Dynamic Elements of Games
Dynamic Elements of Games Many
here
different things to talk about
1) Defining Emergence 2) Four Properties of Emergence in Games 3) Play Engines
BIG IDEA 1: Defining Emergence "Emergence" is behavior that appears when
system components interact (i.e. are in motion – this behavior sometimes can’t be envisioned from knowledge of what each component does in isolation Simple rules beget complex behavior
BIG IDEA 2: Four Properties of Emergence in Games
Discovery - The emergent properties of a system form an explorable space. More complexity generally means more space. Challenge - A game’s emergent properties form its “strategic vocabulary.” New scenarios and obstacles can emerge. Narrative - story emerges from game events Fantasy – emergent properties don’t necessarily support the fantasy. Contradictions are common creating absurd fantasies.
source: Marc Leblanc
Emergence in Games
Discovery - The emergent properties of a system form an explorable space. More complexity generally means more space. Challenge - A game’s emergent properties form its “strategic vocabulary.” New scenarios and obstacles can emerge. Narrative - story emerges from game events Fantasy – emergent properties don’t necessarily support the fantasy. Contradictions are common creating absurd fantasies.
source: Marc Leblanc
Conway’s Game of Life created by Cambridge mathematician, John Conway in the 1960's fascination with the idea that the rudimentary elements could produce fantastic results wanted to create something super simple observable on a 2 dimensional checkerboard
Example: Properties of Emergence - Discovery
John Conway
Example: Properties of Emergence - Discovery
Example: Properties of Emergence - Discovery
Iterative Design of the Formal System Conway experimented with formal rules System makes squares on the board
“on” or “off” based on their adjacency to the other squares around them He “playtested” different rule sets with associates at Cambridge for years
Example: Properties of Emergence - Discovery
Game of Life Rules
If cell is alive, it survives in next generation if there are 2 or 3 neighbors also alive
Cell dies of overcrowding if there are >3 live neighbors, and it dies of exposure if there are <2
If cell is dead, it remains dead in next generation unless exactly 3 neighbors are alive. (In that case, the cell will be "born" in the next generation)
Example: Properties of Emergence - Discovery
Demo
Example: Properties of Emergence - Discovery
Demo
R Pentomino
Example: Properties of Emergence - Discovery
Demo
R Pentomino
– Stable patterns emerge – Oscillating patterns emerge – Another surprising pattern emerges!?!
xample: Properties of Emergence - Discovery
Stable Patterns
xample: Properties of Emergence - Discovery
Oscillating Patterns
xample: Properties of Emergence - Discovery
xample: Properties of Emergence - Discovery
Glider!
Alive? Conway thought if a self-reproducing
configuration could be found then his rules would create a mathematical life form Conway publishes a challenge in the Oct 1970 Scientific American MIT engineers meet the challenge quickly by hacking a DEC-PDP 6 computer
xample: Properties of Emergence - Discovery
xample: Properties of Emergence - Discovery
Demo Glider gun Puff train Other fun stuff
– (Game of Life groundbreaking work in the field of artificial intelligence) Link: http://www.bitstorm.org/gameoflife/
xample: Properties of Emergence - Discovery
Recap: Discovery is a property of Emergence in games Simple rules beget complex behavior The
emergent properties of a system form an explorable space. More complexity generally means more space. Can anyone think of other Discovery examples that emerge in games?
xample: Properties of Emergence - Discovery
Halo: “smart” NPCs
xample: Properties of Emergence – Challenge + Narrative
Recap: Challenge is a property of Emergence in games A
game’s emergent properties form its “strategic vocabulary.” New scenarios and obstacles can emerge. Can anyone think of other challenge examples that emerge in games?
xample: Properties of Emergence - Challenge
© Steve Jackson Games
xample: Properties of Emergence - Fantasy
www.sjgames.com
Recap: Fantasy is a property of Emergence in games Emergent
properties don’t necessarily support the fantasy. Contradictions are common creating absurd fantasies. Can anyone think of other absurd fantasies created in games?
