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Thursday, February 12, 2009

Project Horseshoe: Multiplayer Game Atoms

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The 2008 Project Horseshoe reports are up! We wrote about how to diagram multiplayer games using skill atoms. Truly a brilliant weekend. The discussion was quite wide ranging and as a result the write up became a bit...long. However, the results should spark a few brain cells. Let me know what you think! :-)

www.projecthorseshoe.com/ph08/ph08r5.htm

Best wishes,
Danc.

PS: There are some great reports up this year so be sure to browse around a bit.

Labels: All, Project Horseshoe, skill chains


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Thursday, November 20, 2008

Tidbits from the garden

A few odds and ends have collected in my inbox lately.

Video of the Princess Saving Application is up!
All the videos from the night are posted up on OfficeLabs.com. My talk starts 10 minutes into the first video and lasts approximately 30 minutes. There’s also a bit of Q &A after all the talks finish up. You can get the original slides here.

<a class="video.msn.com/?mkt=en-US&playlist=videoByUuids:uuids:d0cabdcc-97bc-4799-a579-4da3b73f865b&showPlaylist=true&from=msnvideo" target="_new" title="Microsoft Office Labs & Engineering Excellence IxDA Event Part I Daniel Cook">Video: Microsoft Office Labs & Engineering Excellence IxDA Event Part I Daniel Cook</a>

FishingGirl update
I’ve seen some sneak peeks of the FishingGirl prototypes and people are making great progress. It will be possible for someone to win a gold medal this time around. If you’ve started a prototype, finish it! There is solid fun lurking in that design and you still have a couple of weeks left to build something wonderful.

Some observations:
  • The store and the acquisition of the various rods adds a great sense of exploration and progression to the game.
  • The gameplay improves substantially if you give your fish a small dash of intelligence so that they move towards your lure if it is in their sight.
  • Making the game winnable. There is a story arc to the game and it feels incomplete if you don't let the player finish.
Skill atoms in action
Tex, over at the delightfully titled Tin Man Tex’s Slap Dang Blog, put together skill chain describing his mod. I liked how he intuitively started writing down skill atoms and then only later began connecting them together in a skill chain. Analyzing a game using skill atoms has an element of mind mapping to it that is pleasantly organic. Check it out. I hope to see more such examples in the future.
  • tinmantex.blogspot.com/2008/11/ill-atomize-your-face.html
Other prototyping notes
BuschnicK created a nicely fleshed out version of Play with your Peas. It is a faithful implementation of the game and deserves a very solid silver reward. However, I still think the fun hasn't been completely uncovered.

At this point, we've had some reasonable implementations of the original concept. I suspect that the design may require some big changes to make it work. So here is a question: Why isn't Play with your Peas mind-thunderingly fun and what could be done to improve it?
  • www.buschnick.net/Personal/2008/09/ninja-peas.shtml
Best wishes and may you have a sinfully glorious Thanksgiving.
Danc.

Labels: All, FishingGirl, skill chains


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Sunday, October 26, 2008

The Princess Rescuing Application: Slides

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Last Thursday, I gave a talk on game design to the local Seattle chapter of the IxDA, an interaction design group. About 100 folks were in attendance and the catered finger food was downright delicious. Other speakers included George Amaya, who spoke about recent research on social/party games, and Mark Long, CEO of Zombie. Mark gave a lovely presentation on how narrative and storytelling immerse players. His new game looks gorgeous.

My talk was on building an application that rescued princesses. The goal was to give interaction designers some insight into how game design might be applied to the domain of more utilitarian applications. The talk was recorded and should be up sometime this week. When it appears online, I'll link to the video from this post.

Here are my slides both in PDF format and as the original PowerPoint.
  • Mixing_Games_and_Applications.pptx
  • Mixing_Games_and_Applications.pdf
The notes fields are heavily annotated with more details about each visual. For those of you who attended, this deck also includes a third section on game design patterns that I didn't have time to cover in the time allotted.

take care
Danc.

Labels: All, game applications, interaction design, skill chains, value of games


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Saturday, October 04, 2008

Theme and game design

spacer Recently I was chatting with some friends about the role of 'theme' in game design. Theme, in this discussion, was the setting of the game, be it fantasy, sci-fi, military, etc. At first blush, the typical game designer's use of theme appears a bit primitive.
  1. Limited range compared to the wide variety of themes in movies or books. Games recycle a half dozen major themes or in some cases invent their own surrealist themes that make little sense outside the context of the game. Books, despite being grouped into narrow genres, have explored many thousands of powerful, evocative settings. You have books about bored European manuscript editors exploring the bizarre world of the pseudo occult and you have books set inside the mind of a quadriplegic. The disparity in variety is intriguing.
  2. Crudely applied. Theme is applied in broad strokes at the beginning of many games, but almost always plays second fiddle to interesting game mechanics. Goombas are mushrooms, but this matters little beyond the fact that they are squat, match the scale of the world and can be squashed. If a novelist lazily integrated a character into their book's theme the way that game developer do on a regular basis they would never be published.
The result is that theme is often seen as an interchangable 'skin' that can be applied after the fact to a set of working game mechanics. The task is typically left to marketers to round up a popular license so that it can be painted onto the latest hot collection of game mechanics. This attitude towards theme affects the very fabric of game development.



