sissyfight 3000. overview sissyfight simulates a playground fight between little girls
TRANSCRIPT
OverviewOverview
SiSSYFiGHT simulates a SiSSYFiGHT simulates a playground fight between playground fight between little girls. little girls.
OverviewOverview
Each girl begins with 10 Each girl begins with 10 Self-Esteem chips Self-Esteem chips
… … and the goal of the and the goal of the game is to reduce your game is to reduce your opponents’ self-esteem to opponents’ self-esteem to ZERO! ZERO!
OverviewOverview
When there are only one or When there are only one or two players left with any two players left with any self-esteem, they win the self-esteem, they win the game!game!
SetupSetup
Each player starts with: Each player starts with: 1.1. Three “Action” cards Three “Action” cards
2.2. Six “Target” cards, 1 “No Target” Six “Target” cards, 1 “No Target” cardcard
3.3. Ten chips. Ten chips.
Everyone should pick one of Everyone should pick one of the six colors. the six colors.
Each Round:Each Round:
• Choose an “Action” and Choose an “Action” and “Target” in secret.“Target” in secret.
• Reveal cards simultaneouslyReveal cards simultaneously• Resolve actionsResolve actions
All communication must be public. All communication must be public. When you run out of chips, you’re out.When you run out of chips, you’re out. When When oneone or or twotwo people are left, they win. people are left, they win.
ActionsActions
• SoloSolo: : Target discards Target discards oneone chip. chip.
• TeamTeam: : If anyone else teams against this target, If anyone else teams against this target,
she discards she discards twotwo chips chips per attacking playerper attacking player..
• DefendDefend: : Not an attack – choose “No Target” as your Not an attack – choose “No Target” as your
target.target. If no one targets youIf no one targets you: lose : lose oneone chip. chip. Else, lose Else, lose halfhalf the chips required (round down). the chips required (round down).
Coffee Break at 11:00Coffee Break at 11:00
• Play until thenPlay until then• Pick a different classroomPick a different classroom
30013001 30033003 30053005
What’s fun about What’s fun about SiSSYFiGHT?SiSSYFiGHT?
• What What kinds of funkinds of fun did you did you experience?experience?
• Can we get more specific than Can we get more specific than “fun?”“fun?”
What’s fun about What’s fun about SiSSYFiGHT?SiSSYFiGHT?
• What What kinds of funkinds of fun did you did you experience?experience?
• Can we get more specific than Can we get more specific than “fun?”“fun?” Intrigue: Negotiation, Cooperation, Intrigue: Negotiation, Cooperation,
BetrayalBetrayal Challenge: Tactics, Problem SolvingChallenge: Tactics, Problem Solving DramaDrama
DefinitionsDefinitions
• MechanicsMechanics: The rules and : The rules and concepts that formally concepts that formally specify the game-as-system.specify the game-as-system.
• DynamicsDynamics: The run-time : The run-time behavior of the game-as-behavior of the game-as-system.system.
• AestheticsAesthetics: The : The desirable desirable emotional responsesemotional responses evoked evoked by the game dynamics.by the game dynamics.
The Designer/Player The Designer/Player RelationshipRelationship
Designer Player
Mechanics AestheticsDynamics
Understanding Understanding AestheticsAesthetics
• We need to get past words like We need to get past words like “fun” and “gameplay.”“fun” and “gameplay.”
• What kinds of “fun” are there?What kinds of “fun” are there?
• How will we know a particular How will we know a particular kind of “fun” when we see it?kind of “fun” when we see it?
