Fabiano Dalpiaz and Joske Houtkamp f.dalpiaz@uu · 8 Basics of game design Many theories exist Some...
Transcript of Fabiano Dalpiaz and Joske Houtkamp f.dalpiaz@uu · 8 Basics of game design Many theories exist Some...
1
Designing serious games
Fabiano Dalpiaz and Joske Houtkamp
2
Outline
1. Basics about game design
2. Designing serious games
3. Serious game design patterns
4. Formal elements
5. Dramatic elements
Lecture contents
3
Basics of game design
Envision how a game will work during play
Objectives
Rules
Procedures
Dramatic elements
The orchestration of these elements should deliver the immersive experience of the game
i.e., the whole is more than the sum of the parts
What does a game designer do?
4
Basics of game design
Look at the game through the player’s eyes
Often ignored principle
Essential to create solid gameplay
Graphics, story line, features are secondary
Be objective
Hard to do after some time spent on the game
To cope with this, use playtesters
The designer as an advocate for the player
5
Basics of game design
Principle: involve the player in the design process
Proposed by Tracy Fullerton in her book
Other design processes exist
• Look at the literature!
The design process
6
Basics of game design
Irrespective of your (team’s) skills, a game design is never good enough prior to testing
How to do that? Via prototypes
Not only digital prototypes
Physical prototypes are the starting point
Playtesting: starting physical
Card-based prototype of battleship
First-person
shooter
prototype
7
Basics of game design
The final game will be a digital game
Once the physical prototype has been refined, go digital
The task is to map the ideas so far and the mechanisms / rules of the physical prototype into a videogame
But a prototype is not a complete game!
Focus on some areas
Playtesting: going digital
Focus areas (not all need to be covered)
8
Basics of game design
Many theories exist
Some approaches propose a (finite) set of game elements
E.g., Tracy Fullerton’s formal and dramatic elements
Formal = rules, objectives, procedures, resources, …
Dramatic = challenge, premise, play, …
Some works do not provide such a list but focus on the adoption of multiple perspective to look at a game
E.g., Jesse Schell’s book of lenses
What is exactly a game design?
9
Outline
1. Basics about game design
2. Designing serious games
3. Serious game design patterns
4. Formal elements
5. Dramatic elements
Lecture contents
10
Designing serious games
All the principles from game design apply
A serious game is still a game!
We will cover this part later
The issue is how to encode the non-entertainment purpose into the game
What is the purpose? It depends on the type of game
Educational game Contents are learned
Advergame persuasion, brand recall
Exergame fitness
Pain relief game distraction from painful surgery
Awareness game knowledge is obtained about…
…
How to?
11
Designing serious games
Where to start from?
Understand the intended learning outcomes
• Intended, by the instructor
• Outcomes, to indicate the expected result
Focus on educational games here
12
Designing serious games
Learning outcome = a statement of a learning objective contains a verb (an action) and an object (usually a noun)
The verb generally refers to [actions associated with] the intended cognitive process
The object generally describes the knowledge students are expected to acquire or construct
Examples:
Students will be able to exemplify all the game genres
Students will be able to recognize if a software system is a game
Learning outcomes, Bloom’s taxonomy
13
Designing serious games
Two dimensions: knowledge and cognitive process
Learning outcomes, Bloom’s revised taxonomy
14
Designing serious games
What type of knowledge is being imparted?
Not all knowledge is the same
Learning outcomes, the Knowledge Dimension
15
Designing serious games
Learning outcomes, the Cognitive Process Dimension
16
Designing serious games
Consider an educational game that teaches about renewable energy
Think of the differences in terms of serious game design
To list the X main types of renewable energy sources
To recognize if a power plant uses renewable energy
To illustrate renewable energy sources with practical examples
To criticize and compare different renewable energy sources
To construct a combination of renewable energy sources for a given sample scenario
…
Learning outcomes, exemplified
17
Designing serious games
Learning outcomes are not game objectives
The challenge is to translate learning outcomes into game objectives
Corollary: we also need to translate the learning process into the game mechanics
A direct mapping may exist
“To recognize if a power plant uses renewable energy” could be mapped to a mission in the game
But sometimes direct mappings would be inadequate
“To repeat the X main types of renewable energy sources” would make the game quite boring!
