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Players play: extending the lexicon of games and designing for player interaction
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Players play: extending the lexicon of games and designing for player interaction

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Content Copyright
 2013
  Simon
 Wiscombe
 

 

 

 

 

 
PLAYERS
 PLAY:
 
EXTENDING
 THE
 LEXICON
 OF
 GAMES
 AND
 DESIGNING
 FOR
 PLAYER
 INTERACTION
 

 

 
by
 
Simon
 Wiscombe
 

 

 
__________________________________________________________________________________
 

 
A
 Thesis
 Presented
 to
 the
 
FACULTY
 OF
 THE
 USC
 SCHOOL
 OF
 CINEMATIC
 ARTS
 
UNIVERSITY
 OF
 SOUTHERN
 CALIFORNIA
 
In
 Partial
 Fulfillment
 of
 the
 
Requirements
 for
 the
 Degree
 
MASTER
 OF
 FINE
 ARTS
 
(INTERACTIVE
 MEDIA)
 

 
May
 2013
 

   
 

  ii
 
Acknowledgements
 

  A
 thesis
 of
 this
 kind
 would
 not
 have
 been
 possible
 without
 the
 assistance,
 
collaboration,
 consultation,
 and
 support
 of
 many
 countless
 individuals
 over
 its
 
course.
 All
 of
 the
 following
 have
 been
 integral
 to
 the
 process;
 this
 thesis
 couldn’t
 
have
 been
 done
 without
 them.
 

  I’d
 like
 to
 thank
 my
 committee,
 not
 only
 for
 their
 continual
 support,
 but
 also
 
their
 individual
 and
 invaluable
 contributions
 to
 the
 project.
 Much
 gratitude
 goes
 to
 
Peter
 Brinson,
 my
 committee
 chair,
 as
 his
 perspective
 on
 art
 and
 game
 creation
 
helped
 focus
 and
 scope
 my
 piece
 in
 order
 to
 both
 refine
 the
 experience
 and
 keep
 
myself
 sane.
 Steve
 Anderson’s
 critical
 media
 perspective
 was
 incredibly
 important
 
in
 establishing
 a
 theoretical
 framework,
 and
 his
 willingness
 to
 engage
 in
 discussion
 
greatly
 crafted
 not
 only
 this
 project
 but
 also
 my
 perspective
 on
 media
 studies.
 Kellee
 
Santiago’s
 unique
 experience
 with
 crafting
 meaningful
 experiences
 in
 games
 gave
 
me
 early
 insight
 into
 potential
 design
 pitfalls
 to
 avoid.
 And
 finally,
 Jeffrey
 Lin’s
 
feedback
 on
 player
 interactions
 was
 a
 massive
 help
 as
 the
 project
 developed.
 
 And
 of
 
course,
 the
 huge
 number
 of
 faculty
 and
 mentors
 who
 have
 given
 me
 time
 and
 
feedback:
 Tracy
 Fullerton,
 Mark
 Bolas,
 Jeremy
 Gibson,
 Chanel
 Summers,
 Richard
 
Lemarchand,
 and
 Martientina
 Gotsis.
 
During
 the
 past
 three
 years,
 I
 have
 learned
 more
 from
 my
 peers
 than
 I
 could
 
have
 ever
 imagined.
 I’d
 like
 to
 thank
 the
 entirety
 of
 the
 Interactive
 Media
 class
 of
 
2013
 for
 all
 our
 time
 together,
 from
 the
 critically
 vigorous
 to
 the
 social
 
engagements.
 

 

  iii
 

  A
 game
 can’t
 be
 made
 without
 collaborators
 and
 consultants,
 so
 a
 huge
 
thanks
 to
 Evan
 Stern,
 Claire
 Hosking,
 Chris
 Muriel,
 Ben
 Young,
 Andres
 Villarreal,
 
 
Jason
 Gibson,
 Bryan
 Edelman,
 Jason
 Mathias,
 Loan
 Verneau,
 Kedar
 Reddy,
 Evan
 
Sforza,
 and
 Alex
 Beachum.
 I’d
 like
 to
 thank
 Sarah
 Brin
 for
 being
 someone
 with
 
whom
 I
 could
 discuss
 often
 inane
 and
 unformed
 ideas.
 I’ve
 also
 been
 fortunate
 
enough
 over
 the
 last
 few
 years
 to
 collaborate
 on
 projects
 with
 Jeff
 Watson,
 who
 has
 
become
 both
 a
 trusted
 professional
 colleague
 and
 a
 personal
 friend;
 I
 look
 forward
 
to
 working
 together
 in
 the
 future.
 
And
 finally,
 I
 thank
 my
 family
 for
 their
 continued
 and
 unwavering
 support.
 

   
 

  iv
 
Table
 of
 Contents
 
Acknowledgements
  ii
 
List
 of
 Figures
  vi
 
Abstract
  vii
 
Introduction
  1
 
1.0
 The
 State
 of
 Game
 Design
 Frameworks
  4
 
1.1
 The
 Current
 Framework
 of
 Game
 Design,
 Critique,
 and
 Research
  4
 
1.2
 Observations
 and
 Analysis
  5
 
2.0
 A
 New
 Framework
 for
 Games
 and
 Play
  10
 
2.1
 Components
 of
 a
 New
 Framework
  10
 
2.2
 Considerations
  12
 
2.3
 Implications
 and
 Areas
 Addressed
  13
 
2.4
 Others’
 Work
 in
 this
 Area
  15
 
2.5
 Works
 Reimagined
  16
 
3.0
 Exploring
 the
 New
 Framework
 in
 Personal
 Designs
  18
 
3.1
 Three
 Generations
  18
 
3.2
 Reality
 Ends
 Here
  20
 
3.3
 Building
 to
 Thesis
 Work
  23
 
4.0
 (A
 game
 for)
 TWO
  29
 
4.1
 General
 Description
  29
 
4.2
 Conceptual
 Foundation
  30
 
4.3
 User
 Experience
  32
 
4.3.1
 The
 Greater
 World
  33
 
4.3.2
 Trials
  34
 
4.3.3
 The
 Narrative
 Arc
  38
 
4.4
 Review
 of
 Social
 Relationships
 and
 Partnerships
 in
 Games
  39
 
4.5
 Evaluation
 Methods
  44
 
5.0
 Discussion
  46
 

  v
 
5.1
 The
 New
 Framework,
 Applied
  46
 
5.2
 Two
 Discussion
 Points
  48
 
5.3
 Future
 Considerations
 for
 Two
  51
 
6.0
 Conclusion
  53
 
Bibliography
  54
 

 

   
 

  vi
 
List
 of
 Figures
 
Figure
 1:
 Elements
 of
 Games
  11
 
Figure
 2:
 Three
 Generations,
 The
 Board
 Game
  19
 
Figure
 3:
 A
 Card
 Packet
 from
 Reality
 Ends
 Here
  21
 
Figure
 4:
 Bond
 Cards
  23
 
Figure
 5:
 Company
 Logos
 in
 Window
 Shopping
  25
 
Figure
 6:
 Abstract
 Communication
 forming
 Abstract
 Worlds
  27
 
Figure
 7:
 Island
 Survival
 Prototype
  28
 
Figure
 8:
 Intensity
 Curve
 of
 Two
  31
 
Figure
 9:
 Early
 Island
 Concept
  33
 
Figure
 10:
 World
 Line
 Progression
 (Concept)
  34
 
Figure
 11:
 Early
 Working
 Iteration
 of
 The
 Climb
  35
 
Figure
 12:
 Early
 Iteration
 of
 The
 Find
  36
 
Figure
 13:
 The
 Cliff,
 after
 Path
 Masking
  37
 
Figure
 14:
 Two
 Players
 playing
 Journey
  40
 
Figure
 15:
 The
 End
 of
 Us
  42
 
Figure
 16:
 Distant
 Shore
  43
 

   
 

  vii
 
Abstract
 
This
 document
 establishes
 a
 framework
 for
 design,
 development,
 research,
 
and
 criticism
 in
 games
 that
 is
 comprised
 of
 five
 main
 elements:
 Mechanics,
 
Aesthetics,
 Player
 Affordances,
 Context,
 and
 Dynamics.
 It
 was
 developed
 through
 a
 
series
 of
 design
 experiments
 and
 an
 analysis
 of
 games
 whose
 success
 hinges
 
primarily
 on
 social
 and
 cultural
 components
 not
 mentioned
 in
 current
 frameworks.
 
Drawing
 on
 these
 new
 elements,
 this
 document
 presents
 a
 case
 study
 of
 the
 entire
 
development
 process
 of
 a
 game
 made
 with
 this
 new
 framework.
 Two
 is
 a
 game
 that
 
models
 how
 two
 people
 form
 partnerships
 and
 relationships
 in
 a
 series
 of
 
challenges,
 relying
 on
 the
 interactions
 of
 players
 to
 guide
 its
 gameplay
 experience.
 
The
 development
 of
 Two
 presents
 a
 strong
 argument
 for
 the
 incorporation
 of
 social
 
and
 cultural
 elements
 in
 both
 the
 creation
 and
 analysis
 of
 games
 as
 a
 means
 to
 
enhance
 the
 experience
 and
 impact
 of
 play.
 

 

  1
 
Introduction
 

  I
 still
 remember
 the
 day
 I
 stopped
 playing
 little
 league
 baseball.
 I
 had
 just
 
started
 attending
 high
 school,
 when
 the
 phone
 rang.
 Coach
 was
 on
 the
 line,
 asked
 
about
 how
 I’d
 been
 in
 the
 off-­‐season,
 and
 then,
 after
 a
 few
 minutes
 of
 small
 talk,
 he
 
asked
 me
 if
 I’d
 be
 returning.
 “No,”
 I
 decided,
 “I
 don’t
 think
 I’ll
 be
 coming
 back
 this
 
year.”
 

  It
 stays
 with
 me
 because
 I
 felt
 enormous
 pressure
 to
 keep
 playing.
 The
 social
 
structure
 of
 this
 league
 was
 intense,
 so
 much
 so
 that
 my
 last
 year
 consisted
 of
 a
 
terrible
 batting
 average
 and
 an
 almost
 permanent
 spot
 in
 right
 field
 (for
 those
 
blissfully
 unaware,
 right
 field
 is
 traditionally
 the
 lowest
 positional
 rung
 in
 the
 ladder
 
of
 skill
 in
 the
 minors),
 even
 though
 I’m
 not
 a
 terrible
 player.
 It
 was
 a
 highly
 
competitive
 and
 very
 talented
 league.
 It
 was
 a
 terrible
 place
 for
 a
 child
 to
 play,
 and
 it
 
wasn’t
 fun.
 

  Current
 game
 frameworks
 would
 suggest
 that
 every
 game
 of
 baseball
 is
 more
 
or
 less
 played
 in
 the
 same
 way,
 from
 the
 high-­‐paying
 Major
 League
 Baseball
 to
 the
 
neighborhood
 sandlot.
 It’s
 a
 set
 of
 rules
 by
 which
 all
 players
 are
 expected
 to
 perform
 
to
 their
 abilities.
 Fun
 names
 are
 given
 to
 the
 equipment
 used
 (bats,
 balls,
 and
 bases),
 
scoring
 is
 called
 a
 “run”,
 and
 a
 well-­‐padded
 man
 sits
 behind
 the
 catcher
 traditionally
 
yelling
 indeterminable
 words
 like
 “STEEEEWWAAAAHHH!”
 and
 “HWWOOOLL!”
 
How
 each
 game
 plays
 out
 can
 vary
 wildly
 due
 to
 chance
 and
 skill,
 but
 the
 team
 with
 
the
 highest
 score
 after
 nine
 innings
 wins
 and
 both
 teams
 go
 home.
 

  2
 

  Anyone
 who
 has
 played
 a
 game
 of
 baseball
 knows
 otherwise.
 The
 context
 
dramatically
 affects
 the
 resultant
 dynamic
 of
 play.
 A
 state
 little
 league
 championship
 
game
 will
 play
 out
 in
 a
 completely
 different
 manner
 than
 a
 pick-­‐up
 game
 in
 a
 back
 
yard.
 Those
 with
 money
 and
 equipment
 may
 emphasize
 team-­‐based
 winning,
 while
 
those
 with
 just
 a
 bat
 and
 a
 ball
 may
 care
 more
 about
 who
 can
 hit
 the
 farthest,
 
putting
 importance
 on
 personal
 moments
 of
 glory
 and
 discarding
 the
 score
 
completely.
 
Baseball
 also
 has
 an
 amazingly
 flexible
 system
 of
 rules
 and
 player-­‐
interactions.
 Any
 of
 the
 groups
 mentioned
 beforehand
 can
 easily
 modify
 rules
 
during
 play
 to
 better
 support
 a
 sense
 of
 fairness.
 Players
 can
 influence
 each
 other
 by
 
cheering,
 booing,
 heckling,
 and
 supporting.
 A
 coach’s
 personal
 style
 can
 dramatically
 
alter
 the
 game
 dynamic,
 and
 a
 bad
 umpire
 can
 lead
 to
 a
 frustrating
 experience.
 
