
        “MDA: a Formal approach to Game Design and Game Research”.
        Available online at: http://www.cs.northwestern.edu/~hunicke/MDA.pdf
   The A.G.E. Model
       6-11 Framework
       Examples (Casual, Social and AAA games)


   Conclusions
Why and how shall we analyze games?
 “A method is needed in order to reason accurately”
                                               Descartes


  Game Designers explain their approaches in very
 subjective ways
 How to figure out what makes “good” Game Design?
 Need for a “pragmatic” approach that tries to be as
 objective as possible
  Break down a game at different level of complexities
 and analyze their relationships.
MDA: Game Components
   Mechanics
           “describe the particular components of the game, at the
            level of data representation and algorithms”
           i.e. Rules
   Dynamics
           “describe the run-time behaviour of the mechanics acting
            on player inputs and each others' outputs over time”
           i.e. Outcomes by applying the rules
   Aesthetics
           “describe the desirable emotional responses evoked in the
            player, when she interacts with the game system”
MDA's Aesthetics Model
   Eight kinds of Fun based on:

           Sensation (e.g. pleasures)
           Fantasy (e.g. role playing)
           Narrative (e.g. storytelling)
           Challenge (e.g. problem solving)
           Fellowship (e.g. social framework)
           Discovery (e.g. uncharted territory)
           Expression (e.g. self discovery)
           Submission (e.g. pastime)
Example: Commerce Game
   Mechanics
         Setting up the world
         Regulate in-game economics
         How to Buy
         How to Sell
         How to Travel
         ...
                                                     Anno 1404 © 2009 Ubisoft
   Dynamics
         Travelling to different towns to trade goods
         ...
   Aesthetics
         Fantasy / Challenge / Submission
But Game Designers are a troublesome
crowd… and definitions are a bit loose

   What’s the exact scope of mechanics?
   Are they really rules? What type of rules?
       Yes, spanning any aspect of the game (Brathwaite & Schreiber)
       No! Mechanics ARE NOT rules! They are “Skill atoms” (Koster)


   Aesthetics?
       “The branch of philosophy that deals with the principles of beauty
        and artistic taste”
       … Isn’t that related to graphics??


   How do we actually move from one level to the other?
The A.G.E. Framework
   Actions
       the core actions that a player can perform,
        usually described in terms of verbs.
           E.g. moving, jumping, kicking a ball, shooting, taking cover

   Gameplay
       the resulting play achieved by using and
        combining the available "actions". These can
        be either verbs or higher level concepts,
           E.g. fighting, race to an end, territorial acquisition
   Experience
       the emotional experience that engages
                                                                           FUN
        players during the game.

    http://www.igda.org/newsletter/2012/09/30/teaching-games-through-the-a-g-e-framework/
Emotional Experience
   The most difficult part to understand and
    master
   How do players feel when they play?
   What do players really want?
   What triggers „Fun“??
„6-11 Framework“
Reference: Roberto Dillon:
“On the Way to Fun: an Emotion Based Approach to Successful Game Design”
AKPeters / CRC Press, 2010



   „Fun” as an outcome from engaging the player through
    basic emotions and instincts

   6 Basic Emotions
       Ekman, Plutchik, Izard etc.

   11 Instinct

   Their correspondences/relationships
6 Emotions (1)
   Fear
6 Emotions (2)

   Anger
6 Emotions (3)
   Pride
6 Emotions (4)
   Joy
6 Emotions (5)

   Excitement
6 Emotions (6)

   Sadness
11 Instincts (1)

    Survival
11 Instincts (2)

    Self Identification
11 Instincts (3)

    Revenge
11 Instincts (4)
   Aggressiveness
11 Instincts (5)

    Curiosity
11 Instincts (6)

    Protection / Care
11 Instincts (7)

    Greed
11 Instincts (8)

    Collecting
11 Instincts (9)

    Competition
11 Instincts (10)

    Communication
11 Instincts (11)

    Color appreciation
Analysis Framework
 In general:

            Emotions can trigger instincts
            Instincts push the player to act in the game
            Easy to link instincts to game gameplay and
             actions