Learning outcomes vs. game objectives/goals
18
Designing serious games
SimcityEDU
https://www.youtube.com/watch?v=-NhiHuw12e4
What are the intended learning outcomes?
How are they mapped to game objectives and mechanics?
Learning outcomes in existing serious games
19
Outline
1. Basics about game design
2. Designing serious games
3. Serious game design patterns
4. Formal elements
5. Dramatic elements
Lecture contents
20
Serious game design patterns
Best practices to design the mechanics of serious games
Based on the analysis of 20 serious games about basic life support training
[Huynh-Kim-Bang et al., 2010]
How is a pattern defined?
Context: when does the pattern apply?
Problem: what is the problem to be solved?
Force: what is the rationale behind the pattern?
Solution: what does the pattern consist of?
Key idea
21
Serious game design patterns
Context: define possible game designs for action phases
Problem: how to exploit interaction that is conductive to learning?
Force: not all types of interaction are instructional, and not all types of knowledge can be assimilated with interaction
Solution: use modes of interaction adapted to the type of knowledge to be acquired
a) [low budget] Questions and answers
b) [memorize] Pavlonian interaction (repetitive tasks with stimulus)
c) [more abstract concepts] In-situ interaction (detailed narrative, emotional context)
d) [awareness] Build/modify a microworld
e) [discovering viewpoints] Social pedagogical interaction
f) Serious varied gameplay (mixing a-e)
Instructive gameplay
22
Serious game design patterns
[low budget] Questions and answers
[awareness] Build/modify a microworld
[discovering viewpoints] Social pedagogical interaction
Instructive gameplay, examples
23
Serious game design patterns
Context: high-level knowledge has to be included
Problem: how to teach high-level knowledge?
Force: cognitive overload may prevent learners/players from concentrating on game interactions while being engrossed in high-level thinking
Solution: use intensive action phases for practice and training, and create less intensive phases for thought and reflection
Time for action / time for thought
24
Serious game design patterns
Context: -
Problem: how to help users become more aware of their acquired knowledge?
Force: -
Solution: represent items of knowledge or competencies (skills) with virtual objects to be collected
Reified knowledge
25
Serious game design patterns
Context: -
Problem: how to make players discover knowledge that is not related to the game objectives?
Force: some items of knowledge cannot be easily inserted into the game without breaking the rhythm
Solution: exhibit this knowledge in virtual places consistent with the game world, e.g., an exhibition place (a museum). The museum has to evoke the atmosphere and prolong the environment of the game world; it shall not be perceived as a totally separate location
Museum
26
Serious game design patterns
Context: -
Problem: how to provide players with incentives to help them advance in the game?
Force: -
Solution: entice players with the promise of rewards. The latter would bring some form of satisfaction or pleasure.
BTW, fun/enjoyment can be caused by many things to which people are more or less sensitive
Fun reward
27
Outline
1. Basics about game design
2. Designing serious games
3. Serious game design patterns
4. Formal elements
5. Dramatic elements
Lecture contents
28
Formal elements
These are the elements that play an essential structure in traditional (non-video) games
Players
Objectives
Procedures
Rules
Resources
Conflict
Outcome
This is just one classification
What are formal elements?
29
Formal elements
Invitation to play
How to make a person become a player?
Create an engaging invitation
Number of players
Should be very clear, as it is a key determinant for success
E.g., think of a single-player-only version of World of Warcraft
Tetris is mainly single player though…
Roles of players
Not all the players adopt the same role!
Players
30
Formal elements
Player interaction patterns
31
Formal elements
Objectives give players something to strive for
They define what players have to accomplish
Within the rules of the game
They should be
Challenging
But achievable
Different players may be assigned different objectives
Objectives can be self-determined!
Objectives
32
Formal elements
The methods of play through which players achieve their objectives
Questions to consider
Who can use the procedure?
What exactly does the player do?
Where and when?
How to access the procedure?
Types of procedure, depending on the game progress
Starting action
Progression action
Special actions
Resolving actions
Procedures
33
Formal elements
Rules define game objects and allowable actions by the players
How are rule learnt?
How are rules enforced?
What type of rule works best?
