Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC...

49
Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999

Transcript of Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC...

Page 1: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

Formal Design Tools

Feedback Systems

and the Dramatic Structure of Competition

A rant by MAHK

GDC 1999

Page 2: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

Game Design Fortune Cookies

• “Aimless wandering is the enemy of fun.”

• “Hardship is not the same as gameplay.”

• “Create compelling illusions, not realistic simulations.”

• “Know your roots.”

• “50,000,000 Elvis fans can’t be wrong.”

Page 3: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

The Alternative: Formal Design Tools

• Rules, Models, Techniques

• Well-defined

• Abstract (i.e. cross-genre)

• Day-to-day utility

• Well-understood application context

• Lenses, not value statements

Page 4: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

Lecture Overview

• Context: Competitions

• Feedback Systems– Definition– Positive & Negative Feedback– Application to Games

• Dramatic Structure – Definition– Application to Games– Drama-Creation Techniques

Page 5: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

Obligatory Disclaimers

• This is really pointy-headed.

• There will be math.

• No LaPlace transforms; No game theory.

• This may be review.

• Leave now.

Page 6: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

Part 1: Feedback SystemsA feedback system monitors and regulates its own output.

Room

Too Cold

Too Hot

Example: An Ideal Thermostat

Thermometer

Controller

Cooler

Heater

Page 7: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

The Thermostat System is Negative Feedback

• Reduces the difference between the actual temperature and the target temperature.

Page 8: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

Negative Feedback Systems:

• Drive their output towards a target value.

• Keep their output within an acceptable range.

• Are stable.

Page 9: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

Positive Feedback

Room

Too Cold

Too Hot

Thermometer

Controller

Cooler

Heater

Example: The Evil Anti-Thermostat

Page 10: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

Positive Feedback Systems:

• Drive their output away from the “target” value.

• Left to their own devices, will drive their output to infinity.

• Are unstable.

Page 11: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

Troom = + F(Troom – Tthermostat)

In Other Words:

Troom = – F(Troom – Tthermostat)

Or…

F(x) is any increasing function.

Page 12: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

Feedback Systems in Games

Game State “Scoring Function”

ControllerGame MechanicalBias

Page 13: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

Example: Negative Feedback Basketball

For every N points of difference in the two teams’ scores, the losing team may have an extra player in play.

Page 14: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

Laptop Motivation Slide

This is the point in my talk where my laptop crashed at the GDC in march.

A round of encouraging applause, please, to my laptop, for making it this far.

Page 15: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

Positive Feedback Basketball

For every N points of difference in the two teams’ scores, the winning team may have an extra player in play.

Page 16: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

In Other Words:

Sme = – F(Sme – Syou)

F(x) is any increasing function Sme and Syou are the two teams’ scores.

Or…

Sme = + F(Sme – Syou)

Page 17: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

Feedback Rule #1

• Negative feedback stabilizes the game.

• Positive feedback destabilizes the game.

• Stability is game balance.

Page 18: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

Feedback Rule #2

• Negative feedback forgives the loser.

• Positive feedback rewards the winner.

Page 19: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

Feedback Rule #3

• Negative feedback can prolong the game.

• Positive feedback can end it.

Page 20: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

Feedback Rule #4

• Positive feedback magnifies early successes.

• Negative feedback magnifies late ones.

Page 21: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

The Most Common Example: The Intrinsic Negative Feedback

in Many-Player Games

“Everybody gang up on the scourge!”

Page 22: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

Other Feedback Examples

• Battle Arena Toshinden: desperation moves (negative)

• Civilization: exponential growth (positive)

• Wing Commander: system damage (positive)

Page 23: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

One More Example: An Auto Racing Game with Guns

• Front-mounted guns: negative feedback

• Rear-mounted guns: positive feedback

Page 24: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

Feedback Rule #5

Feedback systems can emerge from your game systems “by accident.”

Be sure to identify them.

• Many-player games• Simulations

Page 25: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

Feedback Rule #6

When two different feedback systems are in conflict, one will overwhelm the other.

• There’s no equilibrium

• Small biases matter

Page 26: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

Feedback Rule #7

Players are stabilizing influences.

