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Choreography.
Games are
the same way.
Ludemography?
Ludemography?
Game Koster Grammar of Gameplay
Developers
Conference
2005
Dance notation
This is called Laban notation.
Its
It s very abstract, but this
is what choreography
actually is.
(I cant
can t read it either.)
Game Koster Grammar of Gameplay
Developers
Conference
2005
Poetry
The se / cret is // not / to move, / she said X
Iamb
But some / times you / can turn / your head / away X
For a / minute, / then back, // as / you do / to rea / lly watch X
Trochees to iambs for emphasis, lovely
Hovering A sun / set, and / you do / this sev / ral times, / and then X
accent
- -
You can / feel the / dark on / your eyes / like a / cold cloth. X
Pyrrhic Spondee
Game Koster Grammar of Gameplay
Developers
Conference
2005
Music
Musical notation is sufficient to reproduce
the experience of listening
I - I7 - | IV - I - | V7 IV I -
This is a second axis on the same
problem.
Yes, but I
didnt succeed.
Were
We re especially leaving out aesthetics,
which delve into what is fun.
fun.
Game Koster Grammar of Gameplay
Developers
Conference
2005
Katie and Eric
This doesnt
doesn t mean this work isnt
isn t
valuable, of course.
Game Koster Grammar of Gameplay
Developers
Conference
2005
Ben
This talk owes a lot to the concept of
ludemes.
ludemes.
Game maps.
Duh. Well
We ll talk about space, but not
this way.
Math.
The shape of probability curves is
explicitly out of scope. Mathematical
balancing is a data issue, not a
systemic issue.
Game Koster Grammar of Gameplay
Developers
Conference
2005
Some things this isnt
Flowcharts
Were
We re not tracing the game path
from an experiential point of view.
Basically,
reverse
engineering.
Game Developers Conference 2005: Futurevision
Game Koster Grammar of Gameplay
Developers
Conference
2005
Picking our example
Phase-
Phase-based RPG combat
(If we cant
can t see all elements of an atom
with this, then were
we re not trying hard
enough.)
Game Koster Grammar of Gameplay
Developers
Conference
2005
A game experience
Off to slay Foozle the Vincible Dragon
Dragon
I need to find him in Murkydark.
Murkydark. I have
my best armor and sword. Ive I ve fought
him before and he kicked my ass. Its It s
just a hack n
n slash problem,
problem, really. Hes
He s
got Vile Minions to defend him, but I can
use my Mystic Missiles on them. I have
to time my attack right, and he might
not drop the Helm of Holy Hell, but Im Im
at the right level to get max XP. If I die,
though, life will suck.
suck.
Game Koster Grammar of Gameplay
Developers
Conference The ingredients
2005
Territory
Preparation
Core mechanic
Range of challenges
Choice of abilities
Skill required
Variable feedback
Dealing with the Mastery Problem
Cost of failure
Asteroids, a torus
Werent.
Weren t.
150
Game Koster Grammar of Gameplay
Developers
Conference Looking at fighting games
2005
150
150 150
Game Koster Grammar of Gameplay
Developers
Conference Looking at fighting games
2005
Bushido Blade
Gave true free motion.
150
150
Game Koster Grammar of Gameplay
Developers
Conference
2005
Notation
Must break the habit of using the
operational version of the playfield.
128 128
128
128
128 128
128
Game Koster Grammar of Gameplay
Developers
Conference Time
2005
Handicapping
Any form of adjusting the relative skill
levels of participants.
Prior moves
All games are sequences of challenges.
but theyre
they re still atoms, and therefore
count.
count.
Game Koster Grammar of Gameplay
Developers
Conference
2005
Logical progression
Chaining
Games can be seen as sequenced
events
Recursion
Games can be seen as nested events
Parallelism
Games can be seen as multiple
challenges undertaken at once.
once.
Game Koster Grammar of Gameplay
Developers
Conference
2005
A chained game
Moon Patrol
In Checkers:
One atom is removing all the enemy
pieces.
Another is removing one enemy piece.
OR
Setting up a defensive move.
OR
Setting up a future attack.
Game Koster Grammar of Gameplay
Developers
Conference
2005
Notation
Galaxian
Played on a 224x256 screen, but the
224 vertical space was time.
time.
Get highest score
224
var secs.