                               Escaping               Hiding
  Fear          Survival       Avoiding danger        Running



                                     Chasing         Running
 Anger        Aggressiveness                         Kicking
                                     Fighting
                                                     Casting a spell
Super Mario Bros.                         (Nintendo, 1985)




   "the player can kill enemies by landing on top of them" links the jumping action to the fighting
    enemies gameplay
   “progress to the next stage by reaching an end-level flagpole" links the running and jumping
    actions to the race-to-an-end gameplay
   Goal of “saving the princess” and “finding all the secrets/coins” serve as motivation to link
    the different gameplays to the emotional experience of players
Angry Birds   (Rovio 2009)
Millionaire City (Digital Chocolate)
                                                     Real Estate CEO
                                  Identification
                                                                                              Share results
                                                                              Communication

                  Curiosity                      Collecting       Protection
                                                 New daily prizes!   Help friends
                What happens next?                                                 Pride
                                            Greed
                                            We’re getting rich!


                                                                              Joy         Competition
                                                                                               You can do
                                                                                               better than
                                                                                               your friends!
                                             Excitement

                  GamePlay                                             Actions
                                                                       Buy properties
                  Build and upgrade stuff
                                                                       Sign contracts
                  Territorial Acquisition
                                                                       Grab money and gifts
                  Plan Development
                                                                       Etc.
                  Find presents and rewards
And for more complex games?

•Simple, core   sequence

•Gets   expanded through different…
   •Missions   and Quests
   •Levels
Legend of Zelda: Twilight Princess

   Identification



    Protection



      Pride



       Joy
Legend of Zelda: Twilight Princess

   Identification
                          Collecting


    Protection           Survival


                     Curiosity
      Pride

                     …

       Joy
Legend of Zelda: Twilight Princess

Hoard Goats

 Collecting
              Herding
              Racing to an end


   Pride

                  Riding
    Joy
Legend of Zelda: Twilight Princess

Escaping from the dungeon
Legend of Zelda: Twilight Princess

Escaping from the dungeon
                         Curiosity   Survival
                                                Race to an end
                                                Fighting
  Exploring
  Listening to Spirits
                                 Anger

Moving around, digging                              Running
Using wolf “senses”
                               Revenge              Jumping
                                                    Biting


                              Excitement
L.A. Noire
 Color                 Identification
 Appreciation



             Curiosity



Roam City
Look for clues
Interrogate suspects


 Drive
 Manipulate objects     Excitement
 Review evidence
 Evaluate answers
L.A. Noire
 Color                 Identification                            Collecting
 Appreciation                                                    20 badges
                                                                 50 movie reels
                                                                 vehicles

             Curiosity                                Protection
                                                      Save hostages

                                  Aggressiveness
                                  Chasing criminals
                                  Street cases
Roam City
Look for clues
Interrogate suspects                                             Pride

 Drive
 Manipulate objects     Excitement                                 Joy
 Review evidence
 Evaluate answers
Analyzing a game, step by step
   Play the game
   Determine the main emotional experience by using
    the „6-11 Framework“
   Relate instincts to gameplay
   Explore how gameplay is obtained (i.e. identify
    actions)
   Not sure? Go back to Step 1! ;)
Designing a game: Where to start?




        Actions   Gameplay   Experience
Conclusions
•   Game design needs some well defined analysis methodology
    •   Gaining insights
    •   Teaching, sharing experiences
•   MDA was the first model to define a pragmatic approach
    •   Still, lack of common jargon made things very difficult
•   AGE as evolution of MDA
    •   Narrow but clear definitions
    •   Easy to relate the different layers
    •   Emotional experience seen in terms of easily understandable
        components (6-11 Framework)
•   Straightforward to learn and adopt in a variety of contexts
Thanks for
     Your attention!

roberto.dillon@jcu.edu.au

    twitter: rdillon73

Más contenido relacionado

La actualidad más candente

LAFS PREPRO Session 2 - Game Documentation
LAFS PREPRO Session 2 - Game DocumentationLAFS PREPRO Session 2 - Game Documentation
LAFS PREPRO Session 2 - Game DocumentationDavid Mullich
 
