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Daniel Cook

Company�Spryfox.com

Game Design Essays

Lostgarden.com

Games

Tyrian, Triple Town, Alphabear, Realm of the Mad God, Beartopia, Steambirds

Contact

Twitter: @danctheduck

danc@spryfox.com

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Agenda

  • Why to model your game
  • Seeing Interaction Loops
  • Mapping Skill trees
  • Basic Diagnosis

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Why to model your game?

Why bother with theory

when winging it is easy!

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Why formal tools?

  • Games spend most of their development broken.
  • Good conceptual tools help us find and fix issues faster.

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What are formal tools

Simple, pragmatic models help us:

  • Reason about our design.�If the structure is X, Y should occur.
  • Debug designs. If Y doesn’t happen, why not?
  • Build richer structures. �Steel skyscrapers, not mud hovels.

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Formal tool limits

These are tools, not miracles

  • Practice matters. You need to become skilled
  • Aesthetics matter. These tools exist in service to a creative vision. They aren’t going to make a good game for you.

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The Three Perspectives

Existing lenses for looking at �game design

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Design-centric

  • Prototyping
  • Iterative development
  • Playtesting
  • Metrics

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Rules-centric

  • Sources, Sinks Resources
  • State machines
  • Procedural generation
  • AI

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Player-centric

  • Interaction loops
  • Koster’s Theory Fun
  • Behavioral Economics
  • Play styles �(Bartle, PENS)

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1. Interaction Loops

What they are

How to see them

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What is an Interaction Loop?

A model for understanding how a player learns and uses a specific skill in an interactive game or application.

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1. Learn

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2. Decide

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3. Action

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4. Rules

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5. Feedback

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Universal

  • A primitive of interaction design
  • Exist in every interaction in every game.
  • User Interfaces, Game feel, Boss fights, Tutorials, Metagames!

�Goal: Teach designers to see them.

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How they are used

  • Understand how players gain specific skills
  • Balance game feel and pacing
  • Debug issues with any of the above

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Example: Jumping in Mario

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0. Setup: You get the controller

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1. Learn: What do you understand?

  • You recognize buttons! (Schema activated!)

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Concept: Schema

Existing mental models of the world

  • Conceptual tools and patterns you know work
  • Validated by some past experience
  • Readily available! Little thinking or effort required.

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2. Decide. What do you do?

  • Options? Buttons can be pressed!
  • Cost? Pretty low
  • Benefit? You might discover something
  • Other opportunities? Not yet!

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3. Action. Perform the action!

  • You “Press A”

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4. Rules. The game processes

  • Jump begins in the code
  • Physics systems start calculating how to make Mario jump
  • Time advances

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Concept: The Black Box

From the player perspective,

  • Rules and dynamics are a black box.
  • They start as unknown.
  • They can be learned.
  • They can be manipulated to reach goals

This process is called Mastery

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5. Feedback. Show success or failure

  • Success: Something happened! You see Mario jump up and then fall down to the ground.
  • Failure: Nothing happened!

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And now we loop

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1. Learn. Update mental model

You might have learned…

  • Pressing a button make Mario move (Causal Link)
  • Of the buttons, A is the right button (Causal Link)
  • Gravity: You might observe that there is gravity. Things fall in this world (Schema)

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Concept: Cause and Effect

Players link that Event A causes Event B

  • Association: Players learn this at first fuzzily “When I do something, something happens”
  • Sampling: The more they practice, the more certain they become.
  • Grokking: When they understand the causal link with certainty and can repeatedly cause the effect

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Skills are Cognitive Tools

When a player builds a causal model, they get super powers:

  • Reason about the world: If I wanted state B, I should do A.
  • Manipulate the world: To get state B, I do A.

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Grokking skills is delightful

Gaining a tool to get what you want is delightful.

You are powerful!

A piece of what we call fun is this moment of understanding. See Raph Koster’s Theory of Fun

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ActivitySeeing Interaction Loops

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Setup

  • Split into groups of 3-4 people

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  1. Game: Pick a game (Triple Town, Alphabear or other that is familiar to the class)
  2. Skill: Pick a common verb a player does in the game.
  3. Existing Schema: What does the player already know how to do with regards to this action?
  4. Missing Skills: What doesn’t the player already know how to do with regards to this action?
  5. First Action: What does the player do to experiment?
  6. Rules: What game rules occur when the player tries something?
  7. Feedback: What feedback does the player get in response?
    • In the case of success?
    • In the case of failure? Other failure cases?
  8. Learning: What Cause and Effect lessons did they figure out?
  9. Decision: What are costs, benefits and other options they weigh when choosing what to do next?
  10. Next steps: What does the player try next?
  11. Grokking: How many times does the player go through this loop before they feel confident they can do perform the skill?

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Review

Each team presents their interaction loop

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Questions?

Any questions people might have about interaction loops

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Mapping Skill Trees

What they are

How to see them

Architectures

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Interaction Loops are Legos

  • You can build new skills out of mastered skills
  • Current skills were once built out of even simpler skills

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Compound Skills

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Compound Skills

  • Skills are composed of other skills
  • By first learning lower level skills, player unlock the ability to master more complex higher level skills

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Skill Trees

You can map related interaction loops as a tree diagram.

