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Stone Librande

Lead Designer, Riot Games

Paper Simulations�of�Digital Games

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Take a digital game…

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…remove the controller…

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…remove the controller…

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…the sound and music…

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…the sound and music…

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…and the graphics

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…and the graphics

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What’s left?

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Paper Simulations of Digital Games

  • Simulate a video game using only pencils, index cards, markers and dice.
  • Use it as a tool to help understand the game’s fundamental design principles.
  • Try to capture the emotional experience.
  • Don’t focus on the tiny details.

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Example Game

  • Tony Hawk’s Pro Skater

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Example Game

  • Tony Hawk’s Pro Skater

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Asteroids

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Asteroids

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The Board Game

Warcraft III

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The Card Game

Warcraft III

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The Card Game

Civilization

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Exercise

  • Select a digital game- Write it on the post-it note!
  • Make a paper simulation
  • What aesthetics survive the change in medium?

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    • Leave your belongings at your assigned seat and stand.
    • Name a video game that you have played deeply.
    • Find 3-5 like-minded gamers and sit down at a table.
    • Share your experiences of the game with your teammates.

Divide into Groups

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    • Discuss the emotions you feel when playing the game.
    • Pick one that you would like to try to capture.
    • Write down your choice and put it in the middle of your table.
    • Refer to it throughout the exercise.

Capture Emotions

“When I play this game I feel…”

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    • Discuss verbs that describe actions the player can take.
    • Pick a set that will be a good match for your emotion.
    • Write these down and put them near your emotion.

Capture Actions

“Bounce” “Sell” “Reload” “Hide” “Swap” “Cook” “Capture”

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Quick Start:

    • Make cards with the actions written on them.
    • Discuss how to draw and play those cards in a way that makes the players feel your chosen emotion.
      • Is there randomness?
      • What choices do I have?
      • Are there any restrictions?
      • What state changes occur as the game progresses?

Build a Paper Version

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Build a Paper Version

Scope:

  • Single Idea
  • Session
  • Full Game
  • Metagame

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Build a Paper Version

Time Scale:

  • Slow
  • Real-time
  • Fast

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What not to do:

    • Don’t sweat the details (micro)
    • Don’t try to duplicate the whole game (macro)
    • Don’t focus on simulating computer functions
    • Don’t make a board!

Build a Paper Version

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    • Cards
    • Dice
    • Rules

How do we get from…

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    • Cards
    • Dice
    • Rules

to emotions?

    • Fear
    • Camaraderie
    • Surprise

How do we get from…

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What’s missing?

“Rules”

“Fun”

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The causal link…

“Rules”

“Fun”

“Activity”

This is what sets games apart from other forms of entertainment

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The MDA Framework

Mechanics

Dynamics

Aesthetics

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Mechanics

The concepts and materials that create systems

    • Everything you need to play
    • Rules describing objects and interactions
    • Assembled into higher level systems

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Dynamics

The run-time behavior of the game-as-system

    • Gameplay
    • The system in motion
    • Events that occur while playing

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Aesthetics

The emotional player experience of the game

    • How players feel while playing
    • Not only visual or sensory qualities
    • Cognitive rather than Behavioral

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The Designer/Player relationship

Designer

Player

Mechanics

Aesthetics

Dynamics

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Mechanics

Aesthetics

Dynamics

Player

The Player’s perspective

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Designer

Mechanics

Aesthetics

Dynamics

The Designer’s perspective

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A “taxonomy” of Design Knowledge

  • Mechanics
  • Dynamics
  • Aesthetics

…and the interactions between them.

MDA Framework

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Beta Test Tuesday

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Except GD2

In Assigned seat

Today we are doing a Beta Test

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  • Test your game with other teams
  • Select two testers in your group
  • Send one to the table to the left…and one to the right
  • Teammates that stay will teach the game to others

Beta Test Tuesday

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Discussion

  • Did your paper game create the desired feelings?
  • What mechanics did you use to create those feelings?
  • Did you learn something new about the original game?
  • What would you add or change if you had more time?

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Using Paper Prototypes

  • Good for understanding existing games.
  • Use these techniques for games in progress.
  • Process is quick and cheap.
  • You don’t need programmers or artists.

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Using Paper Prototypes

  • Can’t replace actual gameplay testing.
  • Can give you a head start and keep you focused.
  • Creates a vocabulary to use when discussing your game.
  • Can be used as a tool to educate other team members. Have them play, too!

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