the gamedesigninitiative at cornell university Lecture 5 Rules and Mechanics

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Transcription:

Lecture 5 Rules and Mechanics

Today s Lecture Reading is from Unit 2 of Rules of Play Available from library as e-book Linked to from lecture page Not required, but excellent resource Important for serious designer And ignore Amazon reviews The Bible of Game Mechanics 2

What are Rules? Definition from Rules of Play: Rules are formal schemas But what does this really mean? Is it different for digital games? 3

Challenge of Defining Rules They do not need to be fixed Example: Nomic (simulates democratic voting) But are changed in structured ways They can ignored House-rules that add or remove rules Rule relaxation (e.g. playing with a young child) They are not always explicit Example: does Halo have rules on camping? 4

Implicit Rules Rules beyond explicitly stated ones Implicit rules for Tic-Tac-Toe Must move in a reasonable amount of time If loss is inevitable, must move or forfeit Often have to do with social conventions If violate m, no one wants to play with you Encapsulate being a good sport 5

Rules and Digital Games Much more rigidly defined (in software) Possible to change in very structured ways Difficulty settings have a list of rule alternatives But arbitrary house rules are difficult (mods?) 6

Implicit Rules in Digital Games Implicit rules exist in digital games too Camping in shooters Juggle combos in fighters Depend upon context, and can change Casual vs. core gamers in network play Official vs. private game server Exist because cannot specify everything Commonly implemented via terms of service 7

(Formal) Rules in a Digital Game Game State: collection of values that represent game world at a specific moment in time Location, type of all game objects Non-spatial values (e.g. health) of se objects Global non-spatial values (e.g. difficulty) A high-dimensional tuple v = (v 1, v 2, v 3, ) Possibility Space: collection of all game states that are allowable (via rules) in game Formally, we denote this space S A rule is a function f: S S But this is less helpful than you might think 8

How to Design Good Rules Player must have meaningful choices Player must be able to make decisions System must respond in significant way Bad Rules: Guess heads or tails to pick a winner All you can do is guess answer Has no significant effect on outcome Bad Rules: Move pieces on board with no interaction Actions have no meaning since pieces don t interact There are no victory conditions or even challenges 9

Mechanics versus Rules Mechanics Informal design concept Can represent activity over multiple animation frames Rules Formal implementation Corresponds to code Typically at level of an animation frame Though can have multiple rules per animation frame Goal is to match design Is behavior correct? Is behavior expected? 10

Formalizing Mechanics Actions take player input I and current state Express as a function g: I S S But could simplify; have input part of state Interaction: function between game states Just like a rule, f: S S Order is anor important consideration Multiple actions, interactions possible per frame How does order affect m? Will return to this 11

Understanding Game State Many game state values are spatial Represent location of a game entity Also physical values like velocity, acceleration Entities act as containers for non-spatial values Values that never change: attributes Values that can change: resources Attributes, resources can be global as well Though most mechanics are at entity level 12

Actions Affecting Spatial State Typically we what we would call movement Present in all but most abstract games But re are many ways to implement Direct movement of avatar (e.g. WASD) Indirect movement of avatar (e.g. pathfinding) Alter environment (e.g. removing platforms) Area of much potential innovation 13

Altering Environment Found in physics games No direct control of avatar Can only remove/add/move obstacles in environment Movement is natural Example: Screw Nut Physics is a rule system Interaction, not action Takes one state to anor Also one that is complex to understand/model 14

Innovating Avatar Movement 2D games move on 2-axes Classic: left-right/up-down Unless top-down game, one of se axes is restricted Is jump only option? Launcher/trajectory verbs (Limited) teleportation Ors? Example: Knightmare Tower Launcher-style game Vertical movement is boosts gained from killing enemies 15

Environment AND Avatar Possible to split verbs Some for avatar movement Ors for environment Found in drawing games Draw missing platforms Avatar walks on platforms Ex: Max & Magic Marker Innovate by limiting avatar Move on single axis Combine with environment Example: Swindler 16

Deep Gameplay Want many ways to overcome challenges Example: kill enemy or sneak past If just one way, gameplay is shallow Shallow challenges hurt replayability Twitch challenges become boring fast Cerebral challenges solved by walkthrough All games should have a strategic element 17