And yet, something interesting occurs when we work this way. Very few licensed games turn into major long term franchises. They often feel incomplete and the pieces ill matched. On the other hand, seminal 'grown from scratch' games like Bejeweled, Mario, Quake, GTA or Sims end up doing amazingly well. Despite their surreal and often disjointed themes, they are surprisingly fun. In these titles, the theme of the game mechanics and the theme evolved hand-in-hand, often undergoing major switches half way through before settling into a successful partnership.
  • The Sims was a game about architecture that morphed into a game about playing dollhouse.
  • Grand Theft Auto was a cops and robbers chase game where you were the cop. It evolved into a game about being a free roaming criminal.
  • Quake was an Aztec style world where you tossed about a giant Thor-like hammer. It evolved into a nameless soldier battling against the mutants in a series of brown dungeons.
  • Bioshock was originally about Nazi's on an island.
If you start to dig into how game generate 'fun', many of these thematic transformations are, if not inveitable, certainly commonplace. It turns out that most game designers are not complete idiots when it comes to integrating theme and setting into their game designs. Designers aren't ignoring theme. They are simply using theme in a manner appropriate to the medium in which they work.

Some logic behind the madness
If you look at games as being about exploratory learning, they tend to teach the player a series of skills. First the player learns basic skills (how to press a button) and overtime assemble a scaffold of skills that lets them engage in more complex scenarios like 'save the princess'. Each moment of learning gives a burst of pleasure.

These basic skills are utilized over and over again. If the player fails to learn them, the rest of the game is lost on them. Games reward involvement, yet there is a high cost the player must pay in terms of initial learning necessary to become involved.

"Theme" from this perspective, is shorthand for a collection of preexisting mental tools, skills and mental models. I think of it as a tool chest of chunked behaviors that the designer can rely upon to smooth out the initial learning curve.

The theme you select directly influences how you present your initial skills to the user. By saying "Pirates", I turn on a particular schema in the player's brain and a network of possible behaviors and likely outcomes instantaneously lights up. If they see a pirate with an impressive sword facing a small soldier, the goal of fighting the enemy is self evident. With a small visual cue, I've eliminated minutes of painful initial learning.

There is a fascinating moment in the sequence of exploratory learning where players say to themselves "Oh, I recognize and have mastered this situation already, so let me demonstrate my excellence." Because of the triggering of the theme, the challenge appears possible and
attainable. If on the other hand, I had substituted the pirates with gray blob A and orange blob B, the player might be quite confused and not even bother to pick up the controller.

Why so few themes?
To a certain degree this perspective on games explains the limited number of themes used in games compared to books or movies. A book uses theme as a hook to get people interested in plot and character dynamics. There are lots of potential hooks and the more unique they are, the more intrigued the reader is to find out more. This encourages a proliferation of fascinating settings.

On the other hand, a good theme in a game is one that triggers a number of clear mental models that are applicable to the game mechanics at hand. If you push too far outside the experience zone of potential players, you make them feel inadequate.

It also suggests that occasionally a literary theme simply is not needed. Sometimes it is better to just tell the player, "Hey, it is a game and like any game you've played, we'll educate you as you go." The same triggering of appropriate schema occurs. If it is enough to grease the wheels of learning, then our mission as a game designer is accomplished.

"Skinning" game designs is a bad practice
When you look at game design from the 'games as learning' perspective, the idea of creating an slap-on aesthetic skin for a set of game mechanics starts to break down. In the best games, mechanics and theme evolve in lockstep over the course of the many iterations. If a mechanic isn't working, you have a couple choices. You can adjust the rules or you can adjust the feedback that the player receives. The two act in concert to produce the player's learning experience.

A good portion of the time, it makes sense to adjust the feedback side of the equation. What if people don't understand that the pirate is their character? Maybe it makes sense to make the pirate wear a right red outfit and the enemy a bit more evil looking. When you do so, the theme of the game shifts ever so slightly. Over hundreds (or thousands) of tweaks, a theme for the game might emerge that is quite different than what you originally envisioned. This is often the case for the best game in the history of our industry.

