A lecture on game system design. Introduction to concepts for describing and discussing designs with examples. Some notes about evaluating game system behavior.
2. What Games are?
Table-top RPGs
Chess
Eve Online
September 12
Poker
War Hammer 40 000
Doom
Space Invaders
Sims
Graveyard
World of Warcraft
Sim City
Flower
Cow Clicker
Heavy Rain
Petri Lankoski
Södertörn University
3. What Games Are?
There are prototypical games
Tetris, Chess, Space Invaders,…
Understanding what make these things tick help you
to understand game design
BUT going out from the box might produce
something very interesting
Sim City, Little people, Sims
Graveyard, Every day the same dream
However, if a game is too novel, players do not
get it
Petri Lankoski
Södertörn University
4. What games are about
Meaningful decisions
In other words
Twitch skill
That the players’ actions
and choices have an
impact
Puzzle solving
Challenges
Learning to play
Mastering the game
Petri Lankoski
Södertörn University
In the game
To the players’ emotions
5. What is game design?
Creating rules or game systems
Creating goals and challenges for players
Creating content
Not always purely game design
But content and game design are always linked
Petri Lankoski
Södertörn University
6. Why Theories?
What are
your building
blocks?
How the
building
blocks relate
to each
other?
What are the
consequences
of your
design?
Petri Lankoski
Södertörn University
7. Game Autopsy
Components
Game environment
Actions
What a player(s) can do
Verbs
Mechanics
Goals
Game State
Game View
Petri Lankoski
Södertörn University
This is a combination of
Brathwaite &Schreiber
(2008)
Järvinen (2008)
8. Components
Components are something that can
manipulate or owned
Components-of-self
Components-of-system
Components-of-other
Components-of-other
Components in Chess
Components-of-self
Pieces that I move
Components-of-other
Pieces that another player moves
Components-of-system
Does not have
Petri Lankoski
Södertörn University
Components-of-self
Chessboard: Klin, ILA-BOY, Beao, en.wikipedia.org/wiki/File:Chess_board_blank.svg
9. Game Environment
Area where the game take place
Area can be
Field as in Soccer, Ice Hockey, Basket ball
Game board as in Chess, Backgammon
Screen as in Space Invaders,
Game world as in Elder Scrolls
Designed or randomly generated,
But no clearly defined environment
Shadow Cities
Geocaching
Petri Lankoski
Södertörn University
10. Actions
What players do when they play game
Actions can be expressed as verbs
Shoot, hide, sneak, drive
Petri Lankoski
Södertörn University
11. Game State
All information that can change during the
gameplay and that is needed to construct a
situation in a specific moment
Consists of
All components, their positions, values
Who's turn it is (in turn-based multiplayer)
Possible previous game states when the previous
states influence the current state
Petri Lankoski
Södertörn University
12. Game State examples
Poker
Cards in hands
Discarded cards
Bot
Who’s turn it is
What is the stage in the game
Tetris
The position and rotation of falling blog
Blogs on the ground
Score
Level
Petri Lankoski
Södertörn University
Poker: image by Todd Klassy, en.wikipedia.org/wiki/File:Holdem.jpg
13. Game View
What kind of view a player
have to the game state
Perfect Information
The game state is fully
visible to a player of to all
players
E.g., Chess
Imperfect Information
The game state is partly
hidden
E.g., Poker
Petri Lankoski
Södertörn University
14. Settlers of Catan
Components?
Game environment?
Actions?
Game state?
Game view?
Petri Lankoski
Södertörn University
15. Mechanics
game system, algorithms or rules,
The core of game
Mechanics defines how game behaves
Petri Lankoski
Södertörn University
16. Goals
What is the goal of playing
What is needed to win the game
Victory conditions / conditions for loosing game
Important for motivating play
Petri Lankoski
Södertörn University
17. Dynamics
Patterns that happens when the game system is
motion, in use
Approximately the same as Gameplay
Same dynamics in (among other dynamics)
Bridge
Trump
Spades
Core mechanics is trick-taking
Same core mechanics -> similar dynamics
But dynamics depends on implementation and other
mechanics in the game
Petri Lankoski
Södertörn University
18. Core Mechanics
Territorial acquisition
Chase or evade
Prediction
Trading
Spatial reasoning
Racing
Survival
Destruction
Not exhaustive list
Building / Resource
management
These are commonly used
Collection
Petri Lankoski
Södertörn University
Very useful
19. Core Mechanics
Tetris
Spatial reasoning
Settlers of Catan, Carcassonne
Building/Resource management + Trading
Petri Lankoski
Södertörn University
20. Theme
A game can have a theme
Visual theme vs narrative theme
Example
Ico is a game about a boy who get captured
because he is different to others and he needs to
escape
Not all games have a theme
Poker
Tetris
Petri Lankoski
Södertörn University
21. Where to Start?
What this game is about?