2-Game Design (Game Design and Development)
2-Game Design (Game Design and Development)2-Game Design (Game Design and Development)
2-Game Design (Game Design and Development)Hafiz Ammar Siddiqui
 
Cerny method
Cerny methodCerny method
Cerny methodTim Holt
 
Game Design Fundamentals
Game Design FundamentalsGame Design Fundamentals
Game Design FundamentalsIntelligent_ly
 
Game Design Document - Step by Step Guide
Game Design Document - Step by Step GuideGame Design Document - Step by Step Guide
Game Design Document - Step by Step GuideDevBatch Inc.
 
Game Development Step by Step
Game Development Step by StepGame Development Step by Step
Game Development Step by StepBayu Sembada
 
Making a Game Design Document
Making a Game Design DocumentMaking a Game Design Document
Making a Game Design DocumentEqual Experts
 
Game Balance 3: Interesting Strategies
Game Balance 3: Interesting StrategiesGame Balance 3: Interesting Strategies
Game Balance 3: Interesting StrategiesMarc Miquel
 
Game genres
Game genresGame genres
Game genresaealey
 
Course Presentation: Games design
Course Presentation: Games designCourse Presentation: Games design
Course Presentation: Games designBrunel University
 
What Is A Game Engine
What Is A Game EngineWhat Is A Game Engine
What Is A Game EngineSeth Sivak
 
LAFS Game Design 1 - Foundational Elements
LAFS Game Design 1 - Foundational ElementsLAFS Game Design 1 - Foundational Elements
LAFS Game Design 1 - Foundational ElementsDavid Mullich
 
02. 게임기획, 재미를 향한 끝없는 여정
02. 게임기획, 재미를 향한 끝없는 여정02. 게임기획, 재미를 향한 끝없는 여정
02. 게임기획, 재미를 향한 끝없는 여정태성 이
 
Game Design - Lecture 1
Game Design - Lecture 1Game Design - Lecture 1
Game Design - Lecture 1Andrea Resmini
 
LAFS Game Mechanics - Social Mechanics
LAFS Game Mechanics - Social MechanicsLAFS Game Mechanics - Social Mechanics
LAFS Game Mechanics - Social MechanicsDavid Mullich
 
Introduction to Game Development
Introduction to Game DevelopmentIntroduction to Game Development
Introduction to Game DevelopmentShaan Alam
 
LAFS Game Mechanics - Progression Mechanics
LAFS Game Mechanics - Progression MechanicsLAFS Game Mechanics - Progression Mechanics
LAFS Game Mechanics - Progression MechanicsDavid Mullich
 

La actualidad más candente (20)

LAFS PREPRO Session 2 - Game Documentation
LAFS PREPRO Session 2 - Game DocumentationLAFS PREPRO Session 2 - Game Documentation
LAFS PREPRO Session 2 - Game Documentation
 
2-Game Design (Game Design and Development)
2-Game Design (Game Design and Development)2-Game Design (Game Design and Development)
2-Game Design (Game Design and Development)
 
Game Concept
Game ConceptGame Concept
Game Concept
 
Cerny method
Cerny methodCerny method
Cerny method
 
Level Design
Level DesignLevel Design
Level Design
 
Game Design Fundamentals
Game Design FundamentalsGame Design Fundamentals
Game Design Fundamentals
 
Game Design Document - Step by Step Guide
Game Design Document - Step by Step GuideGame Design Document - Step by Step Guide
Game Design Document - Step by Step Guide
 
Game Development Step by Step
Game Development Step by StepGame Development Step by Step
Game Development Step by Step
 
Making a Game Design Document
Making a Game Design DocumentMaking a Game Design Document
Making a Game Design Document
 
Game Balance 3: Interesting Strategies
Game Balance 3: Interesting StrategiesGame Balance 3: Interesting Strategies
Game Balance 3: Interesting Strategies
 
Game genres
Game genresGame genres
Game genres
 
Game Design fundamentals
Game Design fundamentalsGame Design fundamentals
Game Design fundamentals
 
