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Designer
Mechanics
Dynamics
Aesthetics
Player
MDA in SiSSYFIGHT
Scourge
Equality
Cooperation,
Team Attacks
BETRAYAL
Definitions
Playtest
Fail fast
Modify
Analyze
TODAY
Schedule
Alter
Measure
Decide
Dynamics
Dynamics
Aesthetics
Important Distinction
Understanding Aesthetics
Sensation
Challenge
Association
Narrative
Fantasy
Expression
Discovery
Submission
as permission to pretend
as soapbox
as uncharted territory
as mindless pastime
Aesthetics
Goal: Competition
Failure:
Goal: Drama
Definition:
A game is dramatic if its central conflict creates
dramatic tension.
Goal: Drama
Success:
A sense of uncertainty
A sense of inevitability
Tension increases towards a climax
Failure:
The conflicts outcome is obvious (no uncertainty)
No sense of forward progress (no inevitability)
Player doesnt care how the conflict resolves.
Success:
Empowerment
Independence
Greed
Treachery
Prey upon Weak
Failure:
Vulnerability
Compassion
Generosity
To ourselves
To each other in a collaborative environment
Understanding Dynamics
Dynamics
State
Alter
Measure
Decide
Chance in 36
6 Die7 roll8
9 10 11 12
Operant conditioning
Behavioral economics
Empathy theory
Understanding Mechanics
Understanding Mechanics
Cards
Shooters
Golf
Basketball
(90*60)/(112*2)
Mechanics
Dynamics
Aesthetics
Overview
RivrXcape simulates the plight of ten people
escaping across a raging river.
Playtest
You can now make up to X total moves, where X is equal to the final die roll total from Step 1.
Each move consists of moving one Meeple one space horizontally or vertically.
Each Meeple can only make a maximum of two moves in a turn.
Meeples cannot move into or through other Meeples' spaces.
A Meeple that moves onto one of the two brown river bank spaces is safe. :-)
Analyze
Exercise Goals
Grateful
Relatable
Useful
Vulnerable
Investment (-ful)
Grateful
The player feels directly responsible for the agents happiness
Thankful Reactions
Attributes Happiness
Humble
The agents clearly express their thanks to the player for actions taken
The agents show respect for the players ultimate authority, as they know that they could
never survive without you
Proactive
The agents go out of their way to try to show appreciation to the player, even unprompted
Relatable
The player can project his or her own mind and thoughts onto the agents
Transparent
Emotional
The agents are happy and playful at times, and sad and downtrodden at other times
Social
The agents give clear and frequent feedback, and the player can easily see current status
Predictable
The agents make fairly simple choices, for reasons that are clear to the player
Useful
The player derives important benefit from the agents
Powerful
Renewable
The agents will continue to work as long as they are kept alive and happy
Adaptable
The agents have especially powerful (often unique) actions, such as skilled or efficient use of
resources, or the creation of especially cool structures or events
The agents can learn, or otherwise have their behavior modified by the player to respond to new
conditions
Resilient
The agents will actively try to keep themselves alive and avoid danger (rather than simply running
down like an automaton)
Vulnerable
The player sees that the agents need him or her to survive
Mortal
Short Sighted
Hunted
The agents have some form of enemies they need protection from (predators, disease, monsters,
environment, etc.)
Periodically Fragile
The agents are especially fragile at certain times or in certain situations (when sick, as a baby, in
winter, at night, during a life-stage metamorphosis, etc.)
Investment (-ful)
The player can spend a lot of time and energy on the agents
Sacrifice
Future Potential
The agents take a while to be especially useful, focusing the player on the agents longer-term
future
Support Structure
The agents have recurring needs that require the player to mold the surrounding environment
(both natural and economic systems) to meet on a regular basis
Multiple Cycles
The agents operate and grow according to longer-term cycles that the player must adapt their
upkeep to (age, seasons, day/night, reproductive, etc.)
- Transparent
- Emotional
- Predictable
- Social
Useful
- Powerful
- Renewable
- Adaptable
- Resilient
Virtual Agents
Vulnerable
Investment
- Mortal
- Short Sighted
- Hunted
- Periodically Fragile
- Sacrifice
- Future Potential
- Support Structure
- Multiple Cycles
Beta Test
Discussion
5:50
MDA in SiSSYFIGHT
Scourge
Equality
Cooperation,
Team Attacks
BETRAYAL
MDA in Context
Marc LeBlanc
Sensation
Challenge
Fellowship
Narrative
Fantasy
Expression
Discovery
Submission
as permission to pretend
as soapbox
as uncharted territory
as mindless pastime
or my version
Sensation
Challenge
Association
Narrative
Fantasy
Expression
Discovery
Submission
as permission to pretend
as soapbox
as uncharted territory
as mindless pastime
Nicole Lazzaro
Jason VandenBerghe
Novelty
Challenge
Stimulation
Harmony
Threat
Takeaways
Takeaways
Thanks