These
 considerations
 are
 missing
 from
 game
 frameworks,
 that
 tend
 to
 
consider
 games
 as
 a
 system
 of
 formal
 elements,
 an
 aesthetic
 layer
 on
 top,
 and
 the
 
run-­‐time
 behavior
 of
 these
 two
 combining
 with
 the
 players
 themselves.
 While
 
viewing
 games
 in
 this
 manner
 is
 a
 strong
 foundation,
 failing
 to
 consider
 the
 
potential
 influence
 of
 a
 player
 and
 their
 sociocultural
 context
 leaves
 out
 the
 
strongest
 appeal
 of
 this
 medium:
 the
 interactivity.
 
This
 document
 seeks
 to
 amend
 this
 by
 expanding
 the
 current
 definitions
 of
 
modern
 accepted
 frameworks
 by
 including
 two
 new
 areas:
 Context
 and
 Player
 
Affordances.
 It
 runs
 through
 a
 number
 of
 games
 that
 take
 on
 new
 meaning
 when
 
exposed
 to
 these
 new
 elements,
 including
 designs
 and
 experiments
 I
 created
 over
 

  3
 
the
 last
 few
 years.
 Finally,
 it
 discusses
 a
 case
 study
 of
 a
 game
 prototyped
 and
 
designed
 with
 the
 entire
 new
 framework
 in
 mind.
 
This
 game
 Two,
 models
 the
 way
 by
 which
 two
 people
 form
 relationships
 into
 
a
 game.
 It
 places
 two
 players
 onto
 an
 island
 and
 tasks
 them
 with
 making
 it
 to
 the
 
other
 side
 in
 order
 to
 leave.
 Along
 they
 way,
 their
 path
 will
 be
 gated
 by
 a
 series
 of
 
three
 challenges,
 all
 based
 in
 various
 means
 of
 player-­‐player
 interaction,
 and
 each
 
requiring
 them
 to
 communicate,
 work
 together,
 and
 trust
 one
 another
 in
 order
 to
 
progress.
 Two
 is
 designed
 from
 a
 player
 affordance
 and
 interaction
 perspective,
 
which
 necessitates
 the
 new
 framework
 proposed,
 and
 playtests
 of
 Two
 make
 a
 
compelling
 argument
 for
 the
 consideration
 of
 these
 new
 areas
 as
 a
 means
 of
 
enhancing
 players’
 experience
 and
 impact
 of
 play.
 

 
 

   
 

  4
 
1.0
 The
 State
 of
 Game
 Design
 Frameworks
 
1.1
 The
 Current
 Framework
 of
 Game
 Design,
 Critique,
 and
 Research
 
 
In
 2004,
 Marc
 LeBlanc,
 an
 educator
 and
 designer
 of
 video
 games,
 gave
 a
 
lecture
 at
 Northwestern
 University
 entitled
 “Mechanics,
 Dynamics,
 Aesthetics:
 A
 
Formal
 Approach
 to
 Game
 Design”.
 Building
 off
 of
 this
 presentation,
 LeBlanc
 joined
 
with
 Robin
 Hunicke
 and
 Robert
 Zubek
 to
 write
 a
 “formal
 approach
 to
 understanding
 
game[s]
 […]
 which
 attempts
 to
 bridge
 the
 gap
 between
 game
 design
 and
 
development,
 game
 criticism,
 and
 technical
 game
 research.”
 (Hunicke
 et
 al,
 2004).
 
They
 outlined
 a
 new
 method
 by
 which
 to
 discuss
 games
 and
 their
 components:
 
mechanics,
 the
 particular
 components
 of
 the
 game
 represented
 by
 data
 and
 
algorithms,
 aesthetics,
 the
 emotional
 responses
 of
 play,
 and
 dynamics,
 the
 run-­‐time
 
behavior
 of
 mechanics
 (LeBlanc,
 2004).
 In
 brief,
 the
 paper
 aimed
 to
 define
 a
 
common
 vocabulary
 that
 would
 be
 used
 by
 all
 those
 who
 wished
 to
 create,
 analyze,
 
or
 discuss
 games.
 
This
 framework
 is
 a
 formalization
 of
 concepts
 and
 definition
 of
 games
 that
 
had
 been
 explored
 and
 similarly
 suggested
 by
 other
 game
 designers
 and
 
researchers.
 In
 their
 text,
 Rules
 of
 Play,
 Katie
 Salen
 and
 Eric
 Zimmerman
 outlined
 a
 
definition
 of
 games
 as
 “a
 system
 in
 which
 players
 engage
 in
 an
 artificial
 conflict,
 
defined
 by
 rules,
 that
 results
 in
 a
 quantifiable
 outcome”
 (Salen
 et
 al,
 2003).
 In
 his
 
pioneering
 book,
 The
 Art
 of
 Computer
 Game
 Design,
 Chris
 Crawford
 outlines
 four
 
qualities
 of
 games:
 representation,
 interaction,
 conflict,
 and
 safety,
 the
 first
 three
 of
 
which
 mirror
 the
 MDA
 framework
 almost
 exactly
 (Crawford,
 1984).
 Johan
 
Huizinga’s
 study
 of
 play
 in
 culture,
 Homo
 Ludens,
 provides
 insight
 into
 what
 he
 

  5
 
describes
 as
 play:
 a
 free
 activity
 that
 is
 outside
 ordinary
 life,
 proceeds
 according
 to
 
rules,
 takes
 place
 in
 its
 own
 boundaries
 of
 time
 and
 space,
 and
 is
 utterly
 absorbing
 
(Huizinga,
 1955).
 Despite
 his
 book,
 Man,
 Play,
 and
 Games
 being
 a
 direct
 response
 to
 
Huizinga,
 Roger
 Caillois,
 a
 French
 sociologist,
 still
 agreed
 that
 games
 were
 
“uncertain”,
 “make-­‐believe”,
 and
 “governed
 by
 rules”
 (Caillois,
 2001).
 In
 her
 book,
 
Game
 Design
 Workshop,
 Tracy
 Fullerton
 echoes
 a
 similar
 sentiment
 of
 MDA
 when
 
looking
 at
 games
 through
 the
 lens
 of
 a
 designer,
 breaking
 games
 down
 into
 formal
 
elements
 and
 dramatic
 elements
 that
 interact
 through
 system
 dynamics
 (Fullerton,
 
2008).
 These
 shared
 connections
 make
 MDA
 a
 very
 convenient
 representation
 of
 
the
 current
 model
 of
 how
 the
 world
 of
 games
 formally
 perceives
 its
 own
 medium.
 
1.2
 Observations
 and
 Analysis
 
For
 all
 its
 popularity
 and
 ubiquity,
 MDA
 is
 not
 without
 its
 share
 of
 critics.
 
Soon
 after
 it
 was
 published,
 Jesper
 Juul,
 a
 video
 game
 studies
 theorist,
 noted
 that
 
while
 he
 approved
 of
 many
 points
 outlined
 in
 the
 MDA
 framework,
 it
 remained
 very
 
system-­‐oriented,
 separating
 too
 much
 the
 idea
 of
 mechanics
 and
 aesthetics.
 He
 also
 
took
 issue
 with
 the
 idea
 that
 the
 player
 and
 designer
 work
 from
 opposite
 ends
 of
 a
 
spectrum,
 arguing
 that
 he
 feels
 players
 experience
 the
 game
 as
 a
 multi-­‐layered
 
package
 where
 aesthetic
 pleasure
 could
 result
 from
 interactions
 between
 dynamics
 
and
 mechanics
 (Juul,
 2004).
 More
 recently,
 game
 designer
 Borut
 Pfeifer
 makes
 a
 
valid
 claim
 that
 MDA
 is
 very
 much
 a
 product
 of
 its
 time,
 referring
 to
 leaps
 and
 

  6
 
bounds
 made
 in
 the
 world
 of
 design
 by
 independent
 and
 innovative
 designers
 that
 
push
 the
 boundary
 of
 how
 games
 are
 perceived
 and
 defined
 (Pfeifer,
 2011)
1
.
 

  While
 I
 agree
 with
 the
 criticisms
 of
 Juul
 and
 Pfeifer
 listed
 above,
 I
 believe
 that
 
this
 is
 not
 necessarily
 an
 issue
 with
 the
 vocabulary
 outlined
 in
 MDA.
 The
 framework
 
that
 LeBlanc
 originally
 penned
 works
 well
 when
 one
 studies
 games
 as
 entities
 in
 
and
 of
 themselves
 —
 as
 a
 standalone,
 independent
 artifact.
 But,
 if,
 as
 is
 claimed
 in
 
the
 paper,
 that
 the
 vocabulary
 of
 mechanics,
 dynamics,
 and
 aesthetics
 is
 meant
 to
 
bridge
 the
 gap
 between
 design
 and
 development,
 criticism,
 and
 research,
 it
 would
 
be
 hard
 pressed
 to
 do
 so
 without
 considering
 the
 game’s
 context.
 
Not
 acknowledging
 the
 importance
 of
 the
 cultural
 and
 social
 implications
 of
 a
 
game
 undermines
 the
 great
 history
 of
 games
 and
 play
 as
 objects
 of
 retrospective,
 
bastions
 of
 community,
 and
 gatherings
 of
 great
 importance.
 The
 art
 world
 uses
 
games
 and
 play
 regularly,
 whether
 it
 be
 the
 play-­‐qualities
 of
 the
 Fluxus
 movement,
 
the
 philosophy
 of
 which
 was
 adopted
 by
 a
 wide
 array
 of
 artists
 from
 the
 60s
 to
 the
 
late
 80s
 (Friedman
 et
 al,
 2002),
 the
 act
 of
 repurposing
 a
 space
 through
 play
 that
 was
 
espoused
 by
 the
 Situationiste
 Internationnale
 (Debord,
 2006),
 or
 the
 modern
 day
 
work
 of
 Eddo
 Stern
 that
 “stills
 and
 examines
 some
 of
 the
 pervasive
 tropes
 of
 video
 
games
 and
 their
 larger
 implications
 in
 the
 real
 world”
 (Mizota,
 2012).
 Modern
 
sports
 games
 are
 a
 point
 of
 communal
 celebration
 and
 gathering;
 the
 Super
 Bowl,
 
the
 championship
 game
 of
 the
 National
 Football
 League,
 gathered
 just
 over
 110
 
million
 viewers
 in
 2011
 and
 2012
 (Statista).
 The
 New
 Games
 Movement
 was
 formed
 
alongside
 the
 civil
 rights
 and
 feminist
 movements
 as
 a
 response
 to
 the
 Vietnam
 War
 

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1

 It
 should
 be
 noted
 that
 while
 I
 agree
 with
 this
 specific
 claim
 by
 Pfeifer,
 I
 do
 not
 agree
 with
 many
 of
 
his
 other
 points
 of
 criticism,
 such
 as
 the
 idea
 that
 MDA
 should
 account
 for
 game-­‐player
 feedback.
 

  7
 
(Pearce
 et
 al,
 2007),
 and
 the
 type
 of
 games
 created
 would
 have
 had
 far
 less
 
significance
 of
 an
 effect
 without
 this
 cultural
 and
 social
 context.
 
From
 the
 design
 perspective,
 it
 is
 difficult
 to
 not
 imagine
 a
 game
 creation
 
process
 without
 assessing
 the
 current
 climate
 of
 play.
 The
 aforementioned
 New
 
Games
 Movement’s
 design
 principles
 were
 established
 from
 their
 desire
 to
 create
 
non-­‐zero
 sum
 play
 to
 shred
 the
 overly
 masculine
 and
 war-­‐like
 takeover
 of
 common
 
games
 (Pearce
 et
 al,
 2007).
 These
 were
 the
 founding
 principles
 that
 would
 lead
 to
 
the
 games
 created,
 and
 similar
 considerations
 should
 be
 minded
 when
 engaged
 in
 
the
 process
 of
 design.
 Who
 will
 play
 the
 game?
 From
 where
 do
 they
 come?
 What
 will
 
they
 take
 away
 from
 the
 game?
 Will
 my
 targeted
 demographic
 have
 access
 to
 the
 
technology
 or
 space
 required
 for
 play?
 Current
 game
 frameworks
 directly
 address
 
none
 of
 these
 questions.
 