Eight Kinds of “Fun”Eight Kinds of “Fun”
Game as unfolding story
• SensationSensation• FantasyFantasy• NarrativeNarrative
Eight Kinds of “Fun”Eight Kinds of “Fun”
Game as obstacle course
• SensationSensation• FantasyFantasy• NarrativeNarrative• ChallengeChallenge
Eight Kinds of “Fun”Eight Kinds of “Fun”
Game as social framework
• SensationSensation• FantasyFantasy• NarrativeNarrative• ChallengeChallenge• FellowshipFellowship
Eight Kinds of “Fun”Eight Kinds of “Fun”
Game as uncharted territory
• SensationSensation• FantasyFantasy• NarrativeNarrative• ChallengeChallenge• FellowshipFellowship• DiscoveryDiscovery
Eight Kinds of “Fun”Eight Kinds of “Fun”
Game as soap box
• SensationSensation• FantasyFantasy• NarrativeNarrative• ChallengeChallenge• FellowshipFellowship• DiscoveryDiscovery• ExpressionExpression
Eight Kinds of “Fun”Eight Kinds of “Fun”
Game as mindless pastime
• SensationSensation• FantasyFantasy• NarrativeNarrative• ChallengeChallenge• FellowshipFellowship• DiscoveryDiscovery• ExpressionExpression• SubmissionSubmission
Charades is “fun”
Counter-Strike is “fun”
Final Fantasy is “fun”
Clarifying Our Clarifying Our AestheticsAesthetics
Charades isFellowship, Expression, Challenge
Counter-Strike isChallenge, Sensation, Competition, Fantasy
Final Fantasy isFantasy, Narrative, Expression, Discovery, Challenge, Masochism
Each game pursues multiple aesthetics.Again, there is no Game Unified Theory.
Clarifying Our Clarifying Our AestheticsAesthetics
Clarifying Our GoalsClarifying Our Goals
• As designers, we can choose As designers, we can choose certain aesthetics as goals certain aesthetics as goals for our game design.for our game design.
• We need more than a one-We need more than a one-word definition of our goals.word definition of our goals.
Some examples…
Formulating an “Aesthetic Formulating an “Aesthetic Model”Model”
For each aesthetic goal:For each aesthetic goal:• Write a formal definitionWrite a formal definition• List criteria for successList criteria for success• List modes of failureList modes of failure
• Serves as an “aesthetic Serves as an “aesthetic compass”compass”
• These are often reusableThese are often reusable
Goal: CompetitionGoal: Competition
• Definition: A game is competitive Definition: A game is competitive if players are emotionally if players are emotionally invested in defeating each other.invested in defeating each other.
• Success:Success: Players are adversaries.Players are adversaries. Players want to win.Players want to win.
• Failure:Failure: A player feels that he can’t win.A player feels that he can’t win. A player can’t measure his progress.A player can’t measure his progress.
Goal: Pirate FantasyGoal: Pirate Fantasy
• Definition: A pirate fantasy conforms Definition: A pirate fantasy conforms to the genre conventions of pirate to the genre conventions of pirate movies, and permits the player to movies, and permits the player to engage in certain kinds of anti-social engage in certain kinds of anti-social pirate behavior. pirate behavior.
Goal: Pirate FantasyGoal: Pirate Fantasy
• Definition: A pirate fantasy conforms Definition: A pirate fantasy conforms to the genre conventions of pirate to the genre conventions of pirate movies, and permits the player to movies, and permits the player to engage in certain kinds of anti-social engage in certain kinds of anti-social pirate behavior. pirate behavior.
• Success:Success: EmpowermentEmpowerment IndependenceIndependence GreedGreed TreacheryTreachery Prey upon WeakPrey upon Weak
Goal: Pirate FantasyGoal: Pirate Fantasy
• Definition: A pirate fantasy conforms Definition: A pirate fantasy conforms to the genre conventions of pirate to the genre conventions of pirate movies, and permits the player to movies, and permits the player to engage in certain kinds of anti-social engage in certain kinds of anti-social pirate behavior. pirate behavior.
• Success:Success: EmpowermentEmpowerment IndependenceIndependence GreedGreed TreacheryTreachery Prey upon WeakPrey upon Weak
• Failure:Failure: VulnerabilityVulnerability CompassionCompassion GenerosityGenerosity
Dra
ma
tic
Te
nsi
on
Narrative Time
Conflict Resolution
Climax
Goal: DramaGoal: Drama
Definition: A game is dramatic if:Definition: A game is dramatic if:• Its central conflict creates dramatic Its central conflict creates dramatic
tension.tension.• The dramatic tension builds towards a The dramatic tension builds towards a
climax.climax.