Tap A

Dpad

See Goomba

Jump

Walk

Air Control

Kill Goomba

Hold A

Jump Position

Variable Height Jump

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Skill Trees

  • Simple: You can go all the way down to really basic action fast, frequent actions like pressing buttons
  • Complex: And all the way up to compound slow infrequent strategies.

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Concept: Frequency

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Concept: Frequency

  • Game Feel: Loops that occur <200ms
  • Moment-to-Moment: 1-5 seconds
  • Minute
  • Session
  • Daily
  • Weekly

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ActivityBuilding a Skill Tree

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  1. Game: Pick a game you are familiar with
  2. Skill: Pick a common skill in the game
  3. Build the start of the tree:
    • What skills does the player already need how to perform in order to do this this skill?
    • What skills are needed for those skills?
  4. Build the end of the tree: What compound skills can the player perform once they’ve mastered this skill?
  5. Fill in the tree
    • Are there any high frequency skills you are missing? Game feel for example. Where would they fit?
    • Are there any low frequency skills missing? Strategies for example. Where would they fit?

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Basic Diagnosis

Common problems

How to see them

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What’s the point again?

Skill tree = a map of your game.

You can diagnose problems with it.

  • What skill is the problem?
  • What step in the interaction loop is broken?

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Step 1: Identify broken skill

Tap A

Dpad

See Goomba

Jump

Walk

Air Control

Kill Goomba

Hold A

Jump Position

Variable Height Jump

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Step 2: Zoom in on skill

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Failure in Skill Tree Architecture

Common issues

  • Incomplete map: You missed an important lower level skill.
  • Pacing: You didn’t give time or enough iterations to learn lower level skills
  • Order: You are failing at teaching a lower level skill

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Failure to Master Skill due to Feedback

Common issues

  • Missing: There wasn’t any feedback!
  • Ignored: Feedback was ignored
  • Feedback didn’t suggest a cause and effect link
  • Noise: There was lots going on so I couldn’t focus on the high priority feedback.

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Failure to Master Skills due to Action

  • Player is unable to execute action.
  • Players struggles to replicate the action

�These are often Rules issues. ��It is rarely the player’s fault.

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Failure to Master Skills due to Rules

Common issues

  • Rules were hard to convert into simple cause and effect models
  • Rules were overly dynamic so I didn’t get to see the same thing enough times to see a pattern

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Failure to Master Skills due to Learning

Common issues

  • Player focused on the wrong schema
  • Player didn’t have enough time to process
  • Player didn’t have enough opportunities.

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Burnout

You learned the skill! But stopped! Ahhh!

  • Happens at the Decide step inside the interaction loop
  • Common issues
    • Cost is too high
    • Benefit is too low. Not useful in future strategies
    • There were better options

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Burnout

Tap A

Dpad

See Goomba

Jump

Walk

Air Control

Kill Goomba

Hold A

Jump Position

Variable Height Jump

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Example: Triple Town

  • A puzzle game where you place a tile and if there are 3 of a kind, they merge into a single higher tier tile.
  • Issue: Player think the game is matching randomly.

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What is the skill tree?

Place Object

Merge 3

Place Adjacent

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What skill is the problem?

  • Not placing. People do that.
  • People accidentally 3 merge into 1.
  • But they don’t know why.
  • Look at skill tree
  • Likely something wrong with the Place Same Type Adjacent skill.

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What step in the loop is the problem?

  • They are missing the causal link.
  • Usually a feedback issue.

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Experiment: Feedback

  • Brainstorm ways of clearly showing causation
  • Add an animation of pieces merging together.
    • When you place same pieces adjacent…
    • Start merge
    • Transformation animation

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Result?

  • People are much better at understanding 3 merge into 1.
  • But they are surprised every time it happens.
  • And they still aren’t planning

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What if our skill tree is wrong?

  • There’s another implicit skill here.
  • “Seeing which items will match if you were to place the piece in the cell.”

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Revise the skill tree!

Place Object

Merge 3

Place Adjacent

Seeing which pieces will merge

Plan optimal move

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Revisit the loop

  • We have zero feedback on this new skill!
  • So of course players won’t learn.

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Experiment: Feedback

  • As you move your held item across squares, similar item pulse slightly towards it.
  • They are signaling how they will merge before you make the action.
  • Enables planning

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Result?

  • Players stop thinking the game is random
  • They can plan before they make a move.
  • They start playing more strategically.

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ActivityIdentifying Problems

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  1. Game: Download Alphabear
  2. Play: Until you make a pretty big bear
  3. Skill Tree: Build a rough skill tree to get to the point where you are confused. ��(if you understand everything, you are smarter than 99% of all players) �
  4. What skill did you fail to learn?
  5. What portion of the skill loop is the problem?�(Learning, Decision, Action, Rules, Feedback)
  6. What is your proposed solution?

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Review

Each team presents their case study

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Questions?

Any questions people might have about skill trees.