Another
 major
 criticism
 of
 the
 mechanics-­‐dynamics-­‐aesthetics
 interaction
 is
 
the
 lack
 of
 player
 consideration.
 Similar
 to
 the
 inattention
 to
 social
 and
 cultural
 
status,
 MDA
 also
 places
 far
 too
 little
 emphasis
 on
 the
 relationships
 of
 players
 in-­‐
game,
 lacking
 a
 personal
 dimension
 that
 drives
 some
 of
 the
 most
 compelling
 
innovations
 in
 contemporary
 game
 design.
 This
 makes
 it
 hard
 to
 classify
 such
 
experiences,
 as
 we
 lack
 the
 vocabulary
 with
 which
 to
 formally
 address
 and
 discuss
 
them.
 An
 example
 is
 the
 TV
 game
 show
 Survivor,
 the
 first
 season
 of
 which
 was
 won
 
not
 by
 succeeding
 in
 the
 string
 of
 mini-­‐games
 provided
 by
 the
 show’s
 creators,
 but
 
rather
 by
 manipulating
 the
 social
 fabric
 of
 the
 teams
 of
 players
 (Salen
 and
 
Zimmerman,
 2003).
2

 
 

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
2

 For
 more
 discussion
 on
 Survivor
 and
 games
 like
 it,
 see
 Section
 2.5:
 Works
 Reimagined.
 

  8
 
In
 his
 Ph.D.
 dissertation,
 Jeff
 Watson
 proposes
 the
 idea
 of
 an
 “environmental
 
game”
 to
 describe
 the
 project
 Reality
 Ends
 Here
3
.
 Unlike
 other
 games,
 the
 idea
 of
 the
 
environmental
 game
 refers
 not
 just
 to
 a
 formal
 quality
 of
 the
 game
 system,
 but
 also
 
to
 the
 “setting
 and
 the
 purpose
 of
 the
 game.”
 He
 discusses
 the
 game
 in
 a
 larger
 
context
 than
 simply
 the
 daily
 actions
 of
 play;
 the
 game
 itself
 was
 designed
 to
 be
 as
 
much
 crafted
 by
 the
 players
 by
 interacting
 with
 the
 system
 as
 by
 the
 designers
 
themselves
 (Watson,
 2012).
 Such
 a
 phenomenon
 is
 extraordinarily
 difficult
 to
 
describe
 using
 current
 game
 frameworks.
 While
 dynamics
 could
 describe
 the
 run
 
time
 behavior
 of
 the
 system,
 there
 is
 no
 place
 in
 which
 to
 discuss
 the
 idea
 that
 the
 
game
 is
 constantly
 evolving
 with
 the
 players,
 and
 that
 these
 affordances
 for
 a
 
flexible
 system
 are
 designed
 into
 the
 system
 itself.
 MDA,
 and
 others
 like
 it,
 takes
 a
 
far
 too
 rigid
 approach.
 It
 encompasses
 system-­‐centric
 designs
 rather
 than
 those
 
designed
 for
 player-­‐player
 interaction.
 
Despite
 being
 a
 good
 foundation
 and
 laying
 the
 groundwork
 for
 a
 holistic
 
overview
 of
 the
 components
 of
 games,
 current
 frameworks’
 exceptions
 leave
 an
 
area
 that
 has
 yet
 to
 be
 defined
 or
 explored
 in
 a
 purposeful
 way.
 It
 is
 too
 system-­‐
dependent,
 separating
 the
 players
 and
 the
 creators
 to
 an
 extent
 that
 isn’t
 applicable
 
in
 many
 games.
 It
 fails
 to
 take
 into
 account
 the
 allowances
 for
 player
 interaction
 in
 
the
 game
 and
 play
 space,
 focusing
 mostly
 on
 the
 interaction
 between
 a
 player
 and
 a
 
system
 rather
 than
 the
 interaction
 between
 the
 player(s),
 system,
 and
 play
 
experience.
 And
 finally,
 by
 looking
 at
 a
 game
 as
 an
 entity
 that
 exists
 only
 within
 
itself,
 it
 ignores
 the
 greater
 social
 and
 cultural
 context
 of
 the
 game
 and
 leaves
 out
 a
 

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3

 Disclaimer:
 I,
 too,
 worked
 on
 Reality
 Ends
 Here
 and
 will
 discuss
 it
 again
 later.
 

  9
 
possible
 wealth
 of
 information
 that
 not
 only
 affects
 how
 a
 game
 is
 designed
 but
 also
 
how
 a
 game
 is
 played,
 received,
 observed,
 and
 remembered.
 
Given
 these
 deficiencies,
 I
 intend
 to
 propose
 a
 new
 framework
 for
 game
 
design,
 research,
 and
 criticism
 that
 takes
 a
 view
 of
 games
 as
 social
 and
 cultural
 
mediums
 of
 participation.
 It
 builds
 on
 the
 already
 strong
 foundation
 that
 MDA
 and
 
other,
 but
 adds
 player-­‐centric
 elements
 that
 are
 vital
 components
 when
 observing,
 
creating,
 or
 interpreting
 the
 entirety
 of
 a
 game’s
 experience
 and
 impact.
 
 

   
 

  10
 
2.0
 A
 New
 Framework
 for
 Games
 and
 Play
 
2.1
 Components
 of
 a
 New
 Framework
 

  In
 games,
 a
 system
 is
 constructed.
 Methods
 of
 communicating
 with
 that
 
system
 are
 designed.
 Affordances
 for
 players’
 interactions,
 both
 with
 the
 system
 and
 
with
 each
 other,
 are
 developed.
 An
 aesthetic
 is
 usually
 applied
 over
 the
 system
 to
 
make
 it
 approachable
 for
 the
 users,
 whose
 sociocultural
 backgrounds
 can
 
dramatically
 alter
 their
 play
 experience.
 These
 components
 interact
 with
 each
 other
 
to
 create
 a
 dynamic
 system
 that
 can
 be
 interpreted
 through
 experience
 and
 yet
 
remains
 unpredictable.
 This
 new
 framework
 seeks
 to
 build
 from
 and
 expand
 upon
 
the
 formalized
 structure
 of
 the
 MDA
 to
 better
 and
 more
 holistically
 address
 the
 
aspects
 of
 a
 game
 that
 are
 necessary
 to
 a
 fundamental
 vocabulary
 for
 the
 creation,
 
criticism,
 and
 research
 of
 games.
 It
 consists
 of
 5
 main
 components:
 

 
1. Mechanics
 are
 the
 rules,
 behaviors,
 and
 defined
 actions
 that
 the
 player
 may
 
take
 combined
 with
 the
 response
 and
 state
 change
 of
 the
 system
 in
 which
 the
 
player
 plays.
 
2. Aesthetics
 are
 the
 accouterments
 that
 add
 sense
 appeal
 and
 invite
 the
 
intended
 type
 and
 degree
 of
 emotional
 and
 stylistic
 investment
 from
 players.
 
3. Player
 Affordances
 are
 the
 freedoms
 granted
 to
 players
 to
 interact
 with
 
each
 other
 both
 inside
 and
 outside
 of
 the
 game,
 and
 the
 ability
 players
 have
 
to
 manipulate
 the
 game
 system
 itself.
 

  11
 
4. Context
 is
 the
 greater
 social
 and
 cultural
 implication
 of
 the
 game’s
 elements
 
and
 style
 of
 interaction.
 This
 exists
 on
 both
 a
 personal
 level
 for
 each
 
individual
 player
 and
 a
 greater
 societal
 implication.
 
5. Dynamics
 are
 the
 real-­‐time
 interaction
 of
 all
 aforementioned
 elements
 of
 a
 
game
 when
 it
 is
 being
 played.
 
Figure
 1:
 Elements
 of
 Games
 

 

 
Three
 of
 these,
 the
 mechanics,
 dynamics,
 and
 aesthetics,
 are
 very
 similar
 to
 
their
 counterparts
 in
 the
 MDA
 framework.
 Mechanics
 still
 largely
 refers
 to
 the
 game
 
system
 that
 dictates
 how
 the
 diegetic
 components
 interact
 on
 mathematical
 and
 
mechanical
 levels.
 Aesthetics
 refers
 to
 the
 narrative,
 the
 stylized
 game
 components,
 
and
 what
 Greg
 Costikyan
 refers
 to
 as
 color:
 the
 “pageantry
 and
 detail
 and
 sense
 of
 
place
 [that
 can]
 greatly
 add
 to
 a
 game’s
 emotional
 appeal”
 (Costikyan,
 1994).
 

  12
 
Dynamics
 is
 the
 allusion
 to
 how
 the
 four
 other
 pieces
 fit
 together
 in
 the
 game,
 and
 to
 
what
 extend
 they
 interweave
 themselves
 to
 deliver
 an
 interactive
 experience
 to
 the
 
user.
 

  The
 new
 additions,
 Player
 Affordances
 and
 Context,
 directly
 address
 the
 gaps
 
in
 current
 frameworks
 by
 expanding
 it
 to
 player-­‐centric
 contributions
 to
 Dynamics.
 
Context
 refers
 to
 the
 social
 and
 cultural
 biases
 that
 players
 inevitably
 bring
 to
 the
 
gameplay
 experience
 before
 they
 engage,
 while
 they
 play,
 and
 after
 they
 have
 
finished.
 It
 speaks
 to
 all
 references
 to
 historical
 material,
 social
 situations,
 and
 
cultural
 bastions
 that
 may
 color
 their
 experience.
 Player
 Affordances
 speak
 to
 the
 
manner
 and
 degree
 to
 which
 players
 can
 manipulate
 and
 interact
 with
 each
 other.
 
“Players”
 in
 this
 case
 refers
 to
 anyone
 or
 anything
 that
 interacts
 with
 the
 
mechanically
 driven
 system.
 In
 most
 analog
 and
 board
 games,
 this
 consists
 of
 the
 
persons
 playing
 the
 game.
 In
 most
 digital
 games,
 however,
 there
 is
 commonly
 some
 
form
 of
 computer-­‐assisted
 decision-­‐making
 process
 that
 also
 interacts
 with
 the
 
system,
 whether
 it
 is
 a
 complexly
 programmed
 AI
 or
 a
 simple
 random
 number
 
generator.
 The
 ability
 of
 one
 agent
 to
 influence
 another,
 whether
 human
 or
 not,
 
needs
 to
 be
 accounted
 for.
 
 
2.2
 Considerations
 

 
  It
 is
 important
 to
 note
 that,
 while
 the
 non-­‐Dynamics
 components
 are
 
separated
 by
 name,
 it
 is
 very
 difficult
 to
 separate
 them
 in
 the
 analysis
 of
 game
 play.
 
By
 their
 very
 nature,
 the
 aesthetics
 of
 a
 game
 will
 inherently
 alter
 the
 context
 of
 the
 
game’s
 affordances,
 and
 the
 aesthetics
 of
 a
 game
 can
 iterate
 around
 to
 affect
 the
 
mechanics
 of
 play.
 In
 addition,
 allowing
 players
 the
 freedom
 to
 alter
 formal
 

  13
 
elements
 of
 the
 game
 can
 dramatically
 affect
 the
 mechanics
 of
 the
 game,
 much
 like
 it
 
does
 in
 the
 card
 game
 Fluxx.
 While
 dynamics
 is
 the
 construct
 that
 is
 only
 observable
 
during
 an
 interaction,
 it
 is
 important
 to
 note
 that
 the
 other
 categories
 remain
 
flexible
 even
 when
 comprehensively
 designed
 or
 considered.
 

  The
 other
 caveat
 with
 this
 new
 framework
 is
 to
 acknowledge
 that
 all
 games
 
exist
 on
 a
 spectrum
 of
 polarities
 within
 these
 three
 areas.
 Some
 games
 are
 heavily
 
mechanics-­‐based,
 where
 a
 rigid
 system
 exists
 with
 little
 Aesthetic
 or
 Dynamic
 flair
 
(puzzles
 can
 be
 an
 example
 of
 this),
 while
 some
 have
 hardly
 any
 rigid
 Mechanics
 at
 
all.
 Calvinball,
 a
 fictional
 game
 constructed
 in
 the
 mind
 of
 cartoonist
 Bill
 Watterson
 
illustrates
 this
 well,
 as
 the
 only
 rules
 that
 exist
 are
 those
 which
 say
 that
 any
 rule
 is
 
allowed
 to
 be
 made
 up
 as
 the
 players
 play
 (Watterson,
 2005).
 The
 same
 can
 be
 said
 
about
 Aesthetics
 and
 Player
 Affordances.
 A
 game
 like
 Tetris
 has
 few
 Player
 
Affordances,
 while
 a
 game
 like
 Survivor
 has
 many.
 A
 mighty
 adventure
 through
 the
 
jungle
 in
 Uncharted
 is
 filled
 with
 layers
 upon
 layers
 of
 cinematics,
 while
 a
 game
 like
 
Spelltower
 has
 far
 fewer
 (albeit
 still
 a
 healthy
 number
 of)
 visual
 and
 audio
 cues.
 
While
 games
 are
 comprised
 of
 all
 five
 elements,
 they
 are
 likely
 to
 be
 heavily
 
influenced
 by
 one
 or
 more
 of
 them,
 and
 can
 occasionally
 lack
 emphasis
 in
 one
 of
 the
 
others.
 