Course Presentation: Games design
Course Presentation: Games designCourse Presentation: Games design
Course Presentation: Games design
 
What Is A Game Engine
What Is A Game EngineWhat Is A Game Engine
What Is A Game Engine
 
LAFS Game Design 1 - Foundational Elements
LAFS Game Design 1 - Foundational ElementsLAFS Game Design 1 - Foundational Elements
LAFS Game Design 1 - Foundational Elements
 
02. 게임기획, 재미를 향한 끝없는 여정
02. 게임기획, 재미를 향한 끝없는 여정02. 게임기획, 재미를 향한 끝없는 여정
02. 게임기획, 재미를 향한 끝없는 여정
 
Game Design - Lecture 1
Game Design - Lecture 1Game Design - Lecture 1
Game Design - Lecture 1
 
LAFS Game Mechanics - Social Mechanics
LAFS Game Mechanics - Social MechanicsLAFS Game Mechanics - Social Mechanics
LAFS Game Mechanics - Social Mechanics
 
Introduction to Game Development
Introduction to Game DevelopmentIntroduction to Game Development
Introduction to Game Development
 
LAFS Game Mechanics - Progression Mechanics
LAFS Game Mechanics - Progression MechanicsLAFS Game Mechanics - Progression Mechanics
LAFS Game Mechanics - Progression Mechanics
 

Destacado

Fun and the MDA framework
Fun and the MDA frameworkFun and the MDA framework
Fun and the MDA framework_
 
Gamification: Understanding Its Intrinsic Challenges and How To Face Them in ...
Gamification: Understanding Its Intrinsic Challenges and How To Face Them in ...Gamification: Understanding Its Intrinsic Challenges and How To Face Them in ...
Gamification: Understanding Its Intrinsic Challenges and How To Face Them in ...Roberto Dillon
 
MDA 메카닉_박상훈
MDA 메카닉_박상훈MDA 메카닉_박상훈
MDA 메카닉_박상훈Sang Hoon Park
 
Game mechanics for thinking users
Game mechanics for thinking usersGame mechanics for thinking users
Game mechanics for thinking usersPietro Polsinelli
 
Diseño de videojuegos basado en mda
Diseño de videojuegos basado en mdaDiseño de videojuegos basado en mda
Diseño de videojuegos basado en mdaJaime Hernández
 
MeCCSA 2013 Pub Quiz
MeCCSA 2013 Pub QuizMeCCSA 2013 Pub Quiz
MeCCSA 2013 Pub Quiz_
 
MDA Framework with SissyFight 3000
MDA Framework with SissyFight 3000MDA Framework with SissyFight 3000
MDA Framework with SissyFight 3000David Gagnon
 
An introduction to the MDA
An introduction to the MDAAn introduction to the MDA
An introduction to the MDALai Ha
 
Game design to enhance ca webinar final 12 16
Game design to enhance ca webinar final 12 16Game design to enhance ca webinar final 12 16
Game design to enhance ca webinar final 12 16Shane Gallagher
 
Introduction to the Theory of Game Elements
Introduction to the Theory of Game ElementsIntroduction to the Theory of Game Elements
Introduction to the Theory of Game ElementsAki Järvinen
 
Gamification and serious games - a great duo
Gamification and serious games - a great duoGamification and serious games - a great duo
Gamification and serious games - a great duoRoman Rackwitz
 
Dai Videogames alla Gamification: Una proposta di Framework operativo
Dai Videogames alla Gamification: Una proposta di Framework operativoDai Videogames alla Gamification: Una proposta di Framework operativo
Dai Videogames alla Gamification: Una proposta di Framework operativoFabio Viola
 
Transparency in Game Mechanics
Transparency in Game MechanicsTransparency in Game Mechanics
Transparency in Game MechanicsPier Luca Lanzi
 
Procedural Content Generation
Procedural Content GenerationProcedural Content Generation
Procedural Content GenerationPier Luca Lanzi
 

Destacado (20)

Fun and the MDA framework
Fun and the MDA frameworkFun and the MDA framework
Fun and the MDA framework
 
Gamification: Understanding Its Intrinsic Challenges and How To Face Them in ...
Gamification: Understanding Its Intrinsic Challenges and How To Face Them in ...Gamification: Understanding Its Intrinsic Challenges and How To Face Them in ...
Gamification: Understanding Its Intrinsic Challenges and How To Face Them in ...
 