In fact, the final theme may be semi-incoherent if you attempt to analyze it as a literary work. However, that doesn't matter because it provides the moment-by-moment scaffolding of feedback that helps the player learn their way through the game. As long as the game is fun and delivers value to the customer we can often toss the literary definition of theme out the window.

In fact, you start getting into trouble when you make the theme so rigidly defined that you can't adjust the feedback for specific game mechanics. What if you are dealing with a license where the pirate isn't allowed to wear a red outfit? That design option, which may have been the best one available, is taken off the table. The hundreds of little trade offs that occur when theme coherence wins and gameplay loses diminishes the effectiveness of the game.

So you can't just 'skin' a set of game mechanics. When you do makes the attempt, a well executed iterative process of game design will often result in a game that is quite different than its source material. A poorly executed process results in a game that plays poorly.

Conclusion
There are a couple lessons here.
  • The most effective game themes exist primarily to facilitate the learning process for the player. This may be a traditional narrative theme, but it doesn't need to be.
  • Theme evolves in lock step with the rules of the game over a process of many iterations. You might as well plan for it. Early on develop vertical slices of your game. This will help you converge on working combinations of theme and rules. As you go allow for iteration on production assets.
  • Locking in your theme too early and too rigidly can stunt the exploration of more effective feedback systems. A bit of flexibility often yields better gameplay.
take care
Danc.


Labels: All, game design, skill chains, story


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Saturday, June 14, 2008

What actitivies can be turned into games?

spacer Techniques for designing consumer scales


Recently, my amazing wife picked up a copy of Wii Fit. No, this is not a review.

Here is something you may not know about my wife. For the past year, she's been dealing with a rather serious, debilitating illness. One side effect is considerable and undesirable weight loss. On the positive side, she has enjoyed shopping for a new wardrobe to match her more petite frame. On the less positive side, many stores no longer carry clothes that are small enough to fit.

So when the Wii Fit first booted up and cheerily prompted her to set a goal, she decided to try to get her BMI back up to the 'normal level'. Every day or so, she's been exercising, weighing herself and doing yoga. So far she has found the game to be convenient and highly motivational tool for helping her to track her weight.

We've had other exercise equipment around the house before, as well as gym memberships, yoga classes, etc. None of them has been as motivating as a simple set of exercises wrapped in a system of game-like rewards. My wife's experience with Wii Fit speaks volumes about games potential to turn an often mundane activity into entertainment that is delightful, exploratory and highly meaningful.

Thinking beyond scales
Yet, who would have ever thought that weighing yourself could be turned into a game? Miyamoto did, but then again he is widely considered to be an uber genius. The skeptical observer might imagine that successful cross-over games like Wii Fit are one-in-a-million success stories. Suppose it works for Wii Fit, but nothing else.

However, if the lessons of Wii Fit were broadly applicable, entire industries could be transformed. Games are a competitive advantage that can turn a commodity scale into one of the hottest consumer products of the year. In highly competitive markets, that is the sort of product design super power that lets innovative companies walk away with market share.

As I contemplate my wife's success with the Wii Fit, I'm struck by a multi-billion dollar question: What other activities can you turn into a game?

Almost anything
First, though there is no doubt that Miyamoto is a genius, what he does is reproducible by mere mortals. He is able to apply his game design skill (or at least his greenlighting abilities) to non-traditional games like Wii Fit because he understands game design at a very atomic level. Here is another way of looking at it. A craftsman builds tables the same way he was taught by his father and his grandfather can only build tables. But someone trained in mechanical engineering can use the fundamentals to build chairs, bridges, cars or even cathedrals. Similarly, by understanding the fundamental science behind traditional games, you can apply the theoretical tools of game design to transform wildly divergent activities into games. I've written about some of this in the past with essays on skill atoms.


It turns out that most learnable skills can be turned into a game. However, there are constraints. A skill must meet the following criteria before it can be turned into a game:
  1. Decomposable into simpler skills
  2. Skills can be nested
  3. Skills can be arranged in a smooth learning curve
  4. Skills are measurable
  5. Performance can be rewarded
  6. Skills are locally useful.
Let's look at these one by one.

1. Decomposable into simpler skills
Complex learnable skills can be broken down into sets of easily acquired core skills. Players can only learn so much at once and overly complex skills overwhelm all but the most persistent players. By breaking skills up into digestible chunks, you are now able to apply many of the basic techniques of game design.

In Wii Fit, the complex activity of "Becoming fit" is broken down into skills associated with using the board, testing balance, endurance activities and more.