Goal: DramaGoal: Drama
• Success: Success: A sense of uncertaintyA sense of uncertainty A sense of inevitabilityA sense of inevitability Tension increases towards a climaxTension increases towards a climax
• Failure:Failure: The conflict’s outcome is obvious (no The conflict’s outcome is obvious (no
uncertainty)uncertainty) No sense of forward progress (no No sense of forward progress (no
inevitability)inevitability) Player doesn’t care how the conflict resolves. Player doesn’t care how the conflict resolves.
Aesthetics of Aesthetics of SiSSYFiGHTSiSSYFiGHT
• Fellowship: Negotiation, Fellowship: Negotiation, Cooperation, BetrayalCooperation, Betrayal
• Challenge: Tactics, Problem Challenge: Tactics, Problem SolvingSolving
• Narrative: DramaNarrative: Drama
Understanding Understanding DynamicsDynamics
• What about the game’s What about the game’s behavior can we predict behavior can we predict before we go to playtest?before we go to playtest?
• How can we explain the How can we explain the behavior that we observe?behavior that we observe?
Formalizing Game Formalizing Game DynamicsDynamics
RulesInput Output
State(Player)
(Graphics/Sound)
The “State Machine” Model
Examples: Chess, Counter-Strike
Some examples…
Models of Game Models of Game DynamicsDynamics
• Again, no Grand Unified TheoryAgain, no Grand Unified Theory
• Instead, a collection of many Instead, a collection of many Dynamic Models.Dynamic Models.
• Dynamics models are analytical Dynamics models are analytical in nature. in nature.
2 3 4 5 6 7 8 9 10 11 12
Chance
in 3
6
Die roll
Example: Random Example: Random VariableVariable
• This is a model of 2d6:This is a model of 2d6:
An Ideal Thermostat
Room
Too Cold
Too Hot
Thermometer
Controller
Cooler
Heater
Example: Feedback Example: Feedback SystemSystem• A feedback system monitors and regulates its own A feedback system monitors and regulates its own
state.state.
Example: Operant Example: Operant ConditioningConditioning• The player is part of the The player is part of the
system, too!system, too!
• Psychology gives us models Psychology gives us models to explain and predict the to explain and predict the player’s behavior. player’s behavior.
Where Models Come Where Models Come FromFrom
• Analysis of existing gamesAnalysis of existing games
• Other Fields: Other Fields: Math, Psychology, Engineering…Math, Psychology, Engineering…
• Our own experienceOur own experience
Dynamics of SiSSYFIGHTDynamics of SiSSYFIGHT
Equality Scourge
Competition,Random Attacks
Cooperation,Team Attacks
On to Mechanics...
Understanding Understanding MechanicsMechanics
• There’s a vast library of There’s a vast library of common game mechanics.common game mechanics.
ExamplesExamples
• CardsCards Shuffling, Trick-Taking, BiddingShuffling, Trick-Taking, Bidding
• ShootersShooters Ammunition, Spawn PointsAmmunition, Spawn Points
• GolfGolf Sand Traps, Water HazardsSand Traps, Water Hazards
Mechanics of Mechanics of SiSSYFiGHTSiSSYFiGHT
• Turn-basedTurn-based• Hit PointsHit Points• Public CommunicationPublic Communication• Simultaneous ActionSimultaneous Action
Mechanics vs. DynamicsMechanics vs. Dynamics
• There’s a grey areaThere’s a grey area Some behaviors are direct Some behaviors are direct
consequences of rules.consequences of rules. Others are indirect.Others are indirect. ““Dynamics” usually means the latter. Dynamics” usually means the latter.
• Dynamics and Mechanics are Dynamics and Mechanics are different views of games.different views of games.
• Dynamics emerge from Dynamics emerge from Mechanics.Mechanics.