PGI3 - Mechanics, Dynamics, and Aesthetics
PGI3 - Mechanics, Dynamics, and AestheticsPGI3 - Mechanics, Dynamics, and Aesthetics
PGI3 - Mechanics, Dynamics, and Aesthetics
 
Game Design by Stephanie Bouchard
Game Design by Stephanie BouchardGame Design by Stephanie Bouchard
Game Design by Stephanie Bouchard
 
Putting the pieces together: The MDA Framework
Putting the pieces together: The MDA FrameworkPutting the pieces together: The MDA Framework
Putting the pieces together: The MDA Framework
 
MDA 메카닉_박상훈
MDA 메카닉_박상훈MDA 메카닉_박상훈
MDA 메카닉_박상훈
 
Game mechanics for thinking users
Game mechanics for thinking usersGame mechanics for thinking users
Game mechanics for thinking users
 
Diseño de videojuegos basado en mda
Diseño de videojuegos basado en mdaDiseño de videojuegos basado en mda
Diseño de videojuegos basado en mda
 
MeCCSA 2013 Pub Quiz
MeCCSA 2013 Pub QuizMeCCSA 2013 Pub Quiz
MeCCSA 2013 Pub Quiz
 
MDA Framework with SissyFight 3000
MDA Framework with SissyFight 3000MDA Framework with SissyFight 3000
MDA Framework with SissyFight 3000
 
Mda for course design 8-12-15
Mda for course design 8-12-15Mda for course design 8-12-15
Mda for course design 8-12-15
 
An introduction to the MDA
An introduction to the MDAAn introduction to the MDA
An introduction to the MDA
 
Game design to enhance ca webinar final 12 16
Game design to enhance ca webinar final 12 16Game design to enhance ca webinar final 12 16
Game design to enhance ca webinar final 12 16
 
Gamedesign
GamedesignGamedesign
Gamedesign
 
Software and product quality for videogames
Software and product quality for videogamesSoftware and product quality for videogames
Software and product quality for videogames
 
Introduction to the Theory of Game Elements
Introduction to the Theory of Game ElementsIntroduction to the Theory of Game Elements
Introduction to the Theory of Game Elements
 
Gamification and serious games - a great duo
Gamification and serious games - a great duoGamification and serious games - a great duo
Gamification and serious games - a great duo
 
Dai Videogames alla Gamification: Una proposta di Framework operativo
Dai Videogames alla Gamification: Una proposta di Framework operativoDai Videogames alla Gamification: Una proposta di Framework operativo
Dai Videogames alla Gamification: Una proposta di Framework operativo
 
Transparency in Game Mechanics
Transparency in Game MechanicsTransparency in Game Mechanics
Transparency in Game Mechanics
 
Procedural Content Generation
Procedural Content GenerationProcedural Content Generation
Procedural Content Generation
 

Similar a A modern approach to game analysis and design: the AGE framework

The #1 Skill for Game Designers and How to Practice It
The #1 Skill for Game Designers and How to Practice ItThe #1 Skill for Game Designers and How to Practice It
The #1 Skill for Game Designers and How to Practice ItRoberto Dillon
 
9,5 Theses on the Power and Efficacy of Gamification
9,5 Theses on the Power and Efficacy of Gamification9,5 Theses on the Power and Efficacy of Gamification
9,5 Theses on the Power and Efficacy of GamificationSebastian Deterding
 
Work better, play together? Rypple on Enterprise Gamification
Work better, play together? Rypple on Enterprise GamificationWork better, play together? Rypple on Enterprise Gamification
Work better, play together? Rypple on Enterprise GamificationGeorge Babu
 
Gamification 101: Design the Player Journey
Gamification 101: Design the Player JourneyGamification 101: Design the Player Journey
Gamification 101: Design the Player JourneyAmy Jo Kim
 
