游戏设计和游戏研究的正式方法外文翻译资料
2022-11-12 19:57:09
fDA: A Formal Approach to Game Design and Game Research
Robin Hunicke, farc LeBlanc, Robert Zubek
hunicke@cs.northwestern.edu, marc_leblanc@alum.mit.edu, rob@cs.northwestern.edu
Abstract
In this paper we present the MDA framework (standing for Mechanics, Dynamics, and Aesthetics), developed and taught as part of the Game Design and Tuning Workshop at the Game Developers Conference, San Jose 2001-2004.
MDA is a formal approach to understanding games - one which attempts to bridge the gap between game design and development, game criticism, and technical game research. We believe this methodology will clarify and strengthen the iterative processes of developers, scholars and researchers alike, making it easier for all parties to decompose, study and design a broad class of game designs and game artifacts.
Introduction
All artifacts are created within some design methodology. Whether building a physical prototype, architecting a software interface, constructing an argument or implementing a series of controlled experiments - design methodologies guide the creative thought process and help ensure quality work.
Specifically, iterative, qualitative and quantitative analyses support the designer in two important ways. They help her analyze the end result to refine implementation, and analyze the implementalpha;tion to refine the result. By approaching the task from both perspectives, she can consider a wide range of possibilities and interdependencies.
This is especially important when working with computer and video games, where the interaction between coded subsystems creates complex, dynamic (and often unpredictable) behavior. Designers and researchers must consider interdependencies carefully before implementing changes, and scholars must recognize them before drawing conclusions about the nature of the experience generated.
In this paper we present the MDA framework (standing for Mechanics, Dynamics, and Aesthetics), developed and taught as part of the Game Design and Tuning Workshop at the Game Developers Conference, San Jose 2001-2004 [LeBlanc, 2004a]. MDA is a formal approach to understanding games - one which attempts to bridge the gap between game design and development, game criticism, and technical game research. We believe this
methodology will clarify and strengthen the iterative processes of developers, scholars and researchers alike, making it easier for all parties to decompose, study and design a broad class of game designs and game artifacts.
Towards a Comprehensive Framework
Game design and authorship happen at many levels, and the fields of games research and development involve people from diverse creative and scholarly backgrounds. While its often necessary to focus on one area, everyone, regardless of discipline, will at some point need to consider issues outside that area: base mechanisms of game systems, the overarching design goals, or the desired experiential results of gameplay.
AI coders and researchers are no exception. Seemingly inconsequential decisions about data, representation, algorithms, tools, vocabulary and methodology will trickle upward, shaping the final gameplay. Similarly, all desired user experience must bottom out, somewhere, in code. As games continue to generate increasingly complex agent, object and system behavior, AI and game design merge.
Systematic coherence comes when conflicting constraints are satisfied, and each of the games parts can relate to each other as a whole. Decomposing, understanding and creating this coherence requires travel between all levels of abstraction - fluent motion from systems and code, to content and play experience, and back.
We propose the MDA framework as a tool to help designers, researchers and scholars perform this translation.
fDA
Games are created by designers/teams of developers, and consumed by players. They are purchased, used and eventually cast away like most other consumable goods.
Creates Consumes
Game
Designer Player
The production and consumption of game artifacts.
The difference between games and other entertainment products (such as books, music, movies and plays) is that their consumption is relatively unpredictalpha;ble. The string of events that occur during gameplay and the outcome of those events are unknown at the time the product is finished.
Designer
M D A
Player
The MDA framework formalizes the consumption of games by breaking them into their distinct components:
The designer and player each have a different perspective.
When working with games, it is helpful to consider both the designer and player perspectives. It helps us observe
Rules
System
'Fun'
how even small changes in one layer can cascade into others. In addition, thinking about the player encourages experience-driven (as opposed to feature-driven) design.
.and establishing their design counterparts:
As such, we begin our investigation with a discussion of Aesthetics, and continue on to Dynamics, finishing with the underlying Mechanics.
Mechanics
Dynamics
Aesthetics
Aesthetics
fechanics describes the particular components of the game, at the level of data representation and algorithms.
