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Game System
Design

Petri Lankoski

Södertörn University
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
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
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
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
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
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)
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
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
Actions
 What players do when they play game
 Actions can be expressed as verbs
 Shoot, hide, sneak, drive

Petri Lankoski

Södertörn University
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
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
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
Settlers of Catan
 Components?
 Game environment?
 Actions?
 Game state?
 Game view?

Petri Lankoski

Södertörn University
Mechanics
 game system, algorithms or rules,
 The core of game
 Mechanics defines how game behaves

Petri Lankoski

Södertörn University
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
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
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
Core Mechanics
 Tetris
 Spatial reasoning

 Settlers of Catan, Carcassonne
 Building/Resource management + Trading

Petri Lankoski

Södertörn University
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
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
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
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
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
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
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
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
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
Catan: Resource gain

Petri Lankoski

Södertörn University
Catan: Robber Effect

Petri Lankoski

Södertörn University
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
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
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
Questions
comments, confused, disoriented?

Petri Lankoski

Södertörn University

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Game system design

  • 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
  • 29. Catan: Resource gain Petri Lankoski Södertörn University
  • 30. Catan: Robber Effect 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
  • 34. Questions comments, confused, disoriented? Petri Lankoski Södertörn University