2.3
 Implications
 and
 Areas
 Addressed
 

  The
 extension
 of
 MDA
 to
 a
 vocabulary
 that
 both
 broadens
 the
 scope
 of
 a
 
game’s
 formal
 elements
 and
 creates
 an
 emphasis
 on
 players’
 experiences
 leads
 to
 a
 
number
 of
 greater
 implications
 and
 considerations
 in
 both
 the
 design
 and
 study
 of
 
games.
 First,
 it
 expands
 the
 vocabulary
 of
 games
 to
 better
 address
 those
 that
 are
 less
 

  14
 
system-­‐dependent
 yet
 still
 have
 a
 large
 range
 of
 possible
 dynamics
 emerging
 out
 of
 
the
 structure
 of
 play.
 It
 also
 suggests
 that
 designers
 and
 developers
 consider
 a
 few
 
more
 points
 during
 their
 design
 process
 (many
 of
 which
 do
 already):
 the
 greater
 
cultural
 and
 social
 context
 of
 play
 in
 their
 game,
 what
 players
 will
 bring
 to
 the
 game,
 
what
 they
 will
 take
 away,
 and
 to
 what
 degree
 players
 will
 be
 able
 to
 interact
 before,
 
during,
 and
 after
 play.
 It
 also
 suggests
 that
 individual
 players
 will
 bring
 as
 much
 to
 
the
 meaning
 of
 a
 game
 as
 the
 design
 of
 the
 game
 itself.
 

  In
 addition,
 the
 Mechanics,
 Aesthetics,
 Player
 Affordances,
 and
 Dynamics
 
framework
 acknowledges
 the
 greater
 presence
 and
 effect
 that
 games
 have
 had
 on
 
audiences
 and
 opens
 a
 formal
 avenue
 for
 this
 discussion.
 This
 idea
 is
 not
 completely
 
novel
 in
 terms
 of
 the
 formal
 study
 and
 criticism
 of
 games.
 Alexander
 Galloway,
 a
 
media
 theorist,
 made
 the
 declaration
 that
 “games
 absolutely
 cannot
 be
 excised
 from
 
the
 social
 contexts
 in
 which
 they
 are
 played”
 when
 discussing
 the
 idea
 that
 realism
 
in
 games
 comes
 from
 a
 social
 realism
 through
 actions
 (Galloway,
 2006).
 Basketball,
 
despite
 the
 National
 Basketball
 Associate’s
 ascension
 to
 a
 massive
 economic
 and
 
corporate
 structure,
 has
 been
 declared
 one
 of
 the
 most
 impactful
 games
 ever
 made
 
thanks
 to
 its
 achievement
 of
 its
 mission
 to
 keep
 kids
 out
 of
 trouble
 and
 physically
 fit
 
(Fortugno,
 2011).
 But
 while
 these
 truths
 have
 been
 claimed
 through
 analysis
 of
 
games,
 the
 MAAD
 framework
 calls
 for
 these
 considerations
 to
 be
 made
 during
 the
 
design
 and
 construction
 phase
 and
 takes
 a
 much
 more
 holistic
 view
 on
 the
 possible
 
impacts
 of
 games.
 

  15
 
2.4
 Others’
 Work
 in
 this
 Area
 

  While
 the
 introduction
 of
 these
 new
 elements
 is
 a
 new
 vector
 in
 formally
 
incorporating
 them
 into
 a
 comprehensive
 framework,
 it
 is
 important
 to
 mention
 
that
 other
 game
 designers
 and
 researchers
 have
 either
 written
 about
 or
 discussed
 
similar
 concepts.
 

  Game
 designers
 have,
 for
 a
 long
 time,
 considered
 how
 players
 interact
 in
 
game-­‐spaces.
 The
 designers
 and
 developers
 of
 Journey
 have
 spoken
 many
 times
 
about
 how
 adapting
 and
 modifying
 the
 way
 players
 interacted
 in
 the
 game
 space
 
dramatically
 affected
 the
 style
 of
 play
 (Chen,
 2012),
 and
 regularly
 comment
 on
 how
 
dynamics
 can
 be
 altered
 by
 designing
 different
 levels
 of
 Player
 Affordances
 for
 the
 
players
 (Santiago,
 2012).
 Raphael
 Koster,
 who
 has
 designed
 multiplayer
 games
 for
 
decades,
 outlines
 what
 he
 calls
 “multiplayer
 mechanics”
 in
 a
 talk
 from
 2011,
 which
 
outlines
 a
 combination
 of
 Mechanics
 and
 Player
 Affordances
 that
 account
 for
 how
 
people
 play
 in
 social
 environments
 and
 social
 arrangements
 (Koster,
 2011)
4
.
 Social
 
reinforcement
 systems
 are
 even
 designed
 into
 some
 games
 in
 order
 to
 directly
 affect
 
the
 behavior
 of
 communities
 in
 a
 game
 environment,
 such
 as
 League
 of
 Legends’
 
Honor
 Initiative,
 which
 was
 designed
 to
 reinforce
 good
 behavior
 rather
 than
 the
 
traditional
 method
 of
 simply
 punishing
 bad
 (Lin,
 2012).
 

  Research
 done
 on
 games
 has
 also
 given
 credence
 to
 the
 idea
 that
 player
 
interactions
 can
 heavily
 alter
 their
 gameplay
 experience.
 A
 study
 done
 in
 2002
 on
 
the
 first
 person
 shooter
 game,
 Counter-­‐Strike,
 showed
 how
 text,
 voice,
 and
 the
 
bending
 of
 game
 rules
 allowed
 players
 to
 communicate
 in
 ways
 that
 severely
 tipped
 

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
4

 Koster
 doesn’t
 use
 the
 term
 “Player
 Affordances”,
 but
 many
 of
 his
 concepts
 fall
 under
 its
 definition.
 

  16
 
the
 competitive
 advantage
 of
 play
 (Wright,
 2002).
 Tony
 Manninen
 outlined
 a
 large
 
variety
 of
 potential
 interaction
 forms
 in
 multiplayer
 games
 and
 how
 they
 can
 
contribute
 to
 different
 types
 of
 actions
 in
 games,
 from
 the
 strategic
 language-­‐based
 
communication
 to
 inform
 and
 bluff
 to
 the
 dramaturgical
 appearance
 of
 one’s
 avatar
 
(Manninen,
 2003).
 Even
 modern
 games
 situated
 in
 social
 networks
 (e.g.
 Farmville)
 
rely
 on
 the
 ability
 of
 said
 networks
 to
 connect
 players
 with
 each
 other
 in
 order
 to
 
continue
 gameplay,
 and
 research
 has
 shown
 that
 players
 rely
 on
 these
 games
 to
 
maintain
 and
 elongate
 friendships
 by
 sharing
 experience
 together
 (Wohn,
 2011).
 

  While
 the
 addition
 of
 Player
 Affordances
 and
 Context
 do
 much
 to
 widen
 the
 
scope
 of
 modern
 frameworks
 for
 games,
 they
 incorporate
 concepts
 that
 have
 been
 
acknowledged
 as
 important
 by
 a
 number
 of
 professionals
 and
 researchers
 in
 the
 
field.
 
2.5
 Works
 Reimagined
 

   
 Given
 that
 this
 framework
 suggests
 an
 additional
 method
 of
 addressing
 
games,
 there
 are
 a
 few
 already-­‐made
 games
 that
 well
 illustrate
 examples
 of
 play
 
whose
 elements
 either
 did
 not
 completely
 fit
 within
 or
 are
 radically
 reimagined
 
when
 considered
 from
 an
 affordance
 perspective.
 

  Survivor,
 a
 television
 game
 show
 that
 premiered
 in
 the
 US
 in
 2000,
 is
 a
 good
 
example
 whose
 first
 season
 of
 play
 is
 indicative
 of
 an
 extreme
 example
 of
 
wonderfully
 designed
 player
 affordances
 that
 would
 come
 to
 dominate
 the
 outcome.
 
As
 Salen
 and
 Zimmerman
 describe
 in
 their
 book:
 
The
 role
 Richard
 Hatch
 assumed
 as
 the
 self-­‐proclaimed
 leader
 of
 “the
 alliance”
 in
 the
 first
 
season
 of
 the
 television
 series
 Survivor
 created
 a
 sharp
 divide
 among
 the
 three
 other
 
members
 of
 the
 group,
 culminating
 in
 feelings
 of
 bitterness
 and
 betrayal.
 Although
 the
 
alliance
 was
 originally
 conceived
 as
 a
 collaborative
 game
 strategy,
 the
 emergence
 of
 one
 of
 

  17
 
its
 members
 as
 a
 cutthroat
 competitor
 forced
 a
 re-­‐evaluation
 of
 social
 (and
 strategic)
 roles
 
within
 the
 game.
 (Salen
 et
 al,
 2004)
 
The
 creators
 of
 Survivor
 made
 the
 conscious
 decision
 to
 allow
 the
 players
 a
 large
 
degree
 of
 freedom
 to
 interact
 with
 each
 other.
 Whether
 this
 choice
 was
 made
 in
 
anticipation
 of
 better
 TV
 ratings,
 game
 design,
 or
 a
 combination
 of
 both,
 the
 winner
 
of
 the
 game
 arguably
 managed
 to
 rout
 his
 competitors
 in
 a
 broader
 social
 play
 
rather
 than
 just
 in
 the
 weekly
 mini-­‐games
 (Parsons,
 2000).
 While
 Survivor
 could
 be
 
described
 in
 a
 purely
 system
 and
 mechanics-­‐based
 approach,
 this
 description
 fails
 
to
 adequately
 describe
 the
 considerable
 impact
 of
 the
 player-­‐player
 interactions
 
that
 affected
 the
 gameplay
 dynamic.
 

  Games
 such
 as
 these,
 with
 a
 heavy
 social
 interaction,
 take
 on
 a
 completely
 
new
 meaning
 when
 Player
 Affordances
 and
 Context
 are
 taken
 into
 account
 in
 their
 
description
 and
 design.
 These
 types
 of
 games,
 as
 well
 as
 those
 that
 rely
 heavily
 on
 
cultural
 knowledge,
 are
 granted
 a
 better
 set
 of
 vocabulary
 by
 which
 to
 frame
 their
 
discussions
 and
 designs.
 

   
 

  18
 
3.0
 Exploring
 the
 New
 Framework
 in
 Personal
 Designs
 

  Over
 the
 past
 few
 years,
 I
 have
 developed
 a
 number
 of
 projects
 as
 part
 of
 a
 
greater
 research
 vector
 that
 eventually
 led
 to
 the
 development
 of
 the
 new
 
framework.
 These
 designs
 are
 largely
 about
 investigating
 the
 ways
 in
 which
 people
 
interact
 with
 each
 other
 in
 a
 game
 and
 how
 this
 influences
 and
 is
 influenced
 by
 
relationships
 outside
 of
 the
 play
 space.
 
3.1
 Three
 Generations
 

  The
 first
 game,
 Three
 Generations,
 was
 a
 board
 game
 about
 the
 California
 
eugenics
 movement.
 Together
 with
 immersive
 journalist
 Nonny
 de
 la
 Peña,
 I
 wanted
 
to
 model
 an
 abstraction
 of
 the
 broken
 social
 system,
 based
 on
 questionable
 
interpretations
 of
 Darwinian
 theories,
 which
 would
 have
 led
 to
 the
 general
 
acceptance
 of
 eugenics
 in
 the
 state
 at
 the
 beginning
 of
 the
 20
th

 century.
 The
 game
 
was
 played
 by
 two
 pairs
 of
 people
 squaring
 off
 against
 each
 other,
 taking
 turns
 
asking
 questions
 that
 would
 allow
 them
 to
 build
 up
 their
 portion
 of
 the
 city.
 These
 
questions
 were
 taken
 from
 the
 culturally
 and
 socially
 biased
 IQ
 test
 of
 the
 1920s
 
that
 was
 used
 in
 determining
 whether
 someone
 was
 mentally
 able;
 getting
 too
 many
 
of
 these
 wrong
 would
 irreversibly
 label
 a
 player
 ‘unfit’.
 This
 status
 would
 then
 place
 
a
 massive
 drain
 on
 the
 team’s
 resources,
 as
 the
 unfit
 player
 became
 a
 burden.
 It
 
would
 dramatically
 alter
 the
 game
 system,
 breaking
 it.
 The
 other
 person
 on
 the
 team
 
was
 then
 given
 the
 option
 of
 sending
 the
 player
 away
 (removing
 them
 from
 the
 
game)
 to
 Sonoma
 for
 “correction.”
 