There Be Dragons: Ten Potential Pitfalls of Gamification
There Be Dragons: Ten Potential Pitfalls of GamificationThere Be Dragons: Ten Potential Pitfalls of Gamification
There Be Dragons: Ten Potential Pitfalls of GamificationSebastian Deterding
 
9.5 Theses on the Power and Efficacy of Gamification
9.5 Theses on the Power and Efficacy of Gamification9.5 Theses on the Power and Efficacy of Gamification
9.5 Theses on the Power and Efficacy of GamificationSebastian Deterding
 
Designing for Creativity and Kindness in Games
Designing for Creativity and Kindness in GamesDesigning for Creativity and Kindness in Games
Designing for Creativity and Kindness in GamesMirjam Eladhari
 
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone..."The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...Sherry Jones
 
Creating the Design Document
Creating the Design DocumentCreating the Design Document
Creating the Design DocumentKarl Kapp
 
HOW TO CREATE A GAME DESIGN?
HOW TO CREATE A GAME DESIGN?HOW TO CREATE A GAME DESIGN?
HOW TO CREATE A GAME DESIGN?Eva Handriyantini
 
Cultura patrimonio gamificacao comunicacao share
Cultura patrimonio gamificacao comunicacao shareCultura patrimonio gamificacao comunicacao share
Cultura patrimonio gamificacao comunicacao shareAlberto Signoretti
 
Gamification Strategies How to solve problems, motivate and engage people th...
 Gamification Strategies How to solve problems, motivate and engage people th... Gamification Strategies How to solve problems, motivate and engage people th...
Gamification Strategies How to solve problems, motivate and engage people th...Karl Kapp
 

Similar a A modern approach to game analysis and design: the AGE framework (20)

The #1 Skill for Game Designers and How to Practice It
The #1 Skill for Game Designers and How to Practice ItThe #1 Skill for Game Designers and How to Practice It
The #1 Skill for Game Designers and How to Practice It
 
9,5 Theses on the Power and Efficacy of Gamification
9,5 Theses on the Power and Efficacy of Gamification9,5 Theses on the Power and Efficacy of Gamification
9,5 Theses on the Power and Efficacy of Gamification
 
Lets play TYPO3
Lets play TYPO3Lets play TYPO3
Lets play TYPO3
 
DevLearn ILS slides
DevLearn ILS slidesDevLearn ILS slides
DevLearn ILS slides
 
E Lg Dev Learn Ils
E Lg Dev Learn IlsE Lg Dev Learn Ils
E Lg Dev Learn Ils
 
Gamification in Enterprise Technology
Gamification in Enterprise TechnologyGamification in Enterprise Technology
Gamification in Enterprise Technology
 
Work better, play together? Rypple on Enterprise Gamification
Work better, play together? Rypple on Enterprise GamificationWork better, play together? Rypple on Enterprise Gamification
Work better, play together? Rypple on Enterprise Gamification
 
Gamification 101: Design the Player Journey
Gamification 101: Design the Player JourneyGamification 101: Design the Player Journey
Gamification 101: Design the Player Journey
 
There Be Dragons: Ten Potential Pitfalls of Gamification
There Be Dragons: Ten Potential Pitfalls of GamificationThere Be Dragons: Ten Potential Pitfalls of Gamification
There Be Dragons: Ten Potential Pitfalls of Gamification
 
9.5 Theses on the Power and Efficacy of Gamification
9.5 Theses on the Power and Efficacy of Gamification9.5 Theses on the Power and Efficacy of Gamification
9.5 Theses on the Power and Efficacy of Gamification
 
Designing for Creativity and Kindness in Games
Designing for Creativity and Kindness in GamesDesigning for Creativity and Kindness in Games
Designing for Creativity and Kindness in Games
 
D&D for strategists
D&D for strategistsD&D for strategists
D&D for strategists
 
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone..."The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...
 
Gamification
GamificationGamification
Gamification
 
Game Ethology 2
Game Ethology 2Game Ethology 2
Game Ethology 2
 
Creating the Design Document
Creating the Design DocumentCreating the Design Document
Creating the Design Document
 
HOW TO CREATE A GAME DESIGN?
HOW TO CREATE A GAME DESIGN?HOW TO CREATE A GAME DESIGN?
HOW TO CREATE A GAME DESIGN?
 
