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2 Game Design Player Experience

This document provides an overview of game design theory and the process of designing games. It discusses analyzing core game ideas, gameplay design involving mechanics, gameplay, and experience. It introduces models for understanding games, including the MDA (Mechanics, Dynamics, Aesthetics) model and reframing it using contemporary terminology of mechanics, gameplay, and player experience. It explains the designer's challenge is to create enjoyable experiences for players through the implementation of mechanics and gameplay, but that they can only directly design those elements and not fully control the resulting experience.

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Aaron Appleton
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0% found this document useful (0 votes)
137 views67 pages

2 Game Design Player Experience

This document provides an overview of game design theory and the process of designing games. It discusses analyzing core game ideas, gameplay design involving mechanics, gameplay, and experience. It introduces models for understanding games, including the MDA (Mechanics, Dynamics, Aesthetics) model and reframing it using contemporary terminology of mechanics, gameplay, and player experience. It explains the designer's challenge is to create enjoyable experiences for players through the implementation of mechanics and gameplay, but that they can only directly design those elements and not fully control the resulting experience.

Uploaded by

Aaron Appleton
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Game Design Theory

Part 1: Design and Player Experience


Dr Robert Zubek, SomaSim LLC
CS 377: Game Development Studio
Winter Quarter 2022
Northwestern University
So how do we make games?
We all have games we like to play
We all have ideas for
what we like
what we’d like to play
what we’d like to make

Where do we go from here?


I want to
make a game
about XYZ…
Game high concept
1. Core game idea
◦ What is the game about?
◦ What is the player doing? CORE GAME IDEA
◦ Why are they doing it?
What is the game?
◦ What is the challenge? Who is the player?
Why? How?
(Similar to advice for writers:
who is the speaker, what are they saying,
why are they saying it, etc.)
Gameplay design
1. Core Game Idea
2. Gameplay Design CORE GAME IDEA
◦ Mechanics
◦ Rules, resources, units, weapons…
◦ Gameplay Gameplay
◦ How the game + player behave over time Design
◦ Experience
◦ How that makes the player feel Mechanics
Gameplay
Experience
Game design
1. Core Game Idea
2. Gameplay Design CORE GAME IDEA
3. Game Design
◦ + Art
◦ + Story Gameplay
Design Characters
◦ + Tech
+ Story
Visual
Design Technical
Design
Game design
1. Core Game Idea
2. Gameplay Design CORE GAME IDEA
3. Game Design
◦ + Art
◦ + Story Gameplay
Design Characters
◦ + Tech
+ Story
◦ All intertwined of course
Visual
Design Technical
Design
Product design
1. Core Game Idea
2. Gameplay Design Player Fit CORE GAME IDEA
Who would play this?
3. Game Design What do they want?

4. Product Design Gameplay


Studio Fit
◦ Player fit Can we make it? Design Characters
◦ Studio fit What will it take? + Story
◦ Market fit Visual
◦ Cost and budget Market Fit Design
Market + platform size? Technical
Expected sales? Design
Product design
1. Core Game Idea
2. Gameplay Design Player Fit CORE GAME IDEA
Who would play this?
3. Game Design What do they want?

4. Product Design Gameplay


Studio Fit
◦ Player fit Can we make it? Design Characters
◦ Studio fit What will it take? + Story
◦ Market fit Visual
◦ Cost and budget Market Fit Design
Market + platform size? Technical
Expected sales? Design
Our plan
Today:
◦ Part 1: Player experience
CORE GAME IDEA
Then:
◦ Part 2: Mechanics and game pieces
Gameplay
Future:
Design Characters
◦ Part 3: Systems and loops
+ Story
Visual
Design Technical
(Visual / Character design not part of this class ☺)
Design
How do we design gameplay?
Start out by thinking analytically
◦ What are games
◦ What makes them enjoyable
◦ How do we play them
◦ How do they decompose
into smaller pieces

And then do a whole lot of building and prototyping :)


How do we design gameplay?

GAMES ≠
(Athena, which
sprang out fully
formed from the
head of Zeus)
I want to
make a game
about XYZ…
Need more
Should I figure out than that
what “fun” is first?
I want to Should I analyze
make a game rules and game
about XYZ… pieces first?
Should I figure out
what “fun” is first?

Together?
Maybe…
Main model
We’ll look at game design on three levels
◦ Mechanics and systems
◦ Gameplay
◦ Player experience

See: Elements of Game Design chapters 1 and 2


Games
Gameplay is an experience created by the designer for the player

player designer
Games
Gameplay is an experience
Player can’t talk to the designer
◦ They can only interact with the game itself

player designer
Games
Gameplay is an experience
Player can’t talk to the designer
Designer can’t talk to the player

player designer
Games
Gameplay is an experience

… mediated by the game artifact

player designer
Example: Poker
What do players like about it?

Fun
Winning
Socializing
Etc.
Example: Poker
What do players like about it?
What are the basic game elements?

Cards Fun
Money Winning
Rules Socializing
Etc. Etc.
Example: Poker
What do players like about it?
What are the basic game elements?
What do you do with game elements, to produce this kind of fun?

