pre-game show rules for 3-to-15: two players alternate turns. on your turn, pick a number from 1 to...
TRANSCRIPT
Pre-Game Show
Rules for 3-to-15:• Two players alternate turns.
• On your turn, pick a number from 1 to 9
• You may not pick a number that has already been picked by either player.
• If you have a set of exactly 3 numbers that sum to 15, you win.
Formal Design Tools: Emergent Complexity, Emergent Narrative
Pre-Game Show
Rules for 3-to-15:• Two players alternate turns.
• On your turn, pick a number from 1 to 9
• You may not pick a number that has already been picked by either player.
• If you have a set of exactly 3 numbers that sum to 15, you win.
Formal Design Tools: Emergent Complexity, Emergent Narrative
The Punch Line:
9 42
1 86
5 37
Formal Design Tools
Emergent Complexity,
Emergent NarrativeA rant by MAHK
GDC 2000
Q: What is the most over-used word in all of game design?
Q: What is the most over-used word in all of game design?
A: “Fun”
Down with “Fun!”
A short list of “fun” games:
• Acrophobia• EverQuest• Sim City• Starcraft• You Don’t Know Jack
• Tetris• Alpha Centauri• Quake• Myst• FreeCell
When trying to make good games, “fun” only gets you so far.
Rules, Models, and Techniques
Formal Design Tools
• Well-defined
• Abstract (i.e. cross-genre)
• Day-to-day utility
• Well-understood application context
• Lenses, not value statements
Lecture Overview
• A few more words on “Fun”
• Games as Complex Systems
• Aesthetics of Emergent Complexity– Emergent Narrative
• Creating and Managing Emergent Complexity
• Largely Taxonomical
A Brief Taxonomy of “Fun”
A Brief Taxonomy of “Fun”
1. SensationGame as sense-pleasure
A Brief Taxonomy of “Fun”
1. SensationGame as sense-pleasure
2. FantasyGame as make-believe
A Brief Taxonomy of “Fun”
1. SensationGame as sense-pleasure
2. FantasyGame as make-believe
3. NarrativeGame as drama
A Brief Taxonomy of “Fun”
1. SensationGame as sense-pleasure
2. FantasyGame as make-believe
3. NarrativeGame as drama
4. ChallengeGame as obstacle course
A Brief Taxonomy of “Fun”
1. SensationGame as sense-pleasure
2. FantasyGame as make-believe
3. NarrativeGame as drama
4. ChallengeGame as obstacle course
5. FellowshipGame as social framework
A Brief Taxonomy of “Fun”
1. SensationGame as sense-pleasure
2. FantasyGame as make-believe
3. NarrativeGame as drama
4. ChallengeGame as obstacle course
5. FellowshipGame as social framework
6. DiscoveryGame as uncharted territory
A Brief Taxonomy of “Fun”
1. SensationGame as sense-pleasure
2. FantasyGame as make-believe
3. NarrativeGame as drama
4. ChallengeGame as obstacle course
5. FellowshipGame as social framework
6. DiscoveryGame as uncharted territory
7. ExpressionGame as self-discovery
A Brief Taxonomy of “Fun”
1. SensationGame as sense-pleasure
2. FantasyGame as make-believe
3. NarrativeGame as drama
4. ChallengeGame as obstacle course
5. FellowshipGame as social framework
6. DiscoveryGame as uncharted territory
7. ExpressionGame as self-discovery
8. MasochismGame as submission
RulesInput Output
State(Player) (Graphics/
Sound)
The “State Machine” Model
Part 1: Games as Complex Systems
Definitions
Properties that cannot be simply inferred from a system’s rules.
Emergent Complexity (“Emergence”)
A system that possesses or exhibits emergent complexity.
Complex System
Example: Conway’s Game of Life
The Rules:• A grid of cells, each cell is either “alive” or
“dead.”• Each cell has 8 neighbors.• Count each cell’s live neighbors
– 2 or 3: Stay alive– Exactly 3: Become alive
This is called a “Cellular Automaton.”
Conway’s Life is a Complex System
• Static Patterns: Block, Honeycomb
• Dynamic Patterns: Blinker
• Moving Patterns: Glider
• Patterns of Patterns: Beehive, Glider Gun
The rules are inadequate to describe the system’s behavior.
Examples in Games
• Chess: Attack & Defense, Discovered Check, Knight Fork, etc.