Cultura patrimonio gamificacao comunicacao share
Cultura patrimonio gamificacao comunicacao shareCultura patrimonio gamificacao comunicacao share
Cultura patrimonio gamificacao comunicacao share
 
Gamification Strategies How to solve problems, motivate and engage people th...
 Gamification Strategies How to solve problems, motivate and engage people th... Gamification Strategies How to solve problems, motivate and engage people th...
Gamification Strategies How to solve problems, motivate and engage people th...
 
Serious Games Class 1
Serious Games Class 1Serious Games Class 1
Serious Games Class 1
 

A modern approach to game analysis and design: the AGE framework

  • 1. A Modern Approach to Game Analysis and Design: the A.G.E. Framework Assoc. Prof. Roberto Dillon School of Business and IT JCU Singapore Roberto. Dillon@jcu.edu.au
  • 2.
  • 3. Overview  Why and how shall we analyze games?  MDA ( Mechanics – Dynamics – Aesthetics ) Reference: Hunicke, Le Blanc, Zubek: “MDA: a Formal approach to Game Design and Game Research”. Available online at: http://www.cs.northwestern.edu/~hunicke/MDA.pdf  The A.G.E. Model  6-11 Framework  Examples (Casual, Social and AAA games)  Conclusions
  • 4. Why and how shall we analyze games? “A method is needed in order to reason accurately” Descartes  Game Designers explain their approaches in very subjective ways How to figure out what makes “good” Game Design? Need for a “pragmatic” approach that tries to be as objective as possible  Break down a game at different level of complexities and analyze their relationships.
  • 5. MDA: Game Components  Mechanics  “describe the particular components of the game, at the level of data representation and algorithms”  i.e. Rules  Dynamics  “describe the run-time behaviour of the mechanics acting on player inputs and each others' outputs over time”  i.e. Outcomes by applying the rules  Aesthetics  “describe the desirable emotional responses evoked in the player, when she interacts with the game system”
  • 6. MDA's Aesthetics Model  Eight kinds of Fun based on:  Sensation (e.g. pleasures)  Fantasy (e.g. role playing)  Narrative (e.g. storytelling)  Challenge (e.g. problem solving)  Fellowship (e.g. social framework)  Discovery (e.g. uncharted territory)  Expression (e.g. self discovery)  Submission (e.g. pastime)
  • 7. Example: Commerce Game  Mechanics  Setting up the world  Regulate in-game economics  How to Buy  How to Sell  How to Travel  ... Anno 1404 © 2009 Ubisoft  Dynamics  Travelling to different towns to trade goods  ...  Aesthetics  Fantasy / Challenge / Submission
  • 8. But Game Designers are a troublesome crowd… and definitions are a bit loose  What’s the exact scope of mechanics?  Are they really rules? What type of rules?  Yes, spanning any aspect of the game (Brathwaite & Schreiber)  No! Mechanics ARE NOT rules! They are “Skill atoms” (Koster)  Aesthetics?  “The branch of philosophy that deals with the principles of beauty and artistic taste”  … Isn’t that related to graphics??  How do we actually move from one level to the other?
  • 9. The A.G.E. Framework  Actions  the core actions that a player can perform, usually described in terms of verbs.  E.g. moving, jumping, kicking a ball, shooting, taking cover  Gameplay  the resulting play achieved by using and combining the available "actions". These can be either verbs or higher level concepts,  E.g. fighting, race to an end, territorial acquisition  Experience  the emotional experience that engages FUN players during the game. http://www.igda.org/newsletter/2012/09/30/teaching-games-through-the-a-g-e-framework/
  • 10. Emotional Experience  The most difficult part to understand and master  How do players feel when they play?  What do players really want?  What triggers „Fun“??
