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Game System Dynamics

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(1)

Game Design

10

Game System Dynamics

(2)

A Tale of Epidemics

• It all started from an infected pet brought into a large population center

• The disease was terrible

– It could kill in seconds

– Others were infected but asymptomatic, thus spreading the disease

(3)

A Tale of Epidemics

• People started to run away from large cities, and spread the illness to more remote areas

– Quarantines were set up, but not heeded – Some people tried to help

They ended up becoming infected as well

– Some others spread the infection intentionally

• The dead started to pile up

(4)

A Tale of Epidemics

• And finally…

• Blizzard hard reset the servers and it was all

good

(5)

13

th

September 2005

• World of Warcraft

– Zul Gurub, a high level dungeon

(6)

Corrupted Blood

• The final boss, Hakkar the Soulflayer, cast a debuff

– Transferred by a dismissed pet to Stormwind

(7)

Corrupted Blood Incident

• In addition to inflicting severe damage on the target character, the disease “infected” close contacts who could spread the disease to

others in close proximity. [1]

– Presumed the short period of infectivity (several seconds), as well as its highly lethal effect, would render the disease self-limiting.

(8)

Corrupted Blood Incident

• Uncontrolled dissemination of the disease[1]

– lack of residual immunity

– infectivity to the virtual animals – characters could teleport

– nonplayer characters of the city also spread the disease.

• Numerous scholarly articles analyzed the

event

(9)

What Are Games Made Of?

• Formal Elements – define the structure of a game

Players, Objectives, Procedures, Rules, Resources, Conflict, Boundaries, Outcome

• Dramatic Elements

Challenge, Play, Premise, Character, Story, World Building, The Dramatic Arc

• System Dynamics

Games as Systems, System Dynamics, Interacting with Systems, Tuning Game Systems

(10)

System Dynamics

• A system[2]

– “A set of interacting elements that form an

integrated whole with a common goal or purpose”

• Purpose of system dynamics in games[2]

– system principles for the quality of interactions and growth and change over time.

(11)

Games Are Systems

• A game is a set of formal elements which create a dynamic experience for players

– The interaction between formal and dramatic elements shapes the player experience

(12)

System Elements[2]

• Objects

• Properties

• Behaviors

• Relationships

(13)

Objects

• Basic bricks of your system

– Game pieces – Items

– Players

– In-game concepts – Etc.

• Defined by behaviors and properties

(14)

Properties

• Values that define aspects of objects

– Lvl. 12 Human Female Mage

Values for attributes

• Properties are important for determining interactions and relationships

– The more complex the properties, the less predictable the relationships

(15)

Behaviors

• Possible things an object might do in a given state

– As with properties, the more complex the

behavior, the less predictable the interaction

(16)

Relationships

• Define the manner in which objects interact

– Can be expressed in different ways

Linear

Hierarchical

Fixed

Variable

Etc.

(17)

Relationships

• Gladia

– Lvl. 2 Paladin with 18 strength (+4 bonus) – Attacks a goblin with 13 AC

– To hit, she needs to roll a D20, add proficiency (2) and STR bonus (4) and get at least 13

Hits 70% of the time

(18)

System Dynamics

• Elements are not isolated from each other

– All elements are needed for a system to work – Elements need to be arranged in a specific way,

too

Changes any of the above will have an effect on your game

(19)

System Dynamics

• Systems are greater than the sum of their parts

– Examining the pieces in isolation will NOT be the same as studying the complete system

• Because of this

– Games can only be understood when played – We cannot determine player experience, only a

potential set of outcomes

(20)

Economies in Games

• When does a game have an economy:

– Items to exchange

– Agents to exchange them – Currency (optional)

– Pricing (fixed or variable) – Market limits

(21)

Economies in Games

• Creating an in-game economy [2]

– Does the size of the economy grow?

– How is the supply of currency controlled?

– How are prices set?

– Is there any restriction on trade?

(22)

Emergent Gameplay

• Systems which generate unexpected results

Game of Life (John Conway)

Played on a checkerboard

Birth: If an unpopulated cell is surrounded by exactly three populated cells, it becomes populated in the next

generation.

Death by loneliness: If a populated cell is surrounded by fewer than two other populated cells, it becomes

unpopulated in the next generation.

Death by overpopulation: If a populated cell is surrounded by at least four other populated cells, it becomes

unpopulated in the next generation.

(23)

Emergent Gameplay

• Use emergent techniques to make games more believable

– E.g. semi-realistic behavior for NPCs

GTA and RDR - Agents perceive elements of their environment and act upon them

(24)

Interacting with Systems

• We are building games, after all

– Games require interaction

– In order to interact, players also require information and feedback

(25)

Interacting with Systems

• When building interactions, consider the following [2]

– The information available to the player regarding the state of the system

– What parts of the system are under player control – What feedback the systems provides

– How the above are aggregated into gameplay

(26)

Tuning a Game System

• Start from a complete system

• Test for fairness and balance

• Test for fun and challenge

(27)

Bibliography

1. Balicer, Ran D., Modeling Infectious Diseases Dissemination Through Online Role-Playing Games, Epidemiology: March 2007 - Volume 18 - Issue 2 - p 260-261

2. Fullerton, T., Game Design Workshop: A

Playcentric Approach to Creating Innovative

Games, CRC Press, 2014

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