Think in relation to the players
Too many rules confuse players
Good communication is key
Rules
34
Formal elements
Assets that can be used to accomplish certain goals
Just like in real world
Virtual (usually)
Should be appropriate for the game genre
Potions wouldn’t make much sense in Fruit Ninja
Resources shall have
Utility: why having useless resources?
Scarcity: if infinite, no challenge for the player
Resources
35
Formal elements
Conflicts emerge when players try to accomplish the goals within the rules and boundaries
Conflict can be designed
E.g., to inhibit easy solutions
Create sense of competition or play
How to create conflict?
Obstacles
Opponents (AI bots or other players)
Dilemmas
Conflict
36
Formal elements
Must be uncertain to hold the players’ attention
Not all games have a definite outcome though
Think of massive multiplayer online role-playing games
... or of simulation games
The outcome depends on the interaction pattern
Single player vs. game: win or lose, or score
Player vs. player: win or lose
Outcome
37
Outline
1. Basics about game design
2. Designing serious games
3. Serious game design patterns
4. Formal elements
5. Dramatic elements
Lecture contents
38
Dramatic elements
Dramatic elements engage the players emotionally
Give a context to gameplay
Integrate the formal elements into a meaningful experience
Challenge and play are in all games
Other techniques are only in certain games
Premise
Character
Story
Definition
39
Dramatic elements
A non-challenging game is hardly going to be successful
Challenge is individual
A child who is learning to count may find a math educational game for kids challenging… but not an adult
Challenge is dynamic
The same obstacle may be challenging at the beginning of the game, but unchallenging later on
The theory of flow
[Csikszentmihalyi]
Challenge requires skill!
Challenge
40
Dramatic elements
Play can be seen as the freedom of movement within a more rigid structure
Emergent experience
Personal expression
Types of play [Salen and Zimmerman]
Play
41
Dramatic elements
Establishes the action of the game within a setting or metaphor
Without premise, many games would be too abstract
The player would consider the game anonymous
Premise
Simple (yet effective) premise:
Space Invaders – defending your
planet from aliens
42
Dramatic elements
The agents through whose actions a drama is told
How to devise the right characters?
Psychological: the character as a mirror for the audience’s fears and desires
Representative for a segment of people
Historic
…
Protagonist vs. other characters
Character
Vs.
43
Dramatic elements
The story should be uncertain
However, traditional storytelling methods are hard to apply
In a movie, the director resolves the uncertainty in the story
In a game, the player has to resolve this uncertainty
Backstory (extended premise) Vs. Branching story
Story
44
Dramatic elements
All the dramatic elements mentioned above are important
But the most important is conflict
We have seen the notion of formal conflict before
Dramatic conflict
Create an antagonist
Increase narrative tension
Face the antagonist at the end of the game
The dramatic arc
45
Summary
1. Define the intended learning outcomes
2. Map the ILOs to game objectives
3. Map the learning activities to game mechanics that combine fun and learning
For example, consider formal and dramatic elements
4. Playtest and refine!
How to design serious games?
46
References
This material is partially based on the book by Tracy Fullerton entitled “Game Design Workshop: A Playcentric Approach to Creating Innovative Games”, 3rd edition
Csikszentmihalyi, Mihaly. Flow: The Psychology of Optimal Experience. New York: Harper & Row Publishers, Inc., 1990.
Salen, Katie, and Zimmerman, Eric. The Game Design Reader: A Rules of Play Anthology. Cambridge, MA: The MIT Press, 2006.
Bartle, Richard. “Hearts, Clubs, Diamonds, Spades: Players who Suit MUDS.” April 1996. http://www.mud.co.uk/richard/hcds.htm.
47
References
Huynh-Kim-Bang, B., Labat, L-M. & Wisdom, J. (2011). Design Patterns in Serious Games: A Blue Print for Combining Fun and Learning.
Winn, Brian. "The design, play, and experience framework." Handbook of research on effective electronic gaming in education 3 (2008): 1010-1024.
Mitgutsch, Konstantin, and Narda Alvarado. "Purposeful by design?: a serious game design assessment framework." Proceedings of the International Conference on the foundations of digital games. ACM, 2012.
Van Staalduinen, Jan-Paul, and Sara de Freitas. "A Game-Based Learning Framework: Linking Game Design and Learning." Learning to play: exploring the future of education with video games 53 (2011): 29.