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
Agenda
Why to model your game?
Why bother with theory
when winging it is easy!
Why formal tools?
What are formal tools
Simple, pragmatic models help us:
Formal tool limits
These are tools, not miracles
The Three Perspectives
Existing lenses for looking at �game design
Design-centric
Rules-centric
Player-centric
1. Interaction Loops
What they are
How to see them
What is an Interaction Loop?
A model for understanding how a player learns and uses a specific skill in an interactive game or application.
1. Learn
2. Decide
3. Action
4. Rules
5. Feedback
Universal
�Goal: Teach designers to see them.
How they are used
Example: Jumping in Mario
0. Setup: You get the controller
1. Learn: What do you understand?
Concept: Schema
Existing mental models of the world
2. Decide. What do you do?
3. Action. Perform the action!
4. Rules. The game processes
Concept: The Black Box
From the player perspective,
This process is called Mastery
5. Feedback. Show success or failure
And now we loop
1. Learn. Update mental model
You might have learned…
Concept: Cause and Effect
Players link that Event A causes Event B
Skills are Cognitive Tools
When a player builds a causal model, they get super powers:
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
Activity�Seeing Interaction Loops
Setup
Review
Each team presents their interaction loop
Questions?
Any questions people might have about interaction loops
Mapping Skill Trees
What they are
How to see them
Architectures
Interaction Loops are Legos
Compound Skills
Compound Skills
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
Skill Trees
Concept: Frequency
Concept: Frequency
Activity�Building a Skill Tree
Basic Diagnosis
Common problems
How to see them
What’s the point again?
Skill tree = a map of your game.
You can diagnose problems with it.
Step 1: Identify broken skill
Tap A
Dpad
See Goomba
Jump
Walk
Air Control
Kill Goomba
Hold A
Jump Position
Variable Height Jump
Step 2: Zoom in on skill
Failure in Skill Tree Architecture
Common issues
Failure to Master Skill due to Feedback
Common issues
Failure to Master Skills due to Action
�These are often Rules issues. ��It is rarely the player’s fault.
Failure to Master Skills due to Rules
Common issues
Failure to Master Skills due to Learning
Common issues
Burnout
You learned the skill! But stopped! Ahhh!
Burnout
Tap A
Dpad
See Goomba
Jump
Walk
Air Control
Kill Goomba
Hold A
Jump Position
Variable Height Jump
Example: Triple Town
What is the skill tree?
Place Object
Merge 3
Place Adjacent
What skill is the problem?
What step in the loop is the problem?
Experiment: Feedback
Result?
What if our skill tree is wrong?
Revise the skill tree!
Place Object
Merge 3
Place Adjacent
Seeing which pieces will merge
Plan optimal move
Revisit the loop
Experiment: Feedback
Result?
Activity�Identifying Problems
Review
Each team presents their case study
Questions?
Any questions people might have about skill trees.