Chapter 1.3 Ludology for Game Developers – An Academic PerspectiveLudology?Historical studies of gamesRise of game studiesLudology definedDesign ResearchKey Areas of Design ResearchIn terms of Ludology:Origins of Game DesignMaking design principles explicitExamples of Ludological Methods & ToolsChris CrawfordGreg CostikyanMDA Framework (1/2)MDA Framework (2/2)Formal Abstract Design ToolsFormal Abstract Design Tools (2)400 ProjectErnest Adams & Andrew RollingsGame Design WorkshopSteffen P. WalzGame Design Patterns (1/2)Game Design Patterns (2/2)Katie Salen & Eric ZimmermanAki JärvinenSummaryChapter 1.3Ludology for Game Developers – An Academic Perspective2Ludology?Ludus (Latin) = gameLogos (Greek) = reason, scienceLudology = Scientific analysis of games Ludology is a general term for studies and theories focusing on gamesCompare with ‘narratology’ = set of theories on narrative and narration3Historical studies of gamesLudology extends to all kinds of gamesEarly examples displaying ludological interests:Stewart Culin, Games of the North American Indians: v 1: Games of Chance & v 2: Games of Skill (1907)Johan Huizinga, Homo Ludens: A Study of the Play-Element in Culture (1938)John von Neumann & Oskar Morgenstern, Theory of Games and Economic Behavior (1944) Roger Caillois, Man, Play and Games (transl. in 1961)E.M. Avedon & Brian Sutton-Smith, The Study of Games (1971)These studies try to find common, generic aspects across various forms and cultures of games and game play4Rise of game studiesGame scholar Espen Aarseth, editor of gamestudies.org declared 2001 as “year one” of game studiesThere are earlier examples:Mary Ann Buckles’ doctoral thesis on Adventure from 1985 the 1stHowever, these were scattered effortsYear 2001 marks the emergence of an academic community focused on studying computer and video gamesLudology.org, by Gonzalo Frasca, as its hub5Ludology definedLudology is an academic attitude to gamesit requires a generic approach to gamesLudological efforts aim to understand better What games areHow they workWhy people play themHow to design more diverse and better gamesMarket research, technology development, background research are often too case-specific to be regarded as representatives of ludology6Design ResearchDR is interested in integrating research methods and results into design and product development processesSee Brenda Laurel (ed.) Design Research: Methods and Perspectives (2003) for introduction‘Game design research’ is a means to apply ludology to practical game development tasksGDR is, thus, a development-oriented means to practice ludology7Key Areas of Design ResearchResearch into designTraditional historical and aesthetic studies of art and designResearch through designProject-based, includes materials research and developmentResearch for designCreates objects and systems that display the results of the research and prove its worth8In terms of Ludology:Research into game designAnalyses of existing games, i.e. their designs, and how players engage with those designs, i.e. play the gamesResearch through game designResearch into games that builds prototypes as its resultsResearch for game designThe most fruitful area to cover in more detail9Origins of Game DesignEarly game design practices resemble the authoring of folk tales:The game elements and rules evolve over time by the effort of countless nameless “designers”Game design has developed towards systematic practices, games designed on purposeCraft vs. DesignCharacteristics of a craft product: combination of the methods and materials available as well as the situations in which the product has been used over a longer period of timeCharacteristics of a designed product: the result of a trying to reach a design goal by using methods and materials available10Making design principles explicitSome argue that designing games is an art, knack, or a mystical craftGame design does require talent and skillYet Ludologists also believe that it is desirable to find and describe the basic features and patterns which can assist, guide, and inspire design work Game design research aims at Making the principles of how to design explicitGiving designers a conscious layer of self-evaluationMaking it easier to consciously break the principles and to seek new forms of expressionCreating vocabulary that enables communicating design ideas and teaching the trade11Examples of Ludological Methods & Tools Many researchers and practitioners have developed methods and models to design gamesThe following methods and models are all recently proposed and display the ludological attitude in practice12Chris CrawfordThe Art of Computer Game Design (1984) may well be the first contemporary treatise with a strong ludological attitudeCrawford identifies four common factors between all games:RepresentationInteractionConflictSafetySee also Chris Crawford on Game Design (2003)13Greg Costikyan“I Have No Words & I Must Design” (1994)Identifies design choices that have to be made when games are designed And the main features necessary for games and that should be taken into account by game designers when making games:Decision makingGoalsOppositionManaging resourcesGame tokensInformation14MDA Framework (1/2)‘Mechanics, Dynamics, and Aesthetics’By Robin Hunicke, Marc LeBlanc and Robert Zubek Employed in the Game Tuning Workshops held in Game Developers’ Conferences since 2001MDA framework consists of three main components:Mechanics that describe the parts of a game at the level of data representation and algorithmsDynamics that describe the run-time behavior of the gameAesthetics that describe desirable emotional responses evoked in the player during gameplay15MDA Framework (2/2)The Aesthetics can be broken up into more distinct components; ‘Eight Forms of Fun ’:Sensation, game as sensory pleasureFantasy, game as make-believeNarrative, game as dramaChallenge, game as obstacle courseFellowship, game as social frameworkDiscovery, game as uncharted territoryExpression, game as self-discoverySubmission, game as pastime. MDA’s goal is to provide a framework to span between game design, development, game criticism and research16Formal
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