Strategy Definition: an elaborate sequence of steps Action is culmination of all steps Changing steps or order changes action Still allows for puzzle gameplay Allow some flexibility in se solution steps Example: Multiple solutions to Rubik s Cube Example: Time-rewind in Braid Resources are a common way to implement 18

Resources and Gameplay Resources are crucial to combat mechanics Entities have resource values (e.g. health, ammo) Expend resources to affect ors (e.g. attack) May change resources of that entity (e.g. damage) Three basic categories of resource combat Tug-Of-War: entities take from each or Dot Eating: entities race to gar limited resource Flower Picking: race to gar unlimited resource 19

Resources and Game Economy Sources: How a resource can increase Examples: ammunition clips, health packs Drains: How a resource can decrease Examples: firing weapon, player damage Converters: Changes one resource to anor Example: vendors, Starcraft barracks Traders: Exchange resources between entities Mainly (but not always) in multiplayer games 20

Economic Challenges You can use resources to Control player progression (hinder or advance) Modify player abilities (limit or enhance) Create a large possibility space (for replay value) Create strategic gameplay Do not need a lot of resources Not every game is a strategy game But almost all games have some economy 21

Resources as Dilemma Players perform cost-benefit analyses Cost: resource change not beneficial to player Benefit: resource change beneficial to player Example: Survival Horror Use ammo to shoot zombie (Cost: ammo) Use knife to stab zombie (Cost: health) Benefit same in each case Players act with least cost for benefit 22

Resources and Monetization Most resources are gared in-game But some games allow external sources Get resources from a friend on Facebook Pay for resources with a credit card Known as resource monetization Free-to-play, pay-for-stuff Modern business model for online games Subscription model is (mostly) dead 23

Example: Free Realms 24

Complexity in Games Why is Tic-Tac-Toe unpopular w/ adults? Experienced players always draw Very easy strategy to memorize The game is too simple; needs to be complex But if game is too complex, no one will play Complexity best through emergent behavior Coupled, context-dependent interactions 25

Coupled Interactions Emergent Behavior Two mechanics that can happen at once Verbs: jump AND run in a platformer Resources: warrior AND archer in an RTS Context-dependent Interactions Mechanics combine to give new behavior Verbs: jump and run is new form of movement Resources: warriors form wall to cover archers 26

Emergent Behavior Coupled Interactions Key Word Two mechanics that can happen at once Verbs: jump AND run in a platformer Resources: warrior AND archer in an RTS Context-dependent Interactions Mechanics combine to give new behavior Verbs: jump and run is new form of movement Resources: warriors form wall to cover archers 27

Common Spatial Interactions Collisions Can effect resources Player takes damage Player gains power-up Player-NPC transfer gold Can effect spatial values Bounce off collision point Swing from attached rope Attraction to magnet/charge Detection Examples: Line-of-sight (w/ obstacles) Spatial proximity Can have direct effects Alarms in a stealth game Can have indirect effects Tower defense targeting Adjust NPC reactions 28

Resource-Spatial Interactions Resource Affects Spatial Resources can unlock areas Keys are a trivial resource Also use resource thresholds Ex: Collect all tokens to pass Resources affect difficulty Adjust input device sensitivity Ex: Deadeye meter in RDR Ex: Jet packs to increase jump Spatial Affects Resources Resources made by entities Have a spatial location Ex: Time to transfer resources Ex: Sources be captured Resource values are entities Take up physical volume Need space to acquire Ex: Inventory in Deux Ex 29

Resource-Spatial Interactions Spatial Affects Resources Resources made by entities Have a spatial location Ex: Time to transfer resources Ex: Sources be captured Resource values are entities Take up physical volume Need space to acquire Ex: Inventory in Deux Ex 30

Coupling is not Enough Example of trivial coupling: RTS with single unit type warrior Coupling can arise from multiple warriors When attack, count number on each side Group of warriors is sum of its parts Just make a single warrior stronger Discover from resource analysis Emergent behavior must couple nonlinearly If n base mechanics, more than O(n) behaviors 31

Example: Starcraft Basic units can Attack in sky and/or land Defend in sky and/or land How can se combine? Furr complexity: Buff friendly units Control enemy units How does this affect game? Challenge: What is minimal complexity for a good RTS? 32

Summary Rules are formal systems defining your game Take one game state and produce anor Implementation of mechanics (a design concept) Game state is broken into two categories Spatial values are attached to game entities Resources create economy and strategic gameplay Good rules should Allow for meaningful play Allow for emergent behavior 33