  • 11. „6-11 Framework“ Reference: Roberto Dillon: “On the Way to Fun: an Emotion Based Approach to Successful Game Design” AKPeters / CRC Press, 2010  „Fun” as an outcome from engaging the player through basic emotions and instincts  6 Basic Emotions  Ekman, Plutchik, Izard etc.  11 Instinct  Their correspondences/relationships
  • 16. 6 Emotions (5)  Excitement
  • 18. 11 Instincts (1)  Survival
  • 19. 11 Instincts (2)  Self Identification
  • 20. 11 Instincts (3)  Revenge
  • 21. 11 Instincts (4)  Aggressiveness
  • 22. 11 Instincts (5)  Curiosity
  • 23. 11 Instincts (6)  Protection / Care
  • 24. 11 Instincts (7)  Greed
  • 25. 11 Instincts (8)  Collecting
  • 26. 11 Instincts (9)  Competition
  • 27. 11 Instincts (10)  Communication
  • 28. 11 Instincts (11)  Color appreciation
  • 29. Analysis Framework  In general:  Emotions can trigger instincts  Instincts push the player to act in the game  Easy to link instincts to game gameplay and actions Escaping Hiding Fear Survival Avoiding danger Running Chasing Running Anger Aggressiveness Kicking Fighting Casting a spell
  • 30. Super Mario Bros. (Nintendo, 1985)  "the player can kill enemies by landing on top of them" links the jumping action to the fighting enemies gameplay  “progress to the next stage by reaching an end-level flagpole" links the running and jumping actions to the race-to-an-end gameplay  Goal of “saving the princess” and “finding all the secrets/coins” serve as motivation to link the different gameplays to the emotional experience of players
  • 31. Angry Birds (Rovio 2009)
  • 32. Millionaire City (Digital Chocolate) Real Estate CEO Identification Share results Communication Curiosity Collecting Protection New daily prizes! Help friends What happens next? Pride Greed We’re getting rich! Joy Competition You can do better than your friends! Excitement GamePlay Actions Buy properties Build and upgrade stuff Sign contracts Territorial Acquisition Grab money and gifts Plan Development Etc. Find presents and rewards
  • 33. And for more complex games? •Simple, core sequence •Gets expanded through different… •Missions and Quests •Levels
  • 34. Legend of Zelda: Twilight Princess Identification Protection Pride Joy
  • 35. Legend of Zelda: Twilight Princess Identification Collecting Protection Survival Curiosity Pride … Joy
  • 36. Legend of Zelda: Twilight Princess Hoard Goats Collecting Herding Racing to an end Pride Riding Joy
  • 37. Legend of Zelda: Twilight Princess Escaping from the dungeon
  • 38. Legend of Zelda: Twilight Princess Escaping from the dungeon Curiosity Survival Race to an end Fighting Exploring Listening to Spirits Anger Moving around, digging Running Using wolf “senses” Revenge Jumping Biting Excitement
  • 39. L.A. Noire Color Identification Appreciation Curiosity Roam City Look for clues Interrogate suspects Drive Manipulate objects Excitement Review evidence Evaluate answers
  • 40. L.A. Noire Color Identification Collecting Appreciation 20 badges 50 movie reels vehicles Curiosity Protection Save hostages Aggressiveness Chasing criminals Street cases Roam City Look for clues Interrogate suspects Pride Drive Manipulate objects Excitement Joy Review evidence Evaluate answers
  • 41. Analyzing a game, step by step  Play the game  Determine the main emotional experience by using the „6-11 Framework“  Relate instincts to gameplay  Explore how gameplay is obtained (i.e. identify actions)  Not sure? Go back to Step 1! ;)
  • 42. Designing a game: Where to start? Actions Gameplay Experience
  • 43. Conclusions • Game design needs some well defined analysis methodology • Gaining insights • Teaching, sharing experiences • MDA was the first model to define a pragmatic approach • Still, lack of common jargon made things very difficult • AGE as evolution of MDA • Narrow but clear definitions • Easy to relate the different layers • Emotional experience seen in terms of easily understandable components (6-11 Framework) • Straightforward to learn and adopt in a variety of contexts
  • 44. Thanks for Your attention! roberto.dillon@jcu.edu.au twitter: rdillon73