xample: Properties of Emergence - Challenge
ample: Properties of Emergence – Discovery + Challenge + Narrative + Fantasy
ample: Properties of Emergence – Discovery + Challenge + Narrative + Fantasy
ample: Properties of Emergence – Discovery + Challenge + Narrative + Fantasy
ample: Properties of Emergence – Discovery + Challenge + Narrative + Fantasy
The Sims: personal development?
ample: Properties of Emergence – Discovery + Challenge + Narrative + Fantasy
RECAP BIG IDEA 2: Four Properties of Emergence in Games
Discovery - The emergent properties of a system form an explorable space. More complexity generally means more space. Challenge - A game’s emergent properties form its “strategic vocabulary.” New scenarios and obstacles can emerge. Narrative - story emerges from game events Fantasy – emergent properties don’t necessarily support the fantasy. Contradictions are common creating absurd fantasies.
BIG IDEA 3: Play Engines Play engines occur when players combine
system components in unexpected ways.
Example: Play Engines
About Gearheads
Designers wanted a competitive game that illustrated emergent complexity Had idea that if characters with varying qualities were let loose on a game board, each trying to achieve its own objective, interesting things might result Created a software prototype using blobs for each character. Designers could tweak the values in each blob by adjusting a table of variables
Example: Play Engines
Example: Play Engines
Character attributes 1. 2. 3. 4. 5.
6.
Weight Speed Energy use Movement type (erratic, straight, diagonal) Special qualities (ex: explosion radius, egg-laying time, punch strength, transformation time, % wind-down, % wind-up, time between teleports, Immunities (ex: Disasteriod immune to Time Bomb, Big Al immune to Disasteriod, Zap-bot immune to Deadhead.)
Example: Play Engines
Game rules 1 player or 2 player game 5x9 grid Up to 12 toys in your toybox Object: be the first to get 21 toys past your
opponent’s start row
Example: Play Engines
Play Engine Examples Gearheads
Punching Roaches: quickly many fast moving Ziggys onto the board where they run out of energy. Then send a few punching Kangas out to punch them across the finish line Bomb Shield: Disasteroid + Walking Time Bomb. Disteroid destroys any toy in front of it. Time Bomb blows up all toys near it except Disasteroid. Send Disasteroid out followed by Time Bomb. Time Bomb makes Disasteroid walk faster. Together they form a quick moving path of destruction across the board.
Example: Play Engines
Mini-Exercise! Write
down two board games, one card game, and two video games. Make them all different types of games.
Example: Play Engines
play video
Play Engine Examples
Magic The Gathering is a hothouse of emergence and play engines. Sometimes cards must be banned because engines are discovered that are too powerful.
Example: Play Engines
Play Engine Example Deus Ex: LAM’s
Example: Play Engines
Play Engine Example Warcraft III: expert players to find play
engines that allow them to dominate online. Sometimes the designers “patch” the problem by tuning variables. Sometimes the designers wait for the online community to figure out a counter strategy to the play engine.
Example: Play Engines
Example: Play Engines
Play Engine Example
NFL football: 3-4 Defense dominated for years before offensive coordinators figured out counter strategies.
Example: Play Engines
RECAP: Play Engines Another type of emergence occurs when
both system components and players interact. These are called “play engines”. Play engines occur when players combine system components in unexpected ways. Can anyone think of other examples of Play Engines?
Design Exercise Why?
– Hands on exercises best way to communicate game design concepts How?
– Break into groups of 2 – Go along with the following Connect Four slides
Connect Four (normal)
Set up: Draw a 7 wide x 6 tall grid on a sheet of paper. One player uses a circle to represent units on the grid and a second player uses an X to represent units. (Note: any two symbols or colors can be used as long as they are different). Rules: Decide who goes first. Each player, on her turn, chooses a column in which to place a unit. She draws units at the bottom of the chosen column as if gravity dropped them from the top. Units stack on top of one another when they "land" in the grid. Players take turns dropping units until one player gets four units in a row - horizontally, vertically, or diagonally. The first player to get four in a row wins the game. Note: For all exercises write down the start time and end time of the game next to the game grid.