The player who is ahead:

• Sandbags

• Gets lazy

• Has too many options

Page 27: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

Feedback Rule #8

Feedback systems can take control away from the players.

Page 28: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

Feedback Summary

• Feedback systems exist in games– Negative feedback stabilizes the game.

– Positive feedback destabilizes the game.

– Some feedback systems are emergent.

– Both positive and negative feedback are useful to game designers.

On to Part 2...

Page 29: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

Part 2: Dramatic StructureD

ram

atic

Ten

sion

Narrative Time

Conflict Resolution

Climax

Page 30: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

Dramatic Structure

• “Formal tool for narrative design.”

• Competition can have dramatic structure.

• Some games have both competition & narrative.

Page 31: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

Dramatic Structure In Games

• Creates a sense of “wholeness.”

• Provides a larger context for small decisions.

• Creates games that make good stories.

Page 32: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

What Creates Dramatic Tension?

• Competition is Conflict.

• Uncertainty: The winner is unknown.

• Inevitability: – Resolution is imminent.– The game is moving forward.

Page 33: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

Dramatic tension does not guarantee dramatic structure.

Page 34: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

Dramatic Structure Examples

• Basketball (organized vs. pick-up)– Clock creates inevitability

• Magic: The Gathering– Deck, Mana create inevitability.

• Deathmatch– Small-scale drama in each confrontation– No overall structure

Page 35: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

Creating Inevitability

• Approach the end of the game through:– A non-reversible process.– A non-renewable resource.

Page 36: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

Creating Uncertainty

• We want the game to feel close.

• Thus, negative feedback systems can induce uncertainty.

• Other stabilizing forces also work.

Page 37: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

Timing the Climax

• Too Early: – Too much time spent knowing who will win.– Players become spectators.

• Too Late:– End of game takes the players by surprise.– A moment of realization is necessary.

Page 38: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

Timing the Climax

In games, the climax comes relatively late, because:

• Again, competition is conflict.

• It does in narrative.

• Some resolution occurs after the game ends.

Page 39: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

Resolving Dramatic Tension

• Maintain the same sense of inevitability (i.e. the same non-reversible process.)

• Replace uncertainty with certainty, through de-stabilizing forces (e.g. positive feedback).

Page 40: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

Example: Basketball

• Negative feedback moves climax later.

• Positive feedback moves it earlier.

Page 41: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

Example: StarCraft

• Uncertainty– Fog of War

• Inevitability – Finite raw materials– Time is a resource

• Uncertainty erodes over time.

• Exponential growth eventually destabilizes.

Page 42: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

Example: Titan

Details:– “Build & Conquer” game– Fighting costs units (attrition).– Winning fights earns units & power– Attrition remains constant, but rewards

increase.

Page 43: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

Example: Titan• Early game:

– Costs outweigh rewards– Stable & uncertain

• Late game:– Rewards outweigh costs– Unstable & certain

• Weak sense of inevitability.

Page 44: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

Example: FireTeam Deathmatch

Details:– Deathmatch with teams.– Phase 1: Infinite resurrection, earn lives.– Phase 2: Finite resurrection, spend lives.

(Phase 2 has positive feedback)

Page 45: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

Example: FireTeam Deathmatch

• Inevitability– Time limit

• Uncertainty– Phase 1 is stable & uncertain– Phase 2 is unstable & certain

• Phase 1 is longer than Phase 2; late climax

Page 46: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

Example: You Don’t Know Jack

• Uncertainty– Questions increase in value over time.– High-Scoring bonus rounds late in the game.

• Inevitability – Fixed game length

• Can easily climax too early

• Random feedback elements

Page 47: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

A Newtonian Metaphor

• Dramatic Tension = Potential Energy

• Stabilizing/Destabilizing Forces = Force

• Forward Progress = Distance

Page 48: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

Dramatic Structure Summary

Games can benefit from dramatic structure.– Non-reversible processes create inevitability.– Stabilizing forces create uncertainty.– Resolve the tension you create.

Page 49: Formal Design Tools Feedback Systems and the Dramatic Structure of Competition A rant by MAHK GDC 1999.

Questions?

[email protected]

www2.lglass.com/~mahk

Shameless Plug: GDC 2000Formal Design Tools:

Emergent Complexity, Emergent Narrative