Cards Betting Fun


Money Bluffing Winning
Rules Reading Socializing
Etc. Etc. Etc.
MDA model
Mechanics / Dynamics / Aesthetics
(Hunicke, LeBlanc, Zubek 2004)
Like color theory for games
◦ Very broad
◦ Immediately useful
◦ Starting point: not end all and be all

You probably read MDA in CS 376. If not, read it now!


◦ Link in the syllabus
Example: Poker
Translated to MDA

Mechanics Dynamics Aesthetics

Cards Betting Fun


Money Bluffing Winning
Rules Reading Socializing
Etc. Etc. Etc.
Note on terminology
Practicing designers don’t use this kind of M/D/A terminology
Nobody says “let’s adjust the dynamics so that …” or “the aesthetics of this game are …”

Practicing designers talk about the gameplay, and how that affects player experience
Let’s use contemporary terminology instead
Example: Poker

Mechanics Gameplay
Dynamics Experience
Aesthetics

Cards Betting Fun


Money Bluffing Winning
Rules Reading Socializing
Etc. Etc. Etc.
Gameplay
Mechanics
◦ Game elements, rules, code Mechanics Gameplay Experience
◦ Player’s inputs and outputs

Gameplay
◦ How the game unfolds over time
◦ Activity / behavior/ patterns of play Cards Betting Fun
Money Bluffing Winning
Experience Rules Reading Socializing
◦ The enjoyable experience Etc. Etc. Etc.
◦ The feels / the fun
Gameplay …is not the only thing
Note: this model only talks about
things connected to gameplay Mechanics Gameplay Experience

Other aspects also influence


player’s experience of the game: Characters, plot elements, story arc
◦ Art style, setting, visuals
◦ Story, characters, plot
◦ Etc. Art assets, style, style, theme

...
Designer’s challenge
The designer aims to
create this experience…

Mechanics Gameplay
Dynamics Experience
Aesthetics

… but can only design


Cards Betting Fun
and
Money implement these
Bluffing Winning
Rules Reading Socializing
Etc. Etc. Etc.
Designer’s challenge
Second-degree design challenge
◦ Create entire world and ruleset The designer aims to
which creates trajectories through the world create this experience…
which are enjoyable

Mechanics Gameplay Experience


Compare to literature, movies, etc.
◦ Create a single trajectory through the world
which is enjoyable
… but can only design
A new medium!
and implement these
Designer’s challenge
Second-degree design challenge
◦ Create entire world and ruleset The designer aims to
which creates trajectories through the world create this experience…
which are enjoyable

Mechanics Gameplay Experience


Compare to literature, movies, etc.
◦ Create a single trajectory through the world
which is enjoyable
… but can only design
A new medium!
and implement these
Roadmap

Mechanics Gameplay
Dynamics Experience
Aesthetics
Today
◦ Experience

Next week
◦ Gameplay
◦ Mechanics
Player Experience
Player Experience
Player’s feeling of “fun”
◦ “This game is awesome!”
◦ “This game sucks! It’s not fun!” What does the
player mean by
“fun”?
Player Experience
Player’s feeling of “fun”
◦ “This game is awesome!”
◦ “This game sucks! It’s not fun!”

But what does “fun” mean?


◦ It’s an awfully vague word
◦ Everyone has a different idea of “what’s fun”
◦ Are there better terms than “fun”?
Example
Pick your favorite game
◦ What makes this game fun to play?
◦ Are some elements central and necessary for it to be fun?
◦ Are there other games that are similar? And how?
◦ What makes that entire category of games fun?
Types of Experience
Desire for challenge / frustration / “fiero”
Types of Experience
Desire for challenge / frustration / “fiero”
Desire for action / adrenaline rush
Types of Experience
Desire for challenge / frustration / “fiero”
Desire for action / adrenaline rush
Desire for learning / figuring things out
Types of Experience
Desire for challenge / frustration / “fiero”
Desire for action / adrenaline rush
Desire for learning / figuring things out
Desire to explore unknown worlds
Types of Experience
Desire for challenge / frustration / “fiero”
Desire for action / adrenaline rush
Desire for learning / figuring things out
Desire to explore unknown worlds
Desire for fantasy / be someone else
Types of Experience
Desire for challenge / frustration / “fiero”
Desire for action / adrenaline rush
Desire for learning / figuring things out
Desire to explore unknown worlds
Desire for fantasy / be someone else
Desire for story / empathy / catharsis
Types of Experience
Desire for challenge / frustration / “fiero”
Desire for action / adrenaline rush
Desire for learning / figuring things out
Desire to explore unknown worlds
Desire for fantasy / be someone else
Desire for story / empathy / catharsis
Desire for fear / disgust / paranoia
Types of Experience
Desire for challenge / frustration / “fiero”
Desire for action / adrenaline rush
Desire for learning / figuring things out
Desire to explore unknown worlds
Desire for fantasy / be someone else
Desire for story / empathy / catharsis
Desire for fear / disgust / paranoia
Desire for humor / cuteness
Types of Experience
Desire for challenge / frustration / “fiero”
Desire for action / adrenaline rush
Desire for learning / figuring things out
Desire to explore unknown worlds
Desire for fantasy / be someone else
Desire for story / empathy / catharsis
Desire for fear / disgust / paranoia
Desire for humor / cuteness
Desire to feel joyous
Types of Experience
Desire for challenge / frustration / “fiero”
Desire for action / adrenaline rush
Desire for learning / figuring things out
Desire to explore unknown worlds
Desire for fantasy / be someone else
Desire for story / empathy / catharsis
Desire for fear / disgust / paranoia
Desire for humor / cuteness
Desire to feel joyous
Desire to create / express yourself
Types of Experience
Desire for challenge / frustration / “fiero”
Desire for action / adrenaline rush
Desire for learning / figuring things out
Desire to explore unknown worlds
Desire for fantasy / be someone else
Desire for story / empathy / catharsis
Desire for fear / disgust / paranoia
Desire for humor / cuteness
Desire to feel joyous
Desire to create / express yourself
Desire for sensory pleasure
Types of Experience
Desire for challenge / frustration / “fiero”
Desire for action / adrenaline rush
Desire for learning / figuring things out
Desire to explore unknown worlds
Desire for fantasy / be someone else
Desire for story / empathy / catharsis
Desire for fear / disgust / paranoia
Desire for humor / cuteness
Desire to feel joyous
Desire to create / express yourself
Desire for sensory pleasure
Desire for repetition / past time
It all depends on the player
Different people like different things
◦ Eg. maybe I’m really into story driven RPGs…