Dynamics describes t
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游戏设计和游戏研究的正式方法
Robin Hunicke,farc LeBlanc,Robert Zubek
hunike@cs.western.edu,marc ou leblanc@alum.mit.edu,rob@cs.western.edu
摘要
在本文中,我们提出了MDA框架(代表力学、动力学和美学),作为游戏设计和调优研讨会的一部分,在圣何塞2001-2004年的游戏开发者会议上开发和教授。
MDA是一种理解游戏的正式方法,它试图弥合游戏设计与开发、游戏批评和技术游戏研究之间的差距。我们相信,这种方法将澄清和加强开发人员、学者和研究人员的迭代过程,使各方更容易分解、研究和设计一系列的游戏设计和游戏工件。
介绍
所有工件都是在一些设计方法中创建的。无论是构建物理原型、构建软件界面、构建论点还是实施一系列受控实验——设计方法论都会指导创造性思维过程,并有助于确保高质量的工作。
具体来说,迭代、定性和定量分析在两个重要方面支持设计师。它们帮助她分析最终结果以优化实现,并分析实现过程以优化结果。通过从两个角度来处理任务,她可以考虑各种可能性和相互依赖性。
这在处理计算机和视频游戏时尤其重要,在这些游戏中,编码子系统之间的交互会产生复杂的、动态的(通常是不可预测的)行为。设计人员和研究人员必须在实施变更之前仔细考虑相互依赖性,学者必须在得出有关所产生经验性质的结论之前认识到它们。
在本文中,我们提出的MDA框架(站立力学,动力学和美学),开发和教学的游戏设计和调谐车间的一部分,在游戏开发者会议,SAN若泽2001至2004年[勒布朗,2004年A]。MDA是一种理解游戏的正式方法,它试图弥合游戏设计与开发、游戏批评和技术游戏研究之间的差距。我们相信这个
方法论将澄清和加强开发人员、学者和研究人员的迭代过程,使各方更容易分解、研究和设计广泛的游戏设计和游戏工件。
走向一个全面的框架
游戏设计和创作发生在多个层面,游戏研究和开发领域涉及来自不同创意和学术背景的人。虽然通常需要关注一个领域,但是每个人,不管纪律如何,在某一点上都需要考虑该领域之外的问题:游戏系统的基本机制、总体设计目标或所需的游戏体验结果。
人工智能编码人员和研究人员也不例外。关于数据、表示、算法、工具、词汇和方法的看似无关紧要的决定将向上滴滴,形成最终的游戏。类似地,所有想要的用户体验都必须在代码中的某个地方达到最底层。随着游戏不断产生越来越复杂的代理、对象和系统行为,人工智能和游戏设计融合在一起。
当冲突的约束得到满足时,系统的一致性就出现了,游戏的每个部分都可以作为一个整体相互关联。分解、理解和创建这种一致性需要在所有抽象层次之间进行传播——从系统和代码流畅地移动到内容和播放体验,然后返回。
我们提出了MDA框架作为帮助设计师、研究人员和学者进行翻译的工具。
现在,让我们考虑开发或改进游戏的人工智能组件。将人工智能组件理想化为黑盒机制是很有诱惑力的,理论上,黑盒机制可以相对容易地注入到各种不同的项目中。但正如框架所示,游戏组件
不能在真空中评估,除了它们对系统行为和玩家体验的影响。
第一关
考虑一个保姆游戏的例子[Hunike,2004]。您的主管已经决定,它将有利于原型一个简单的游戏为标签人工智能。你的玩家将是一个保姆,他必须找到并让一个婴儿睡觉。该演示旨在展示简单的情感人物(如婴儿),针对3-7岁儿童的游戏。
这个设计的美学目标是什么?探索和发现可能比挑战更重要。因此,这里的动态优化不是为了“获胜”或“竞争”,而是为了让宝宝表达惊喜、恐惧和期待等情绪。
隐藏的地方可以手动标记,它们之间的路径是硬编码的;大部分的游戏逻辑将致力于操纵婴儿进入视野和创造婴儿般的反应。游戏机制包括和婴儿说话(“我看见你了!”或者“嘘!”追逐婴儿(用化身或老鼠),偷偷摸摸,标记等等。
第二关
现在,考虑一下这种相同设计的一个变种——这种设计是为了与像Nickelodeon的“Rugrats”这样的专营权合作而设计的,目标是7-12岁的女孩。从美学上讲,游戏应该更具挑战性——也许其中涉及到某种叙事(需要几个“层次”,每个层次都呈现出新的故事和相关任务)。
在动态方面,玩家现在可以一次跟踪并与几个角色交互。我们可以添加时间压力机制(即在晚上9点之前让他们都上床睡觉),包括“混乱因素”或监控角色情绪(脏尿布会导致哭泣,哭泣会失去你的分数)等等。
对于这种设计,静态路径将不再足够——让他们选择自己的隐藏位置可能是个好主意。每个婴儿都有自己的特点、能力或挑战吗?如果是这样,他们将如何向玩家揭示这些差异?他们将如何跟踪内部状态、世界的原因、其他婴儿和玩家?玩家将被要求执行什么类型的任务和行动?
第三关
最后,我们可以把这个标签游戏想象成一个全面的战略军事模拟,像分裂的细胞或小偷。我们的目标观众现在是14-35岁的男性。
美学目标现在扩展到包括幻想元素(扮演间谍狩猎军事精英或抢劫者的角色)-
寻找流氓)和挑战可能会接近于屈服。除了一个充满阴谋和悬念的复杂情节外,玩家还期待对手的协调活动,但可能会少一些情绪化的表达。如果有的话,特工们应该在他出现的暗示下表达恐惧和厌恶。
动态可能包括获得或购买强大武器和间谍设备的能力,以及发展秘密行动、欺骗行为、逃避和逃跑的战术和技术。机械学包括广泛的技术和技能树,各种敌军单位类型,以及机动性、可见度和视野等可变范围的层次或区域。
在这一空间中,特工除了协调行动和攻击之外,还必须在各种感官数据上进行操作。对球员的位置和意图的推理应该表明挑战,但要促进他们的整体成功。敌人是否能够越过障碍物,在具有挑战性的地形上航行,或者你会“欺骗”?声音传播是“现实的”还是基于距离的简单指标就足够了?
突出强调
在这里,我们看到,游戏美学要求的简单变化将在许多层面上引入人工智能的机械变化,有时需要开发全新的导航、推理和战略问题解决系统。
相反,我们看到没有“人工智能机制”,智能或连贯性来自人工智能逻辑与游戏逻辑的交互作用。使用MDA框架,我们可以明确地推理美学目标,绘制支持这些目标的动态,然后相应地确定我们的机制的范围。
结论
MDA支持一种正式的、迭代的设计和调优方法。它允许我们明确地思考特定的设计目标,并预测变更将如何影响框架的各个方面以及由此产生的设计/实现。
通过在MDA的三个抽象级别之间移动,我们可以概念化游戏系统的动态行为。将游戏理解为动态系统有助于我们开发迭代设计和改进的技术——允许我们控制不想要的结果,并调整期望的行为。
此外,通过了解有关游戏的正式决定如何影响最终用户体验,我们能够
更好地分解这些经验,并将其分别用于推动新的设计、研究和批评。
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