  Basing
 the
 design
 of
 this
 game
 on
 the
 traditional
 MDA
 framework
 caused
 
some
 problems
 when
 it
 came
 to
 design.
 While
 the
 aesthetic
 of
 the
 game
 was
 defined
 

  19
 
simply
 by
 the
 nature
 of
 its
 topic,
 this
 was
 my
 first
 attempt
 at
 what
 I
 then
 labeled
 a
 
dynamics-­‐centric
 design.
 There
 were
 a
 number
 of
 problems
 with
 this,
 the
 largest
 
conceptual
 one
 being
 that
 dynamics
 are
 run-­‐time
 elements
 and
 cannot
 be
 directly
 
designed,
 since
 they
 must
 be
 observed
 before
 being
 assessed.
 Second,
 this
 left
 
mechanics
 in
 an
 awkward
 state
 of
 the
 chicken-­‐egg
 paradox:
 apart
 from
 trial
 and
 
error,
 how
 could
 one
 identify
 an
 interworking
 system
 that
 led
 to
 the
 correct
 
meaning?
 Where
 would
 one
 start?
 Eventually
 the
 design
 led
 through
 iterations
 
where
 I
 brute
 forced
 mechanics
 until
 they
 led
 to
 the
 correct
 player
 affordances
 
intended
 in
 the
 final
 game,
 though
 at
 the
 time,
 I
 did
 not
 recognize
 this
 as
 a
 
potentially
 new
 area
 of
 design.
 
Figure
 2:
 Three
 Generations,
 The
 Board
 Game
 

 

  The
 standard
 MDA
 framework
 also
 was
 unable
 to
 predict
 how
 this
 game’s
 
cultural
 and
 social
 context
 would
 so
 strongly
 dictate
 the
 style
 of
 play
 by
 each
 player.
 
While
 we
 expected
 some
 hesitancy
 from
 the
 players,
 we
 had
 clearly
 designed
 the
 

  20
 
game
 with
 a
 notion
 that
 a
 specific
 play
 dynamic
 would
 exist
 until
 a
 purposely-­‐
designed
 point
 where
 the
 game
 system
 would
 crumble.
 This
 could
 not
 have
 been
 
more
 false.
 Many
 players
 sensed
 an
 inequality
 in
 the
 game’s
 rules
 from
 the
 onset,
 
and
 given
 the
 ability
 to
 create
 “house
 rules”
 —
 a
 wonderfully
 specific
 affordance
 to
 
board
 games
 —
 some
 players
 thwarted
 the
 written
 rules
 in
 order
 to
 force
 a
 sense
 of
 
fair
 play.
 Others
 absolutely
 refused
 to
 participate.
 One
 mother
 exclaimed,
 “I’m
 not
 
going
 to
 send
 him
 to
 Sonoma,
 he’s
 my
 son!”
 when
 playing
 the
 game
 within
 a
 family
 
setting.
 A
 professor
 at
 Cal
 State
 Fullerton
 expressed
 interest
 in
 using
 the
 game
 to
 
assist
 in
 teaching
 an
 undergraduate
 class
 about
 the
 history
 and
 ethics
 of
 science,
 
where
 they
 incorporate
 student-­‐suggested
 game
 rules
 into
 the
 teaching
 
environment.
 These
 player-­‐system
 affordances,
 coupled
 with
 the
 greater
 cultural
 
and
 social
 context,
 has
 led
 to
 a
 dramatic
 increase
 in
 not
 only
 student
 participation,
 
but
 also
 engagement
 in
 class
 activities.
 The
 impact
 of
 players’
 social
 structure
 going
 
into
 and
 the
 cultural
 context
 through
 which
 they
 perceived
 the
 aesthetic
 of
 the
 
game,
 which
 should
 have
 been
 heavily
 considered
 in
 the
 game
 design
 process,
 is
 
absent
 from
 current
 game
 frameworks.
 
3.2
 Reality
 Ends
 Here
 

  Reality
 Ends
 Here,
 a
 game
 played
 by
 all
 undergraduate
 students
 in
 their
 first
 
semester
 of
 USC’s
 School
 of
 Cinematic
 Arts,
 was
 designed
 and
 implemented
 in
 the
 
summer
 of
 2011
 and
 rolled
 out
 in
 the
 succeeding
 fall.
 A
 small
 team
 was
 tasked
 with
 
creating
 it
 as
 a
 push
 to
 reimagine
 the
 film
 school
 experience
 for
 a
 contemporary
 era
 
of
 media
 creation.
 In
 order
 to
 increase
 the
 longevity
 and
 engagement
 of
 the
 
experience,
 the
 game
 was
 tiered
 to
 allow
 for
 different
 levels
 of
 interaction.
 At
 the
 

  21
 
core
 there
 existed
 a
 media-­‐making
 card
 game:
 cards
 can
 be
 put
 together
 in
 a
 
structured
 manner
 to
 describe
 a
 media
 artifact.
 The
 students
 then
 made
 the
 project
 
described
 by
 the
 cards,
 submitted
 it
 to
 a
 website
 (which
 is
 a
 small
 social
 network),
 
where
 other
 students
 could
 rate
 and
 comment
 on
 it.
 Point
 values
 were
 assigned
 to
 
the
 deal
 based
 on
 the
 cards
 used,
 and
 the
 top-­‐scoring
 players
 from
 each
 week
 were
 
rewarded
 with
 a
 meeting
 with
 a
 well-­‐established
 film
 school
 alumnus.
 In
 addition,
 
there
 was
 a
 cryptic,
 subversive
 narrative
 encompassing
 the
 entirety
 of
 the
 game;
 
Reality
 Ends
 Here
 drew
 players
 in
 through
 secret
 communication
 and
 puzzles,
 and
 
we
 created
 activities
 throughout
 the
 game
 in
 which
 they
 participated
 by
 moving
 
around
 physical
 spaces
 and
 finding
 artifacts
 or
 clues.
5

 
 
Figure
 3:
 A
 Card
 Packet
 from
 Reality
 Ends
 Here
 

 

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
5

 For
 a
 wonderful
 overview
 and
 analysis
 of
 Reality
 Ends
 Here,
 see
 my
 co-­‐designer
 Jeff
 Watson’s
 Ph.D.
 
dissertation,
 in
 which
 he
 discusses
 much
 further
 the
 context,
 design
 considerations,
 and
 impact
 of
 the
 
game.
 

  22
 
Overall,
 the
 impact
 of
 the
 game
 was
 incredible:
 in
 the
 first
 year
 of
 play,
 122
 
projects
 were
 submitted,
 and
 in
 the
 second,
 201.
 Out
 of
 approximately
 150
 possible
 
students
 each
 year,
 almost
 all
 have
 been
 signed
 up
 and
 at
 least
 half
 have
 actively
 
participated
 in
 the
 game
 while
 a
 core
 group
 of
 at
 least
 45
 players
 have
 been
 heavily
 
invested
 and
 involved
 each
 year.
 And
 now,
 as
 we
 expand
 and
 iterate
 the
 game,
 
dozens
 of
 students
 have
 volunteered
 to
 assist
 with
 the
 implementation
 in
 future
 
years.
 It
 has
 radically
 reclaimed
 the
 creative
 media
 space
 and
 dramatically
 impacted
 
the
 future
 of
 not
 only
 the
 school,
 but
 also
 these
 students’
 individual
 trajectories
 
(Watson,
 2012).
 

  Like
 the
 issues
 encountered
 in
 the
 design
 of
 Three
 Generations,
 the
 old
 MDA
 
framework,
 while
 outlining
 many
 of
 the
 game
 elements,
 was
 not
 able
 to
 completely
 
encompass
 both
 the
 design
 and,
 more
 importantly,
 how
 the
 intent
 was
 implemented
 
in
 the
 game.
 Reality
 Ends
 Here
 was
 largely
 an
 intervention
 into
 an
 education
 system
 
and
 culture
 that
 was
 beginning
 to
 lag
 when
 compared
 to
 the
 greater
 environment
 of
 
media
 creation.
 As
 such,
 it
 was
 important
 to
 design
 the
 players’
 interaction
 with
 
both
 the
 game
 and
 each
 other
 —
 their
 affordances
 of
 interaction
 within
 and
 to
 the
 
system
 —
 as
 well
 as
 considering
 their
 social
 and
 cultural
 contexts
 in
 media
 creation.
 
We
 made
 much
 more
 impactful
 decisions
 regarding
 the
 large
 freedom
 of
 play
 in
 
Reality,
 only
 intervening
 in
 the
 space
 when
 we
 thought
 it
 was
 crucial
 to
 maintaining
 
the
 integrity
 of
 culture
 (we
 have
 intervened
 a
 total
 of
 four
 times
 over
 two
 years).
 

  Reality’s
 scope
 also
 required
 a
 reevaluation
 of
 traditional
 roles
 within
 a
 play
 
space.
 The
 game
 took
 place
 over
 the
 entirety
 of
 the
 film
 school
 and
 involved
 
everyone
 who
 has
 an
 investment
 in
 said
 school’s
 well-­‐being.
 This
 runs
 from
 the
 

  23
 
students
 who
 play,
 the
 students
 who
 help
 run
 experiences,
 the
 designers,
 the
 dean,
 
and
 the
 faculty
 who
 play
 coy
 about
 the
 game’s
 existence.
 The
 suggested
 behaviors
 of
 
these
 “players”
 are
 not
 defined
 in
 a
 mechanical
 sense,
 and
 while
 some
 partially
 exist
 
as
 the
 aesthetic,
 they
 are
 nevertheless
 non-­‐static,
 thinking
 individuals
 who
 have
 a
 
noticeable
 impact
 on
 the
 course
 of
 the
 game.
 By
 outlining
 a
 design
 framework
 that
 
incorporates
 these
 player
 types
 and
 affordances,
 we
 are
 better
 able
 to
 achieve
 the
 
intended
 dynamic.
 
3.3
 Building
 to
 Thesis
 Work
 

  These
 missing
 components
 of
 the
 current
 game
 frameworks
 were
 apparent
 
to
 me
 when
 I
 began
 exploring
 possible
 avenues
 for
 my
 thesis
 work,
 and
 the
 
prototypes
 I
 then
 created
 were
 an
 attempt
 to
 not
 only
 solidify
 the
 specific
 areas
 in
 
which
 I
 would
 endeavor,
 but
 also
 the
 greater
 design
 philosophy
 with
 which
 I
 would
 
strive
 to
 work.
 
Figure
 4:
 Bond
 Cards
 

 

  24
 

  One
 of
 the
 earliest
 interaction
 experiences
 I
 created
 was
 an
 experiment
 in
 
peoples’
 evaluation
 of
 others
 called
 Bond.
 Working
 with
 the
 premise
 that
 the
 quality
 
and
 expanse
 of
 one’s
 social
 connections
 would
 act
 as
 a
 new
 form
 of
 status
 or
 
currency,
 I
 evenly
 distributed
 a
 number
 of
 “Bond”
 cards.
 I
 then
 instructed
 every
 
participant
 to
 hand
 these
 out
 to
 participants
 as
 a
 means
 of
 recognizing
 a
 meaningful
 
social
 connection.
 These
 could
 vary
 from
 an
 acknowledgement
 of
 a
 favor
 once
 
performed,
 to
 a
 sign
 of
 respect,
 or
 to
 a
 token
 of
 friendship.
 There
 was
 one
 main
 
catch:
 I
 limited
 the
 number
 of
 Bond
 cards
 each
 person
 originally
 possessed
 to
 just
 
over
 half
 of
 the
 total
 participants
 in
 the
 group,
 which
 numbered
 15
 people.
 This
 was
 
an
 experiment
 designed
 solely
 with
 player-­‐player
 interactions
 in
 mind;
 there
 were
 
minimal
 mechanics
 and
 almost
 no
 embedded
 aesthetic.
 Without
 being
 removed
 
from
 pre-­‐established
 social
 connections,
 no
 one
 felt
 comfortable
 handing
 out
 Bond
 
cards
 to
 others;
 the
 tension
 of
 potential
 social
 judgment
 was
 evident.
 Those
 in
 a
 
professor
 or
 mentor-­‐like
 position
 felt
 as
 if
 receiving
 these
 tokens
 was
 a
 form
 of
 
bribery
 and
 giving
 them
 out
 was
 a
 form
 of
 favoritism.
 Among
 peers,
 whenever
 any
 
cards
 were
 given,
 an
 immediate
 normalization
 took
 place
 whereby
 those
 who
 
received
 the
 fewest
 cards
 were
 given
 some
 to
 equate
 the
 overall
 distribution.
 It
 was
 
a
 remarkably
 uncomfortable
 situation.
 This
 was
 a
 first
 major
 indicator
 that
 previous
 
social
 and
 cultural
 context
 had
 to
 be
 taken
 into
 account
 when
 designing,
 whether
 
the
 purpose
 was
 to
 design
 them
 away
 as
 much
 as
 possible,
 or
 to
 embrace
 them
 and
 
interweave
 their
 effects
 into
 play.
 