Different people will react differently to the same gameplay elements


◦ Eg. …but just because I like story doesn’t mean that you’ll like it too

There is no “objectively good” game design –


just good in context of particular players and their motivations
Player enjoyment theories
Some theories:
1. Bartle MUD player types [link] 2. Self-determination Theory (Deci & Ryan) [link]
Personality modeling: Five Factor
“Gold standard” for psychological personality tests
Statistical analysis finds five independent axes:

◦ Openness to experience vs cautiousness


◦ Conscientiousness vs lack of care
◦ Extraversion vs intraversion
◦ Agreeableness vs detachement
◦ Neuroticism vs emotional stability

(Note: it’s much better than Meyer-Briggs :) )


Marketing approach: user stories
Consider your typical players and write stories John Doe, male, mid-20s
about who they are and why they would like to
play your game Occupation: assistant manager, retail
- Ideally: by surveying existing players
Plays: Console and PC, evenings after
- More commonly: by imagining players :) work, ~1-2h nightly

Favorite games: Assassin’s Creed,


The Witcher, World of Tanks, FIFA
Somewhat useful, but more as a
marketing tool not design tool Why are they favorite:
Good action, adrenaline rush
Winning is important
Friends at work also play and they
compare tactics
Bleeding edge research
Very interesting survey by Nick Yee at Quantic Foundry (QF) that tries to match up:
1. Gamer motivation profiles (what games they like to play)
2. Personality surveys (using the Big 5 Model)

Presented at GDC 16, CHI 16, GDC 2020, etc


Player motivations

Started by collecting
12 different possible
motivations from
existing literature

Then asked players to


rate their preference
for each of them

Source: http://quanticfoundry.com/gdc/
Motivation
clustering
Very large survey, N = 140,000
Produced clear clustering of
gamer preferences
◦ But why?

After that, he went on to match


them up against personality types…
Motivation
clustering
Found that three of the FFM axes
correlate weakly with gaming profiles:

◦ Conscientiousness
◦ Openness
◦ Extraversion

No results for:
◦ Agreeableness
◦ Emotional Stability
How do games compare?
Counter-Strike fulfills desires for
◦ Challenge, strategy, competition, destruction

Final Fantasy fulfills desires for


◦ Challenge, story, discovery, challenge, fantasy

The Sims fulfills desires for


◦ Story, design, fantasy, strategy, destruction

Every game pursues multiple player desires and therefore multiple player types
Other results

Source: https://quanticfoundry.com/2016/02/10/gamer-generation/
Other results

Source: https://quanticfoundry.com/2016/02/10/gamer-generation/
(However: got to remember potential for biases: audience self-selection, etc. Still need more studies on this.)

Source: https://quanticfoundry.com/2016/12/15/primary-motivations/
Experience Summary
Let’s not talk about “fun” in general
Different players have different motivations

Let’s be as precise as possible when talking about the player’s experience


◦ Know who you’re making the game for
◦ Know what you want the player to experience
◦ Layer multiple types of experiences together
Start thinking about your own project…
What kind of a game do you want to make?
What will players find interesting about it?

You don’t have to have any answers yet…


Start thinking about your team
We’ll want ideally 3-person teams
You have a week or two to self-organize and
come up with team + project proposals
◦ So the sooner the better :)
Start thinking about scope
We’ll want ideally 3-person teams
You have a week or two to self-organize and
come up with team + project proposals
◦ So the sooner the better :)

Consider that your game needs to provide a 3-5 minute “chunk” of experience
◦ How do you fit your vision into 5 minutes?
◦ Don’t plan for an epic
Today’s summary
Game Design
◦ Intro
◦ Player Experience

Quick final project update

Next time we continue with game design: mechanics and uncertainty


Qs?

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