Adapting game mechanics with Micro-Machinations

In early game development phases game designers adjust game rules in a rapid, iterative and flexible way. In later phases, when software prototypes are available, play testing provides more detailed feedback about player experience. More often than not, the realized and the intended gameplay emerging from game software differ. Unfortunately, adjusting it is hard because designers lack a means for efficiently defining, fine-tuning and balancing game mechanics. The language Machinations provides a graphical notation for expressing the rules of game economies that fits with a designer’s understanding and vocabulary, but is limited to design itself. Micro-Machinations (MM) formalizes the meaning of core language elements of Machinations enabling reasoning about alternative behaviors and assessing quality, making it also suitable for software development. We propose an approach for designing, embedding and adapting game mechanics iteratively in game software, and demonstrate how the game mechanics and the gameplay of a tower defense game can be easily changed and promptly play tested. The approach shows that MM enables the adaptability needed to reduce design iteration times, consequently increasing opportunities for quality improvements and reuse.

[1]  Katie Salen,et al.  Rules of play: game design fundamentals , 2003 .

[2]  Michael Mateas,et al.  An interactive game-design assistant , 2008, IUI '08.

[3]  Manuel Araújo,et al.  Modeling Games with Petri Nets , 2009, DiGRA Conference.

[4]  Jonathan Schaeffer,et al.  ScriptEase: generative design patterns for computer role-playing games , 2004, Proceedings. 19th International Conference on Automated Software Engineering, 2004..

[5]  Simon Colton,et al.  Mechanic Miner: Reflection-Driven Game Mechanic Discovery and Level Design , 2013, EvoApplications.

[6]  J. Dormans,et al.  Engineering emergence: applied theory for game design , 2012 .

[7]  Paul Klint,et al.  Micro-Machinations - A DSL for Game Economies , 2013, SLE.

[8]  Neil Katharine Game Design Tools: Time to Evaluate , 2012 .

[9]  Sus Lundgren,et al.  Game Design Patterns , 2003, DiGRA Conference.

[10]  Ernest Adams,et al.  Fundamentals of Game Design , 2006 .

[11]  Clara Fernández-Vara,et al.  Towards an Ontological Language for Game Analysis , 2005, DiGRA Conference.

[12]  Arie van Deursen,et al.  Domain-specific languages: an annotated bibliography , 2000, SIGP.

[13]  Robert Hirschfeld,et al.  ContextLua: dynamic behavioral variations in computer games , 2010, COP@ECOOP.

[14]  Ernest Adams,et al.  Game Mechanics: Advanced Game Design , 2012 .

[15]  Dan Fu,et al.  An AI Modeling Tool for Designers and Developers , 2007, 2007 IEEE Aerospace Conference.

[16]  Cyril Brom,et al.  Petri Nets for Game Plot , 2006 .