 

  25
 
Figure
 5:
 Company
 Logos
 in
 Window
 Shopping
 

 

  In
 a
 second
 experiment,
 titled
 Window
 Shopping,
 I
 wanted
 to
 experiment
 
with
 asynchronous
 play,
 hidden
 information,
 and
 varying
 forms
 of
 competition
 
within
 the
 same
 game
 space.
 Based
 on
 the
 current
 trend
 of
 store-­‐membership
 
programs,
 where
 companies
 would
 track
 past
 purchases
 to
 better
 anticipate
 those
 
in
 the
 future,
 I
 set
 up
 a
 game
 for
 six
 people.
 Four
 of
 them
 would
 be
 the
 consumers,
 
who
 each
 had
 a
 unique
 turn-­‐based
 income
 they
 could
 choose
 to
 spend
 on
 LEGO
 
pieces
 to
 build
 whatever
 they
 desired.
 The
 other
 two
 players
 would
 assume
 the
 
roles
 of
 “LEGO
 department
 stores,”
 that
 would
 attempt
 to
 maximize
 their
 profits
 by
 
anticipating
 what
 the
 consumers
 would
 purchase.
 Separated
 visually
 and
 
acoustically,
 the
 department
 stores
 would
 only
 be
 able
 to
 see
 the
 supply
 and
 
demand
 of
 their
 LEGO
 products.
 However,
 department
 stores
 were
 allowed
 to
 invite
 
players
 to
 join
 their
 membership
 clubs
 giving
 them
 whatever
 incentive
 they
 so
 
desired.
 When
 the
 consumers
 joined
 their
 clubs,
 they
 were
 allowed
 to
 watch
 that
 
specific
 consumer
 over
 a
 web-­‐cam.
 All
 other
 freedoms
 were
 given
 to
 both
 parties
 to
 
do
 whatever
 they
 saw
 as
 fair
 and
 fit
 outside
 of
 these
 rules.
 This
 experiment
 made
 

  26
 
immediately
 apparent
 that
 imbalance
 between
 two
 players
 led
 to
 possible
 hostilities
 
and
 tension,
 even
 if
 activities
 were
 essentially
 the
 same.
 While
 some
 of
 this
 was
 due
 
to
 purposeful
 design
 decisions
 on
 my
 part,
 it
 also
 made
 clear
 that
 asynchronous
 play
 
was
 a
 topic
 that
 I
 had
 little
 interest
 in
 pursuing
 further.
 It
 also
 introduced
 me
 to
 a
 
situation
 that
 I
 would
 constantly
 struggle
 against:
 different
 players
 naturally
 have
 
different
 play
 styles
 and
 internal
 objectives,
 and
 that
 aligning
 these
 variances
 in
 a
 
game
 for
 multiple
 people
 would
 take
 some
 clever
 design
 tricks.
 

  It
 was
 at
 this
 time
 that
 I
 decided
 to
 experiment
 with
 a
 project
 involving
 two
 
people
 and
 what
 it
 means
 to
 meaningfully
 relate
 to
 another
 person
 in
 a
 digital
 play
 
space.
 I
 quickly
 assembled
 a
 number
 of
 experiments
 that
 iterated
 on
 each
 other.
 
Initially,
 I
 wanted
 people
 to
 have
 a
 dramatically
 abstract
 form
 of
 communication
 —
 
different
 piano
 keys
 —
 so
 I
 experimented
 with
 how
 people
 would
 interact
 in
 an
 area
 
where
 they
 were
 literally
 confined
 to
 this
 simple
 ability.
 I
 then
 iterated
 on
 this
 
prototype
 further
 by
 placing
 the
 two
 players
 in
 a
 world
 where
 they
 could
 only
 see
 
and
 interact
 with
 objects
 that
 were
 the
 same
 color
 as
 themselves,
 despite
 being
 able
 
to
 see
 the
 other
 players
 in
 the
 setting.
 By
 communicating,
 these
 players
 would
 be
 
able
 to
 create
 a
 new
 world
 that
 was
 a
 blend
 of
 both
 their
 colors
 (in
 this
 case,
 blue
 
and
 red
 mixed
 to
 form
 purple).
 

  27
 
Figure
 6:
 Abstract
 Communication
 forming
 Abstract
 Worlds
 

 

  This
 proved
 far
 too
 confusing
 and
 obtuse
 to
 players,
 and,
 somewhat
 
unwilling
 to
 leave
 the
 abstract
 space,
 I
 proceeded
 to
 design
 another
 space
 with
 a
 bit
 
less
 abstraction,
 whereby
 these
 piano
 key
 communications
 literally
 deformed
 the
 
space
 around
 the
 player.
 Again,
 the
 results
 were
 too
 abstract,
 and
 I
 ended
 up
 making
 
a
 design
 decision
 to
 move
 toward
 concretization.
 My
 final
 prototype
 in
 this
 direction
 
was
 what
 would
 be
 the
 closest
 to
 mirroring
 the
 aesthetic
 experience
 on
 which
 I
 
would
 eventually
 settle.
 Using
 repurposed
 pieces
 from
 Settlers
 of
 Catan
 and
 
Scrabble,
 I
 conceived
 of
 a
 game
 whereby
 two
 players
 would
 only
 be
 allowed
 to
 use
 
one
 letter
 at
 a
 time
 to
 communicate
 with
 their
 partner,
 but
 still
 be
 forced
 to
 attempt
 
to
 survive
 on
 an
 island
 rife
 with
 random
 chances
 for
 disaster.
 

  28
 
Figure
 7:
 Island
 Survival
 Prototype
 

 

  This
 experimental
 prototype
 revealed
 three
 main
 points
 that
 clarified
 much
 
of
 my
 thesis.
 First,
 equal
 opportunity
 is
 extremely
 important
 in
 any
 game
 that
 calls
 
for
 collaboration
 between
 two
 individuals
 in
 which
 roles
 are
 undefined
 and
 
emergent.
 People’s
 personal
 interests,
 motivations,
 and
 imaginations
 were
 enough
 
to
 create
 a
 sense
 of
 uniqueness
 that
 felt
 genuine
 to
 a
 personality,
 rather
 than
 being
 
forced
 arbitrarily
 by
 a
 game
 system.
 Second,
 it
 reaffirmed
 a
 move
 toward
 a
 much
 
more
 concrete
 narrative
 scenario:
 people
 tend
 to
 talk
 to
 each
 other
 if
 there
 is
 
genuinely
 something
 to
 talk
 about.
 And
 lastly,
 in
 order
 to
 relate,
 people
 need
 
language;
 they
 need
 to
 be
 able
 to
 communicate
 freely
 and
 openly.
 This
 prototype,
 
and
 a
 couple
 other
 digital
 iterations
 on
 communication,
 space,
 and
 collaboration,
 
would
 be
 the
 lynchpin
 that
 pushed
 me
 toward
 the
 concept
 that
 would
 eventually
 
become
 (a
 game
 for)
 Two.
 

   
 

  29
 
4.0
 (A
 game
 for)
 TWO
 
4.1
 General
 Description
 

  Two,
 the
 accompanying
 project
 to
 this
 paper,
 is
 a
 game
 that
 abstracts
 how
 
two
 people
 form
 a
 partnership
 /
 friendship
 /
 relationship,
 and
 reconstructs
 it
 into
 a
 
play
 experience.
 It
 does
 this
 by
 tasking
 players
 to
 move
 along
 a
 gated
 linear
 path.
 In
 
order
 to
 pass
 each
 gate,
 the
 two
 players
 must
 both
 participate
 in
 a
 trial
 that
 aims
 to
 
establish
 and
 build
 upon
 various
 methods
 in
 which
 people
 form
 trust
 and
 bonds:
 
communication,
 recognition,
 teamwork,
 etc.
 Each
 is
 designed
 to
 necessitate
 
conversation
 and
 co-­‐reliance,
 which
 in
 turn
 creates
 an
 avenue
 for
 a
 free,
 less
 goal-­‐
oriented
 verbal
 discussion
 between
 the
 two
 participants.
 

  The
 game
 colors
 these
 situations
 by
 framing
 the
 experience
 in
 a
 shipwreck
 
narrative.
 Both
 players
 have
 washed
 up
 on
 shore
 of
 a
 deserted
 island,
 seeing
 
nothing
 but
 a
 path
 that
 leads
 into
 its
 heart.
 At
 the
 far
 end,
 through
 the
 environments
 
and
 past
 all
 the
 gates,
 is
 a
 village
 at
 which
 a
 boat
 waits
 to
 whisk
 the
 players
 away.
 
Straying
 off
 the
 path,
 however,
 is
 a
 vast
 island
 to
 discover,
 and
 more
 and
 more
 is
 
revealed
 to
 the
 players
 as
 one
 clears
 the
 impeding
 gates.
 The
 island,
 should
 the
 
players
 decide
 to
 go
 down
 this
 path,
 is
 a
 strange,
 mystical
 land.
 

  Two’s
 design
 goal
 is
 to
 attempt
 to
 create
 a
 meaningful
 digital
 interaction
 
between
 two
 people
 that
 progresses
 in
 a
 constructive
 manner
 as
 the
 game
 unfolds.
 
Its
 research
 goal
 is
 to
 observe
 how
 people
 connect,
 communicate,
 and
 interact
 when
 
playing
 a
 game
 that
 is
 modeled
 after
 relationship
 development,
 and
 to
 investigate
 
whether
 games
 can
 be
 constructed
 to
 pursue
 that
 end.
 

  30
 
4.2
 Conceptual
 Foundation
 

  Two’s
 overall
 experience
 is
 based
 on
 the
 way
 in
 which
 we
 form
 and
 
strengthen
 relationships
 with
 other
 people.
 As
 such,
 it
 relies
 on
 a
 few
 assumptions
 
and
 models
 that
 speak
 to
 this.
 While
 I
 avoided
 heavy
 influence
 by
 research
 in
 the
 
field
 of
 relational
 development
 and
 social
 behaviors
 in
 games
6
,
 there
 are
 a
 few
 
general
 models
 that
 are
 pertinent
 to
 this
 game’s
 development
 that
 had
 some
 
manner
 of
 influence.
 

  The
 first
 is
 Knapp’s
 Relational
 Development
 Model.
 In
 it,
 Mark
 Knapp
 
outlines
 a
 general
 construct
 in
 which
 people
 come
 together
 and
 fall
 apart
 in
 
relationships.
 The
 increase
 in
 social
 relationship,
 or
 bonding,
 consists
 primarily
 of
 
four
 steps:
 initiation,
 experimentation,
 intensifying,
 and
 integration.
 At
 any
 point,
 
however,
 the
 pair
 can
 begin
 to
 separate,
 where
 they
 go
 through
 four
 main
 cycles
 of
 
independence:
 differentiating,
 circumscribing,
 stagnation,
 and
 avoidance.
 This
 
eventually
 ends
 in
 termination.
 (Knapp,
 2005).
 While
 this
 information
 is
 valuable,
 it
 
would
 serve
 primarily
 to
 inform
 the
 initial
 design
 process
 rather
 than
 defining
 how
 
things
 happen.
 It
 is
 also
 important
 to
 note
 that
 the
 separation
 cycle,
 while
 it
 may
 
occur
 in
 Two,
 is
 not
 explicitly
 designed.
 

  This
 relationship
 cycle
 best
 manifests
 itself
 in
 the
 designed
 emotional
 arcs
 in
 
the
 game.
 Taking
 a
 page
 from
 Bruce
 Block’s
 story
 structure
 graphs,
 in
 which
 he
 
maps
 out
 the
 plot
 intensity
 over
 time
 and
 uses
 this
 to
 inform
 the
 visual
 elements
 of
 a
 
narrative
 experience
 (Block,
 2007),
 I
 created
 an
 intended
 relationship
 structure
 that
 

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
6

 This
 was
 a
 personal
 decision
 based
 on
 the
 desire
 to
 create
 an
 emotionally
 driven
 experience
 rather
 
than
 a
 scientific
 one.
 I
 wanted
 these
 principles
 of
 relationship
 and
 partnership
 development
 to
 
influence
 the
 design
 foundation,
 not
 dictate
 them.
 

  31
 
estimated
 how
 an
 ideal
 partnership
 in
 my
 game
 would
 be
 challenged
 over
 time.
 
Ideally,
 this
 oscillating
 pattern,
 whereby
 the
 difficulty
 and
 necessity
 of
 collaboration
 
would
 vary,
 would
 constantly
 push
 the
 development
 of
 the
 partnership
 upwards
 
until
 it
 peaked
 at
 the
 end.
 