Kill enemy Position token Press fire button
224
Pvar (<256)
Dont get hit Move
If there
theres
s only one challenge to
surmount, then we will grok the
game quickly
Game Koster Grammar of Gameplay
Developers
Conference Notes on logical sequence
2005
Depth
Literally, the depth of recursion
Breadth
Literally, the amount of parallelism
Size
Literally, the amount of sequentially
chained atoms
(Isnt
(Isn t it nice to finally know what these
mean?)
Game Koster Grammar of Gameplay
Developers
Conference
2005
Cost of failure
Ive
ve notated these using red arrows
rather than blue.
Core mechanic
Or ludeme
Capture
Chase
Race
Alignment
Rescue
Escape
Forbidden act
Build
Explore
Solve
Outwit
Game Koster Grammar of Gameplay
Developers
Conference Issues with the list
2005
Its
It s not atomic enough ( (solve
solve)
It ignores topology ((alignment
alignment)
Its
It s intended as a list of objectives
It includes operational assumptions
(rescue
rescue)
Game Koster Grammar of Gameplay
Developers
Conference An alternative list
2005
Higher level
Remove all
Survive
Remove
Exist at
Intersect
Move to
Touch
Press button
Lower level
Game Koster Grammar of Gameplay
Developers
Conference Breaking down Quake
2005
Kill a guy!
OK, well
we ll keep it simple, I need to:
Run around a corner
Jump into the air
Get him in my crosshairs
Headshot him
Enjoy the gibs
Game Koster Grammar of Gameplay
Developers
Conference Breaking down Quake
2005
Running involves
Determining direction in 3d space
Pointing
Applying a vector of force
Jumping adds
Timing
Game Koster Grammar of Gameplay
Developers
Conference Breaking down Quake
2005
Aiming involves
Determining position in 2d space
Pointing
Headshotting involves
Timing
Pressing a button
(Enjoyment optional.)
Game Koster Grammar of Gameplay
Developers
Conference In the end
2005
If you havent
haven t drilled down that far, you
havent
haven t actually figured out what your
game is doing.
8x8 var
Capture king Move piece Physical movement
4x4 2x2
Capture all pieces Capture one piece Physical movement
var
Create forced jump Physical movement
A.k.a. content
Descriptive characteristics of
a challenge.
(Adjectives.)
Game Koster Grammar of Gameplay
Developers
Conference Sample questions
2005
Certainty
Certainty - guaranteed outcome
Risk
Risk - an assessment of probability
Uncertainty
Uncertainty - true randomness
Game Koster Grammar of Gameplay
Developers
Conference Spotting bad atoms
2005
Crafting Killing
Harvesting Finding
Crafting Dragging
Use,
Combining
donation
Selling Pricing
Variable feedback
Capture
So do combos in
fighting games.
Move
Game Koster Grammar of Gameplay
Developers
Conference Detecting bad feedback
2005
Id
d need to run through
Capture all
more examples to be
sure, but for example
Capture
this is an unbeatable
combo in a fighting
Move
game.
Game Koster Grammar of Gameplay
Developers
Conference Forms of variability
2005
Varying reward
Diagrammatically
Guaranteed feedback makes the entire
atom turn red
red and become a risk-
risk-free
challenge.
Score a
Kick ball
goal
Abilities = var a
Score
ap = ap + 1
ac = ac - 1
Adding abilities at each loop is stupid
Game Koster Grammar of Gameplay
Developers
Conference A better way
2005
Dodgeball
The feedback loop is greatly reduced.
ac = ac + 1 Ball caught
Capture
Throw ball
Abilities = var a
ac = ac - 1 Score
So I didnt finish
Emergent behaviors
Can the notation reveal when emergence
is likely?
I can
cantt yet picture designing a game
from this notation
And a framework
An atomic model allows us to examine
logical links and feedback loops clearly
And a vocabulary
We have firm definitions of depth,
breadth, size, cheat, content, playfield
playfield
Game Koster Grammar of Gameplay
Developers
Conference
2005
The absence of fun
A game is built of nested challenges
Is bottomfeeding avoided?
Does failure have a cost?
If you answered no to
any of these, your
design is flawed.
Game Koster Grammar of Gameplay
Developers
Conference
2005
Thanks
This would not exist (even
incomplete as It is!) without:
http://www.theoryoffun.com
http://www.legendmud.org/raph
http://www.legendmud.org/raph
I
Ap--
A=var
2x2
Force jump
A=12 A=12
4x4 Sym.
I
Ac-- P
Capture all Ac--
A=var
Ac = king 2x2
Capture one