How do I play?
Verbs
How do I complete the game/How do I win?
Goals
What challenges I face?
Obstacles, enemies
What are the things I need to do to reach the
goals?
Why I do want to play?
Petri Lankoski
Södertörn University
22. Work with the Limitations
Game design is about working with limitations
Limitations are not negative thing
Limitations force you to be creative!
Set limitations for the design
Our game should contain
A core mechanics, a design pattern, etc.
E.g., territorial acquisition, ROLE-REVERSAL, one-button
control
Our game should not contain
Limit away the most obvious direction
E.g., No shooting
The style of the game is
E.g., Dali-like, cute animals, pop art, wild west + magic
Petri Lankoski
Södertörn University
23. Some Tricks to Overcome
Designers Block
Kill a rule, remove a feature
Limit or unlimit a resource
Take one random design patterns from Björk &
Holopainen and add that to the game
Change a value in the game system or in rules
Multiply or dive by two
Change the visual theme or narrative theme
Try something very different to the current one
Test or simulate the design after a change to get a fresh
perspective
Petri Lankoski
Södertörn University
24. Evaluating system behavior
Play-testesting
Simulations
Simulations can help to understand how a part of
the system behaves
One does not need ready game for simulation
Does not replace playtesting
But simulation can show the features work in the
long run
Balancing weapons & troops
non-symmetrical things are hard to balance
Petri Lankoski
Södertörn University
25. Simulating a game system
Model
sum of two six sided dice -> sum of two random
numbers between 1 to 6
Weapon: change to hit, damage dealt & fire rate
Simulating system
Run model many times to learn how the system
behaves
Run 50000 times and calculate distribution or
averages, average damage per minute, etc.
Petri Lankoski
Södertörn University
26. Settlers of Catan Simulation
How the players gain resources
Simplified
Robber vs no robber discard
Only resource amount simulated, not types
Assumptions
Four player game
0-3 resources at hand when ones turn ends
Model for using resources
One specific board set-up
The results does not vary much board to board
The results can vary with not optimal settlement placements
50 000 iterations used
Petri Lankoski
Södertörn University
27. Settlers of Catan…
• 4 victory point set-up
• Settlements -> cities
• 6 victory point sim
• 1&2) 8 victory point sim
• Note the optimal
settlement placement
in initial placement
Petri Lankoski
Södertörn University
28. Settlers of Catan: Model
#!/usr/bin/python
import random
from collections import Counter
# board model (2 victory points)
field1 = {
2: {'white': 0, 'blue':0, 'red': 0, 'orange': 0},
3: {'white': 0, 'blue':0, 'red': 1, 'orange': 1},
4: {'white': 1, 'blue':1, 'red': 0, 'orange': 0},
5: {'white': 0, 'blue':2, 'red': 1, 'orange': 0},
6: {'white': 1, 'blue':1, 'red': 1, 'orange': 1},
8: {'white': 1, 'blue':1, 'red': 1, 'orange': 1},
9: {'white': 1, 'blue':0, 'red': 0, 'orange': 1},
10: {'white': 1, 'blue':0, 'red': 1, 'orange': 1},
11: {'white': 0, 'blue':0, 'red': 1, 'orange': 1},
12: {'white': 0, 'blue':0, 'red': 0, 'orange': 0}
}
The above model does not contain handling for robber
Full code:
http://www.mediafire.com/view/bqag3hbz262gpac/catan.p
y
Petri Lankoski
Södertörn University
31. Catan: Balance of set-up
1
2
3
4
White
2.0553
2.6120
3.1700
3.7267
Blue
2.0761
2.6593
3.2396
3.8224
Red
2.0808
2.6661
3.2496
3.8348
Orange
2.0892
2.6745
3.2605
3.8454
• Resource gain for each color is very similar
• White might have small disadvantage
Petri Lankoski
Södertörn University
32. Catan: What can one
learn?
Easy to run what if scenarios
Robber -> discard all
Discard if more than four resources
Estimating the costs for building
Balance of the the initial set-up
Petri Lankoski
Södertörn University
33. References
Brathwaite & Schreiber, 2008, Challenges for
game designers. Charles River Media, chapters
1-2
Järvinen, 2008, Games without frontiers, Tampere
University Press, chapter 4.
Petri Lankoski
Södertörn University