Figure
 8:
 Intensity
 Curve
 of
 Two
 

 
In
 addition
 to
 this
 experience
 curve,
 it
 was
 important
 to
 establish
 some
 key
 
principles
 in
 each
 of
 the
 main
 design
 areas
 (Mechanics,
 Player
 Affordances,
 
Aesthetic)
 that
 strove
 to
 achieve
 this
 intended
 dynamic,
 while
 taking
 into
 account
 a
 
player’s
 Context
 and
 how
 that
 could
 affect
 play.
 Aesthetically,
 the
 island
 setting
 
reinforces
 the
 idea
 of
 isolation.
 In
 addition,
 the
 sound
 and
 visuals
 respond
 positively
 
to
 player
 relationship
 progress,
 moving
 from
 a
 harsh
 and
 jagged
 world
 to
 a
 softer,
 
more
 welcoming
 atmosphere.
 Mechanically,
 the
 game
 trials
 are
 designed
 to
 
absolutely
 necessitate
 player
 collaboration,
 regardless
 of
 a
 player’s
 video
 game
 

  32
 
experience,
 by
 creating
 situations
 that
 test
 communication
 and
 trust
 rather
 than
 
speed
 or
 skill.
 Affordance-­‐wise,
 players
 are
 granted
 the
 ability
 to
 communicate
 to
 
the
 greatest
 extent
 of
 their
 abilities.
 They
 are
 allowed
 to
 leave
 the
 main
 path
 
together
 and
 explore
 at
 will.
 The
 digital
 platform
 also
 allows
 for
 players
 to
 ignore
 all
 
prior
 associations
 with
 each
 other
 (should
 any
 exist),
 and
 be
 simply
 known
 by
 their
 
actions
 and
 their
 voice.
 
The
 original
 Contexts
 considered
 during
 the
 design
 process
 was
 (1)
 
balancing
 and
 accounting
 for
 player’s
 experience
 and
 abilities
 with
 games
 and
 (2)
 
acknowledging
 cultural
 and
 language
 barriers
 that
 would
 prevent
 everyone
 from
 
being
 able
 to
 play
 this
 game
 with
 each
 other.
 The
 first
 was
 solved
 largely
 by
 
designing
 out
 trials
 that
 may
 have
 necessitated
 a
 high
 amount
 of
 skill
 or
 experience
 
in
 games.
 The
 control
 scheme
 is
 simple,
 and
 the
 challenges
 are
 largely
 cooperation-­‐
dependent,
 with
 voice
 chat
 being
 enabled
 so
 players
 could
 communicate
 and
 update
 
each
 other
 on
 their
 position
 rather
 than
 instruct.
 The
 second
 was
 simply
 a
 design
 
decision
 to
 largely
 limit
 this
 experience
 to
 people
 who
 speak
 the
 same
 language
 —
 it
 
was
 the
 result
 of
 an
 assumption
 that
 language
 was
 such
 an
 important
 factor
 in
 
meaningful
 connections
 and
 relationships.
 
4.3
 User
 Experience
 

  The
 player
 experience
 can
 be
 separated
 into
 two
 main
 areas:
 the
 island
 and
 
the
 trials.
 While
 they
 both
 work
 toward
 the
 same
 overall
 gameplay
 objective,
 their
 
design
 is
 purposely
 different
 to
 allow
 for
 the
 roller-­‐coaster
 relationship
 progression
 
described
 in
 the
 previous
 section.
 

  33
 
4.3.1
 The
 Greater
 World
 
Figure
 9:
 Early
 Island
 Concept
 

 

  Framing
 the
 whole
 experience
 is
 the
 notion
 of
 a
 mystical
 island
 whose
 
passage
 is
 gated
 by
 trials
 that
 require
 two
 people.
 Everything
 between
 the
 players
 
and
 these
 barriers
 is
 completely
 free
 to
 explore,
 although
 there
 is
 a
 central
 path
 
leading
 to
 the
 “goal”.
 The
 world
 itself
 is
 tuned
 to
 react
 to
 the
 progress
 players
 make
 
during
 their
 travels:
 the
 audio
 builds
 upon
 itself
 to
 develop
 a
 composition
 tuned
 to
 
the
 specific
 interaction
 of
 each
 partnership,
 and
 the
 visuals
 shift
 from
 sharp
 edges
 
and
 hard
 lines
 to
 a
 much
 softer
 look
 and
 feel.
 The
 colors
 shift
 from
 cooler
 to
 warmer,
 
and
 the
 suffocating
 fog
 slowly
 moves
 further
 and
 further
 away
 to
 reveal
 more
 and
 
more
 of
 the
 space.
 In
 essence,
 the
 players’
 growing
 and
 playing
 together
 slowly
 yet
 
dramatically
 alters
 the
 world.
 

  34
 
Figure
 10:
 World
 Line
 Progression
 (Concept)
 

 
4.3.2
 Trials
 

  The
 game
 consists
 of
 three
 gates
 and
 three
 corresponding
 trials.
 Each
 of
 
these
 are
 in
 turn
 designed
 to
 specifically
 target
 a
 different
 aspect
 of
 partnership
 
bonding,
 though
 mostly
 they
 exist
 to
 allow
 players
 to
 further
 enhance
 their
 
relational
 binding.
 Each
 trial
 allows
 the
 players
 to
 not
 only
 discover
 a
 gameplay
 
objective,
 but
 also
 progress
 in
 their
 relational
 development.
 Unlike
 the
 greater
 
island,
 each
 trial
 offers
 a
 much
 more
 structured
 experience,
 with
 increasing
 
emphasis
 on
 using
 a
 new
 gameplay
 mechanic
 to
 navigate
 some
 obstacle
 in
 order
 to
 
overcome
 and
 surpass
 the
 trial
 space.
 

  35
 
Figure
 11:
 Early
 Working
 Iteration
 of
 The
 Climb
 

 

  The
 first
 trial,
 The
 Climb,
 establishes
 the
 basic
 foundation
 of
 codependence
 
and
 suggests
 the
 need
 for
 communication
 in
 order
 to
 progress
 easily.
 It
 challenges
 
players
 to
 ascend
 a
 shaft
 of
 rock
 to
 the
 exit
 at
 the
 top.
 Along
 the
 way,
 they
 will
 
encounter
 three
 sets
 of
 rotating
 platforms
 (in
 yellow
 above)
 that
 threaten
 to
 spin
 
and
 throw
 them
 off
 if
 they
 become
 unbalanced.
 While
 the
 first
 one
 is
 easily
 passable
 
by
 one
 person
 at
 a
 time,
 the
 second
 and
 third
 are
 much
 more
 difficult,
 requiring
 two
 
people
 to
 act
 as
 counterbalances
 in
 order
 to
 cross.
 While
 the
 concept
 is
 somewhat
 

  36
 
simple,
 the
 actual
 act
 of
 coordination
 is
 what
 becomes
 the
 most
 difficult
 factor.
 A
 
little
 bit
 of
 timing
 and
 a
 lot
 of
 communication
 is
 necessary
 to
 proceed.
 
Figure
 12:
 Early
 Iteration
 of
 The
 Find
 

 

  The
 second
 trial,
 The
 Find,
 is
 chiefly
 about
 recognition,
 collaboration,
 and
 
creative
 problem
 solving.
 The
 players
 are
 placed
 in
 a
 space
 where
 many
 copies
 of
 
both
 are
 spawned,
 some
 copying
 their
 respective
 player
 and
 some
 simply
 
performing
 random,
 scripted
 actions.
 Like
 The
 Climb,
 the
 objective
 is
 again
 simple:
 
find
 the
 other
 player.
 This
 is
 more
 difficult
 than
 one
 may
 first
 imagine,
 as
 the
 fog
 is
 
dense
 and
 there
 are
 few
 if
 any
 land
 features
 available
 to
 use
 as
 a
 reference
 point.
 In
 
addition,
 if
 the
 players
 combine
 for
 5
 incorrect
 guesses,
 the
 entire
 scenario
 restarts.
 
This
 trial
 works
 for
 two
 main
 reasons.
 First,
 the
 players
 have
 established
 a
 rapport
 
and
 a
 codependency
 up
 to
 this
 point
 in
 the
 game,
 and
 this
 is
 the
 first
 time
 they
 are
 
being
 forced
 apart.
 Their
 natural
 reaction
 to
 such
 an
 unknown
 scenario
 is
 to
 

  37
 
immediately
 seek
 that
 connection
 again.
 Second,
 the
 players’
 voice
 chat
 ability
 
serves
 as
 an
 immediate
 safe
 space
 of
 interaction
 both
 as
 they
 attempt
 to
 figure
 out
 
what
 exactly
 happened
 and
 then
 seek
 to
 find
 one
 another.
 
Figure
 13:
 The
 Cliff,
 after
 Path
 Masking
 

 

  The
 third
 and
 final
 trial,
 The
 Cliff,
 challenges
 players
 to
 cross
 over
 two
 gorges
 
between
 three
 cliffs.
 Again,
 a
 simple
 goal
 but
 with
 a
 twist:
 players
 see
 the
 path
 the
 
other
 person
 must
 take.
 While
 this,
 like
 the
 other
 two,
 can
 be
 achieved
 through
 
brute
 forcing
 one’s
 way
 through
 the
 path,
 it
 is
 much
 simpler,
 and
 must
 faster,
 to
 rely
 
on
 information
 from
 the
 other
 player.
 There
 is
 a
 necessitated
 codependence
 in
 play
 
here,
 where
 each
 player
 must
 trust
 the
 other
 completely,
 even
 if
 it
 becomes
 
unnerving
 to
 step
 out
 onto
 a
 precipitous
 void.
 

  38
 
4.3.3
 The
 Narrative
 Arc
 

  While
 there
 is
 not
 a
 traditional
 embedded
 story
 in
 Two,
 it
 is
 important
 to
 
acknowledge
 the
 designed
 experiential
 arc
 that
 is
 designed
 into
 the
 world
 to
 create
 
a
 distinct
 narrative
 experience
 that
 mirrors
 the
 social
 development
 of
 the
 players.
 
This
 is
 broken
 into
 three
 major
 areas:
 the
 control
 of
 sight
 lines,
 the
 audio
 landscape,
 
and
 the
 ordering
 of
 the
 trials.
 

  The
 visuals
 in
 the
 game
 are
 all
 based
 around
 forwarding
 the
 designed
 notion
 
of
 the
 game
 itself,
 starting
 from
 a
 very
 restricted
 landscape
 to
 one
 that
 is
 much
 more
 
open.
 The
 beginning
 limits
 the
 players
 to
 their
 immediate
 surroundings:
 they
 can
 
only
 see
 each
 other
 and
 the
 cragged,
 spikey
 rocks
 that
 guide
 their
 path
 into
 the
 first
 
trial.
 The
 fog
 is
 dense
 and
 highly
 limiting
 in
 the
 beginning,
 and
 the
 color
 palette
 is
 
muted
 and
 desaturated.
 These
 all
 combine
 to
 severely
 limit
 what
 each
 player
 can
 
see,
 forcing
 them
 to
 interact
 in
 the
 beginning
 of
 the
 game.
 These
 visuals
 gradually
 
become
 much
 more
 inviting
 and
 warm:
 colors
 become
 vibrant,
 the
 landscape
 terrain
 
changes
 into
 rounder
 hills
 and
 smoother
 ground,
 and
 the
 game
 fog
 pushes
 back
 to
 
more
 of
 the
 world
 can
 be
 seen.
 

  The
 audio
 in
 the
 game
 is
 also
 used
 to
 not
 only
 in
 a
 similar
 way
 as
 the
 visuals
 
to
 reflect
 the
 progression
 of
 the
 relationship,
 but
 also
 to
 invite
 the
 players
 off
 the
 
main
 path
 of
 the
 three
 trials.
 In
 the
 game
 world,
 there
 are
 a
 number
 of
 places
 to
 be
 
discovered
 that
 are
 away
 from
 the
 main
 three
 trials,
 allowing
 players
 to
 leave
 the
 
intended
 design
 and
 go
 on
 a
 digital
 hike.
 
 

  While
 a
 lot
 has
 been
 mentioned
 in
 the
 previous
 section
 about
 individual
 
trials,
 the
 order
 in
 which
 the
 players
 experience
 them
 are
 as
 important
 as
 the
 tasks
 

  39
 
performed
 within
 them.
 The
 Cliff
 trial
 establishes
 a
 foundation
 of
 teamwork
 and
 
communication.
 It
 is
 one
 of
 the
 simplest
 trials,
 but
 requires
 the
 two
 players
 to
 work
 
together
 in
 order
 to
 leave.
 The
 Find
 plays
 on
 this
 establishment
 by
 tearing
 them
 
apart
 and
 obfuscating
 who
 is
 who,
 inviting
 them
 to
 immediately
 reconnect.
 The
 Cliff
 
works
 as
 a
 the
 last
 challenge
 to
 their
 teamwork,
 forcing
 them
 to
 work
 together
 in
 
order
 to
 cross,
 trusting
 each
 other
 when
 they
 are
 standing
 over
 the
 void.
 

  The
 narrative
 arc
 of
 Two
 is
 directly
 crafted
 from
 the
 construction
 of
 the
 
world,
 audio,
 and
 trial
 order.
 This
 experience
 is
 purposefully
 designed,
 but
 allows
 
for
 players
 to
 break
 the
 flow
 and
 explore
 on
 their
 own
 —
 something
 that
 is
 allowed
 
and
 designed
 for
 in
 the
 game.
 