2. Skills can be nested
Complex skills should build upon and reuse earlier skills. Advanced skills are best taught by the extension of existing skills, not introducing new metaphors.

Game design is built around the idea of core mechanics, skills that are exercised over and over again throughout the game experience. If you can't find a set of basic reusable skills that can be incorporated as the foundational elements of more complex skills, players will deem the activity shallow and lose interest.

In Wii Fit, the act of balancing while following rote exercises is used repeatedly throughout. It is an activity that is easy to learn, hard to master and contributes nicely to a wide range more advanced activities.

3. Skills can be arranged in a smooth learning curve
There is a smooth ramp from learning easier skills to learning more complex skills. Initial skills should take only seconds since they leverage existing skills. Afterwards, learning activities should build in complexity until they take minutes, then hours. If the initial learning ramp takes too long, players will be confused or bored and stop playing.

In Wii Fit, you can learn to use the board in seconds. Just step on it. However, more advanced games are slowly introduced until must spend hours of your time to unlock that last activity.

4. Skills are measurable
The game can detect when a skill is used correctly or incorrectly. Without this the game cannot provide timely feedback that pushes the player in the right direction.

The fact that Wii Fit is a giant sensor is perhaps to be expected. Within limits, it knows exactly what you are doing and when you doing something incorrectly. This is a dramatic difference from most exercise equipment or a workout video.

5. Performance is rewardable
The game can provide the player with a timely feedback and rewards. If the game provides feedback too late or in a manner that is disconnected from the original action, the player won’t learn.

Unlike traditional exercise equipment, Wii Fit judges your performance. It lets you know when you are doing poorly and it praises you when you are doing well. It is not a passive tool, but one that seeks to mold you. This is how games work and is an integral part of their success as a teaching tool.

6. Skills are locally useful
The skill can be exercised in a useful manner by the player in a variety of meaningful local contexts. If the skill isn’t useful, the behavior will extinguish.

Local utility is a tricky concept for many, especially those trained to think in terms of filling measurable customer needs. It basically means that the player finds an activity useful in the short term within the local context of the game. Grabbing a coin in Wii Fit may accomplish absolutely nothing in the grand scheme of the player's week. However, it does let the player unlock a new exercise. So for the moment, the player considers frantically gathering coins to be a completely utilitarian activity.

Skills that are eliminated by these constraints
What skills are eliminated by these constraints? Surprisingly few.

The biggest sticking point often ends up deciding how to measure complex skills. With Wii Fit, they needed to engineer an entirely new device. It is not uncommon to invest substantial amounts of effort just gathering the right data so that you can reward the proper skills accurately and in timely manner.

Machines alone have a limited understanding of many cultural human activities. In these situations, you need to build your games to use other human beings as measurement instruments. The rating techniques of sites like Hot or Not or Amazon.com are widely applicable.

The other constraints end up being easily worked around with a little bit of thought and prototyping to find what works.

Conclusion
When I look at our list of six constraints, it is obvious to me that there are a plethora of skills that are just waiting to be turned into games. Games like Wii Fit or Brain Training may seem exceptional strokes of genius, but in reality they are merely the tiny tip of an immense iceberg. Almost any human skill, be it physical, cultural, political or economic can be turned into a game that enlightens and enables.

As more leisure games emerge that mediate and accelerate the acquisition of skills, there is going to be a economic incentive to spread the science and craft of game design far beyond our tiny game industry. Game design is not just about games. It is a transformational new product development technique that can turn historically commoditized activities into economic blockbusters.

This morning, my wife came back from her morning Wii Fit session and proudly announced to me that she just worked her way back to her normal weight range. She is still on the light side and this odd little game was by no means the only source of her success. But it had its place as a tool that measured, encouraged and rewarded progress. As such it was worth every single penny.

When I look at Wii Fit and I hear the delight in my wife's voice, it is apparent that game design is again breaking out into the broader market. Obviously it isn't happening quite in the way many have predicted. The harbinger of game's ascendancy to all aspect of the modern life is not some piece of evocative art or Citizen Kane-a-like. Instead, our future appears in the form of a glorified bathroom scale. Still, if we can improve people's lives with a bathroom scale, just imagine how games can transform the rest of our world.

take care
Danc.

Labels: All, product design, science of game design, skill chains


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Saturday, November 17, 2007

Project Horseshoe 2007 slides: Smashing the game design atom

Here are my slides (with talking notes) from Project Horseshoe. I blazed through this in about 30 minutes since dinner was waiting and there is nothing more ornery than a crew of wild haired game designers in complete glucose crash. See if you can spot the source of the infamous '8mm' meme that stalked the conference.

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Since it was Halloween yesterday, let's start
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