• Go: Eyes, Life & Death patterns, Tesuji
• Magic: The Gathering: Card Combos, Deck Archetypes
• EverQuest: “Trains,” “Kiting,” “Kill-stealing”
Part 2: Aesthetics of Emergence
What makes Emergent Complexity “fun?”
Emergence and Discovery
• The emergent properties of the system form an explorable space.
• More complexity means more space.
Emergence and Challenge
• A game’s emergent properties form its “strategic vocabulary.”
• New scenarios and obstacles can emerge.
Emergence and Narrative
So there I was...
Emergence and Narrative
• Narrative emerges from game events.
• Complexity gives you infinite monkeys.
• A game’s fantasy gives meaning to the narrative.
Emergent vs. Embedded Narrative
• Emergent narrative occurs as short vignettes.
• Embedded (Authored) narrative works well for major story arcs.
Narrative in Thief
• Embedded narrative:– serves as a “frame” for interaction. – limited to short, discrete, non-interactive
moments.– (Also consider: letter-boxing of Zelda 64
cutscenes)
• During the actual gameplay, narrative is largely emergent.
Emergence and Fantasy
• Emergent properties don’t necessarily support the metaphor.
• Contradictions are common, creating absurd fantasies.
© Steve Jackson Games www.sjgames.com
Absurd Fantasy Trouble Spots
• Sci-Fi/Fantasy simulations– Simulation reveals flaws & side effects
• Sports Sims– Emergent properties must be replicated
faithfully.
Other Perils of Emergence
• Degenerate strategies (“exploits”)
• Unintended feedback systems.– Overly stable– Overly unstable
There’s no substitute for playtest!
• Prototype early
• Playtest often
Quick Summary
Emergence can create:
• Discovery
• Challenge
• Narrative
• Fantasy (tricky)
Unexamined:
• Sensation
• Fellowship
• Expression
• Masochism
Part 3: Models of Complex Games
How do we make these things?
Common Characteristics
• Individual elements are simple.
• Rich interactions
• Game state has many elements.
• Random initial conditions.
Complexity does not mean lots of rules.
Homogeneous vs. Heterogeneous
• Homogeneous: Many similar elements (Life)
• Heterogeneous: Many distinct elements (Magic: The Gathering)
• A Spectrum, not a Dichotomy
• Most modern games are heterogeneous.
Creating Complex Systems:A Heterogeneous Approach
• Create multiple systems.• Keep individual systems simple. • Create interactions (“cross-terms”) between
systems.
Focus on system interaction, not system complexity.
Examples
• Magic: Creature Combat, Card Economy
• Civilization: Unit Movement/Combat, City Sim, Diplomacy
• Thief: AI behavior, Sound Propagation, Combat
Individual systems are mini-games, but don’t stand on their own.
Tiered System Structure
• Create a few solid “foundation” systems.• Build a second tier of cross-term-inducing
features.• Foundation remains fixed, while the second
tier grows over development time.
• Examples– Thief: Lockpicking– Magic: Enchantments– Civilization: Tech
Tiered System Structure
• Foundation systems will survive the development process.
• Enables incremental development of second tiers.
• Landmarks for system exploration.
System Interactions: Feed-In
One system’s state directly controls the rules or parameters of another.
• Magic: Card Economy feeds into Combat
• Alpha Centauri: Diplomacy feeds into Economy.
Bi-directional Feed-in is Feedback
• Stable: Resist change (Thermostat)
• Unstable: Amplify change (Snowball effect)
System Interactions: Resource Exchange
Resources serve as a medium for system interaction.
Resource Exchange: Competition
Two systems consume the same resource.
Magic: Spells & Creatures compete for mana.
Resource Exchange: Transmission
One system produces a resources that another consumes.
Civilization: Cities produce units; Combat consumes them.
Resource Exchange: Transformation
A system converts one resource into another
Starcraft: Repairs turn raw materials into hit points.
Resources are Energy
• Energy can be created by – Production– Transformation– Transformation “arbitrage”
Exploits can manifest as “energy spikes.”
Preventing Energy Spikes
• Build in time constraints to:– Production– Transformation
• Understand and tune your exchange rates.
• It’s OK to grow, just don’t grow too quickly.
Summary
• Emergence can create: Challenge, Discovery, Narrative
• Emergence can thwart Fantasy.
• Create Cross-terms between simple systems– Feed-in– Resource exchange
More Info
These slides: www2.lglass.com/~mahk
My email: [email protected]
“Complexification” by John CastiISBN: 0-06-16888-9
Life32: psoup.math.wisc.edu/Life32.html