MDAMDA
• A “Taxonomy” of Design A “Taxonomy” of Design KnowledgeKnowledge AestheticsAesthetics DynamicsDynamics MechanicsMechanics ……and the and the interactions interactions between between
them.them.
MDA in SiSSYFiGHTMDA in SiSSYFiGHT
Simultaneous turns + attack actions Simultaneous turns + attack actions
MDA in SiSSYFiGHTMDA in SiSSYFiGHT
Simultaneous turns + attack actions Simultaneous turns + attack actions
Equality Scourge
Competition,Random Attacks
Cooperation,Team Attacks
MDA in SiSSYFiGHTMDA in SiSSYFiGHT
Simultaneous turns + attack actions Simultaneous turns + attack actions
Equality Scourge
Competition,Random Attacks
Cooperation,Team Attacks
Betrayal!
SiSSYFiGHT FictionSiSSYFiGHT Fiction
• Does SiSSYFiGHT do a good Does SiSSYFiGHT do a good job of conveying its subject job of conveying its subject matter? matter?
• How can it do better? How can it do better?
SiSSYFiGHT FictionSiSSYFiGHT Fiction
What other fictional genre or What other fictional genre or subject matter could the subject matter could the mechanics of SiSSYFiGHT mechanics of SiSSYFiGHT simulate? simulate?
ExerciseExercise
• Choose a fictional genre and/or Choose a fictional genre and/or setting that might fit this game. setting that might fit this game.
• Adapt the game to your chosen Adapt the game to your chosen subject matter. subject matter.
• Keep in mind the aesthetic qualities Keep in mind the aesthetic qualities we identified in the breakdown. we identified in the breakdown.
• How can the rules of the game be How can the rules of the game be changed to best support your changed to best support your fiction? fiction?
When I Say “Go…”When I Say “Go…”
1.1. You will have 90 seconds.You will have 90 seconds.2.2. Write down as many genre Write down as many genre
ideas as you can.ideas as you can.3.3. One to a sticky note.One to a sticky note.4.4. Keep it Short (Keep it Short ( 5 words) 5 words)5.5. No idea is too dumb.No idea is too dumb.6.6. Work in silence.Work in silence.
Pens Down!Pens Down!
With your group:With your group:• Get on your feet!Get on your feet!• Find some wall spaceFind some wall space• Stick your ideas to the wallStick your ideas to the wall• Put like ideas togetherPut like ideas together• Look for critical massLook for critical mass• Narrow down a fiction to work Narrow down a fiction to work
on. on.
When your group has picked a subject, When your group has picked a subject, you are free to go to lunch.you are free to go to lunch.
Feel free to get started on your design.Feel free to get started on your design.
Don’t forget to sign up for an elective.Don’t forget to sign up for an elective.
We will reconvene at 2:00.We will reconvene at 2:00.
Welcome Back!Welcome Back!
• You’ve chosen a setting or fiction You’ve chosen a setting or fiction for SiSSYFiGHT. for SiSSYFiGHT.
• Adapt the game to your chosen Adapt the game to your chosen subject matter. subject matter.
• Keep in mind the aesthetic qualities Keep in mind the aesthetic qualities we identified at the beginning. we identified at the beginning.
• How can the rules of the game be How can the rules of the game be changed to best support your changed to best support your fiction? fiction?
DiscussionDiscussion
• Let’s compare solutions. Let’s compare solutions. What different approaches What different approaches did we take?did we take?
DiscussionDiscussion
How did the game dynamics How did the game dynamics support your subject matter? support your subject matter?
Were the game dynamics and the Were the game dynamics and the subject matter ever in conflict?subject matter ever in conflict?
How did your choice of subject How did your choice of subject matter influence your process?matter influence your process?
Coffee!Coffee!
After the break, After the break, go to your Elective A room:go to your Elective A room:
World of Randomness: 3001World of Randomness: 3001
World of Creativity: 3003World of Creativity: 3003
World of Rulecraft: 3005World of Rulecraft: 3005