Connect Four (alter grid size) Set up: Draw a 8 wide x 6 tall grid on a sheet of paper. One player uses a circle to represent units on the grid and a second player uses an X to represent units. (Note: any two symbols or colors can be used as long as they are different). Rules: Decide who goes first. Each player, on her turn, chooses a column in which to place a unit. She draws units at the bottom of the chosen column as if gravity dropped them from the top. Units stack on top of one another when they "land" in the grid. Players take turns dropping units until one player gets four units in a row - horizontally, vertically, or diagonally. The first player to get four in a row wins the game. Note: For all exercises write down the start time and end time of the game next to the game grid.
Connect 4 (alter movement properties)
Set up: Draw a 7 wide x 6 tall grid on a sheet of paper. One player uses a circle to represent units on the grid and a second player uses an X to represent units. (Note: any two symbols or colors can be used as long as they are different). Rules: Decide who goes first. Each player, on her turn, places a unit in any open cell on the grid. Players take turns placing units until one player gets four units in a row - horizontally, vertically, or diagonally. The first player to get four in a row wins the game. Note: For all exercises write down the start time and end time of the game next to the game grid.
Connect Four (alter turn procedure)
Set up: Draw a 7 wide x 6 tall grid on a sheet of paper. One player uses a circle to represent units on the grid and a second player uses an X to represent units. (Note: any two symbols or colors can be used as long as they are different). Rules: Decide who goes first. Each player, on her turn, chooses a column in which to place a unit. She draws units at the bottom of the chosen column as if gravity dropped them from the top. Units stack on top of one another when they "land" in the grid. After she places the first unit she then chooses a different column and places a second unit. After the second unit has been placed her turn is complete. Players take turns until one player gets four units in a row horizontally, vertically, or diagonally. The first player to get four in a row wins the game. Note: For all exercises write down the start time and end time of the game next to the game grid.
Connect Four (alter turn procedure two) Set up: Draw a 7 wide x 6 tall grid on a sheet of paper. One player uses a circle to represent units on the grid and a second player uses an X to represent units. (Note: any two symbols or colors can be used as long as they are different). Rules: Decide who goes first. Each player, on her turn, chooses a column in which to place a unit. She draws units at the bottom of the chosen column as if gravity dropped them from the top. Units stack on top of one another when they "land" in the grid. After she places the first unit the player then places a second unit in any column she wishes. She has the option to place the second unit in the same column as the first. After the second unit has been placed her turn is complete.. Players take turns until one player gets four units in a row horizontally, vertically, or diagonally. The first player to get four in a row wins the game. Note: For all exercises write down the start time and end time of the game next to the game grid.
Connect 4 (alter number of players)
Set up: Draw a 7 wide x 6 tall grid on a sheet of paper. One player uses a circle to represent units on the grid and a second player uses an X to represent units, a third player uses a triangle to represent units. (Note: any three symbols or colors can be used as long as they are different). Rules: Decide who goes first. Each player, on her turn, chooses a column in which to place a unit. She draws units at the bottom of the chosen column as if gravity dropped them from the top. Units stack on top of one another when they "land" in the grid. Players take turns dropping units until one player gets four units in a row - horizontally, vertically, or diagonally. The first player to get four in a row wins the game. Note: For all exercises write down the start time and end time of the game next to the game grid.
Dirty Work
Set up: Draw a 7 wide x 6 tall grid on a sheet of paper. One player uses a circle to represent units on the grid and a second player uses an X to represent units, a third player uses a triangle to represent units. (Note: any three symbols or colors can be used as long as they are different). Rules: Decide who goes first. Each player, on her turn, chooses a column in which to place a unit. She draws units at the bottom of the chosen column as if gravity dropped them from the top. Units stack on top of one another when they "land" in the grid. Players take turns dropping units until one player gets four units in a row - horizontally, vertically, or diagonally. The first player to get four in a row wins the game. Note: For all exercises write down the start time and end time of the game next to the game grid.
???? (make your own variant) Set up: Draw a ?????? grid on a sheet of paper. One player uses a circle to represent units on the grid and a second player uses an X to represent units, ?????. (Note: any ???? symbols or colors can be used as long as they are different). Rules: ????? Players take turns until one player gets ???? The first player to get ???? wins the game. Note: For all exercises write down the start time and end time of the game next to the game grid.
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