 
4.4
 Review
 of
 Social
 Relationships
 and
 Partnerships
 in
 Games
 

  When
 looking
 at
 prior
 work
 that
 attempts
 a
 local,
 two-­‐person
 interaction,
 it
 
is
 important
 to
 assess
 the
 general
 types
 of
 affordances
 granted
 to
 players
 within
 the
 
game
 space,
 and
 how
 this
 affects
 the
 resultant
 multiplayer
 dynamic.
 Historically,
 
games
 have
 been
 a
 non-­‐digital
 and
 largely
 multiplayer
 experience.
 There
 are
 a
 
handful
 of
 exceptions,
 such
 as
 Solitaire,
 but
 even
 this
 has
 been
 turned
 into
 a
 
multiplayer
 game
 of
 sorts,
 as
 seen
 when
 Microsoft
 included
 the
 game
 in
 its
 Windows
 
operating
 system,
 attaching
 a
 scoring
 mechanism
 that
 allowed
 one
 to
 compare
 one’s
 
score
 both
 to
 one’s
 own
 previous
 score
 and
 those
 of
 others
 who
 have
 played
 on
 the
 
machine.
 In
 the
 past
 few
 years,
 there
 has
 been
 an
 emergence
 of
 games
 that,
 whether
 
they
 be
 purposely
 designed
 or
 not,
 have
 emerged
 to
 create
 meaningful
 social
 
interactions
 and
 social
 play
 within
 a
 game
 space.
 
 

  40
 
Figure
 14:
 Two
 Players
 playing
 Journey
 

 
(source:
 egamer.co.za)
 

  Journey,
 a
 game
 developed
 by
 thatgamecompany
 and
 released
 in
 2012,
 
received
 much
 acclaim
 for
 its
 visual
 and
 acoustic
 storytelling,
 sublime
 gameplay
 
(Gamasutra
 Staff,
 2013),
 and
 innovative
 multiplayer
 interactions.
 These
 interactions
 
were
 driven
 by
 somewhat
 serendipitous
 discovery
 of
 other
 players
 moving
 in
 and
 
out
 of
 each
 others’
 play
 space.
 Journey
 offers
 an
 anonymous
 yet
 very
 personal
 
interaction
 governed
 by
 abstract
 communication
 and
 mechanics
 that
 allow
 for
 
faster
 travel
 and
 greater
 possibilities
 of
 play.
 This
 anonymity
 and
 abstracted
 
communication,
 combined
 with
 the
 purposeful
 decision
 to
 design
 away
 possibilities
 
for
 negatively
 impacting
 others’
 experience,
 gave
 Journey
 a
 positive
 play
 experience
 
almost
 every
 time
 (Santiago,
 2012).
 But
 by
 limiting
 and
 abstracting
 forms
 of
 
communication
 in
 this
 way,
 it
 risks
 stripping
 away
 much
 of
 what
 gives
 meaning
 to
 
social
 interaction
 (Perdue,
 1986).
 It
 also
 seeks
 to
 create,
 and
 from
 anecdotal
 
evidence,
 achieves,
 a
 uniform
 experience
 with
 all
 players,
 but
 at
 the
 cost
 of
 the
 

  41
 
uniqueness
 of
 each
 player.
 These
 two
 lead
 to
 my
 main
 differentiation
 point
 from
 
Journey:
 I
 believe
 a
 primary
 component
 of
 meaningful
 interaction
 is
 open
 
communication.
 This
 also
 differentiates
 my
 work
 from
 games
 that
 use
 similarly
 
abstracted
 and
 anonymous
 forms
 of
 communication
 (Coco
 &
 Co’s
 Way,
 for
 example,
 
which
 uses
 a
 slightly
 more
 concrete
 form
 of
 communication
 to
 solve
 puzzles),
 as
 this
 
limitation
 dictates
 strongly
 the
 intended
 emotional
 experience.
 

  Journey’s
 interaction
 results
 in
 a
 completely
 different
 dynamic
 than
 Portal
 2’s
 
cooperative
 multiplayer.
 Valve’s
 Portal
 series
 is
 well
 known
 for
 its
 strong
 puzzle
 
design,
 and
 this
 highly
 mechanical
 style
 of
 play
 dictated
 the
 dynamic.
 While
 the
 
players
 have
 a
 wide
 range
 of
 possible
 communication,
 from
 specially
 made
 
indicative
 elements
 to
 voice
 chat,
 their
 possible
 interactions
 with
 the
 game
 system
 
itself
 is
 highly
 limited.
 This
 is
 perfect
 for
 the
 puzzle
 mechanics,
 but
 it
 is
 a
 different
 
type
 of
 designed
 interaction
 than
 Two
 attempts
 to
 achieve.
 Where
 Portal
 is
 
mechanically
 driven,
 Two
 aims
 to
 be
 affordance-­‐driven
7
,
 playing
 on
 players’
 means
 
of
 interaction
 in
 order
 to
 solve
 situations
 rather
 than
 their
 abilities
 and
 skills.
 

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
7

 It
 should
 be
 noted
 that
 there
 is
 one
 exception
 in
 Portal
 2,
 where
 the
 game
 designers
 included
 a
 
puzzle
 solution
 that
 required
 players
 to
 directly
 interact
 —
 i.e.
 smash
 into
 each
 other
 in
 mid-­‐air
 —
 in
 
order
 to
 solve
 the
 puzzle.
 This
 is
 a
 good
 indicator
 that
 more
 levels
 in
 this
 game
 could
 have
 been
 
designed
 in
 a
 player-­‐interaction
 heavy
 method,
 and,
 given
 its
 position
 in
 the
 story
 arc
 of
 Portal
 2,
 can
 
be
 used
 to
 create
 important
 narrative
 moments.
 

  42
 
Figure
 15:
 The
 End
 of
 Us
 

 

  While
 it
 is
 a
 single
 player
 game,
 The
 End
 of
 Us,
 a
 small
 browser-­‐based
 game
 
developed
 by
 Michael
 Molinari
 and
 Chelsea
 Howe,
 takes
 an
 interesting
 approach
 in
 
its
 pursuit
 “to
 evoke
 friendship,
 attachment,
 and
 affinity
 without
 overt
 narrative”
 
(Howe
 and
 Molinari,
 2011).
 One
 starts
 as
 a
 solitary
 purple
 asteroid
 in
 space
 when
 
suddenly
 you
 are
 joined
 by
 an
 orange
 one.
 The
 interplay
 changes
 over
 time
 (the
 
orange
 one
 controlled
 by
 an
 AI),
 while
 the
 music
 score
 develops
 with
 you.
 
Eventually,
 after
 playing,
 you
 must
 decide
 who
 will
 sacrifice
 themselves
 to
 save
 the
 
other
 It
 is
 a
 prime
 example
 of
 how
 simple
 interaction
 and
 play
 can
 establish
 a
 
connection
 and
 a
 feeling
 of
 attachment
 between
 two
 entities,
 even
 if
 one
 is
 not
 
necessarily
 controlled
 by
 another
 person.
 It
 is
 also
 a
 good
 lesson
 on
 how
 music
 can
 
deeply
 enhance
 ones
 emotions,
 as
 the
 musical
 score
 is
 well-­‐suited
 for
 the
 game
 and
 
the
 feelings
 it
 is
 meant
 to
 inspire.
 

  43
 
Figure
 16:
 Distant
 Shore
 

 
There
 are
 a
 number
 of
 interesting
 applications
 that
 have
 attempted
 to
 
connect
 people
 anonymously
 over
 vast
 distances.
 One
 excellent
 example
 is
 The
 
Blimp
 Pilot’s
 Distant
 Shore,
 released
 on
 the
 iPhone.
 Each
 user
 was
 placed
 on
 a
 
deserted
 shore,
 and
 could
 walk
 along
 the
 beach
 to
 find
 letters
 in
 bottles.
 These
 notes
 
are
 from
 others
 on
 their
 own
 phones,
 and
 the
 player
 has
 the
 option
 of
 replying
 to
 
them.
 It
 is
 a
 slow,
 back
 and
 forth
 communication
 between
 two
 people.
 One
 major
 
issue
 with
 Distant
 Shore
 is
 that,
 at
 some
 point,
 one
 runs
 out
 of
 things
 to
 talk
 about.
 
There
 is
 no
 activity
 to
 focus
 and
 base
 discussions
 around,
 and
 eventually,
 unless
 
each
 player
 volunteers
 information,
 communication
 fizzles
 out.
 Two’s
 design
 was
 
sensitive
 to
 this
 issue,
 and
 aims
 to
 design
 experiences
 that
 allow
 for
 a
 baseline
 of
 
collaboration
 on
 which
 to
 build
 an
 opportunity
 for
 further
 discussion.
 

  44
 
4.5
 Evaluation
 Methods
 
Two
 was
 constantly
 evaluated
 and
 playtested
 throughout
 the
 design
 and
 
development
 process
 using
 primarily
 qualitative
 methods,
 using
 both
 task-­‐oriented
 
and
 observational
 analysis.
 The
 exact
 method
 of
 evaluation
 changed
 as
 the
 
prototypes
 progressed.
 

  Much
 of
 the
 beginning
 methodology
 consisted
 of
 highly
 controlled
 and
 
monitored,
 task-­‐based
 tests.
 Given
 that
 the
 game
 itself
 was
 lacking
 in
 the
 necessary
 
features
 to
 support
 a
 hand-­‐off
 approach,
 it
 was
 required
 that
 a
 proctor
 (usually
 
myself,
 the
 designer)
 be
 ever-­‐present
 for
 when
 the
 inevitable
 technical
 and,
 
occasionally,
 conceptual
 issues
 appeared.
 This
 testing
 was
 also
 rapid
 and
 frequent.
 
Many
 of
 the
 results
 of
 these
 observations
 were
 akin
 to
 results
 discussed
 in
 section
 
3.3,
 where
 players
 were
 primarily
 being
 monitored
 for
 how
 the
 designed
 
affordances,
 mechanics,
 and
 aesthetics
 suggested
 a
 specific
 dynamic
 of
 play.
 

  As
 the
 game
 began
 to
 become
 more
 and
 more
 concrete
 in
 its
 design,
 the
 
testing
 processes
 evolved
 with
 it.
 Undoubtedly,
 the
 greatest
 challenge
 in
 designing
 
evaluation
 methods
 for
 Two
 was
 the
 strong
 dependence
 on
 the
 specific
 people
 who
 
picked
 up
 the
 controller
 to
 play.
 Time
 and
 time
 again,
 it
 became
 apparent
 that
 
varying
 play
 styles
 largely
 influenced
 the
 type
 of
 play
 that
 resulted.
 This
 had
 two
 
major
 impacts
 in
 the
 resulting
 playtest
 format.
 First,
 it
 was
 important
 to
 cast
 as
 wide
 
a
 net
 as
 possible
 in
 order
 to
 better
 evaluate
 the
 game
 outcome
 between
 as
 many
 
pairings
 and
 partnerships
 of
 players.
 The
 second
 was
 to
 take
 a
 very
 hands-­‐off
 
approach
 to
 play,
 asking
 players
 to
 play
 the
 game
 as
 if
 they
 had
 just
 downloaded
 it
 
for
 the
 first
 time.
 While
 this
 was
 very
 effective
 in
 assessing
 first
 impressions,
 feature
 

  45
 
impact,
 and
 bugs,
 it
 was
 mostly
 important
 to
 avoid
 somehow
 tarnishing
 the
 
discovery
 of
 the
 multiplayer
 experience.
 

  Being
 able
 to
 evaluate
 the
 narrative
 of
 players’
 interaction
 and
 relationship
 
development
 is
 the
 most
 important
 factor
 in
 whether
 or
 not
 this
 game
 succeeded
 or
 
failed
 in
 its
 goals.
 The
 type
 of
 relationship
 was
 not
 as
 important
 as
 the
 strength.
 
While
 the
 design’s
 ideal
 play
 scenario
 was
 one
 where
 players’
 strong
 collaboration,
 
codependence,
 and
 communication
 led
 to
 partnerships
 bordering
 on
 friendships,
 
the
 evaluation
 could
 have
 been
 fiercely
 negative
 so
 long
 as
 it
 was
 not
 ambivalent.
 
Players
 were
 not
 only
 observed
 in
 the
 way
 they
 interacted,
 but
 also
 asked
 about
 
their
 impressions
 of
 each
 other,
 whether
 or
 not
 they
 would
 like
 to
 participate
 in
 
other
 activities,
 and
 whether
 or
 not
 they
 would
 like
 to
 meet
 the
 other
 player
 outside
 
of
 the
 gameplay
 experience.
 These
 notes
 were
 then
 combined
 with
 the
 equivalent
 
from
 the
 other
 player,
 compared
 and
 contrasted
 to
 produce
 results.
 
   
 

  46
 
5.0
 Discussion
 

  The
 discussion
 of
 this
 thesis
 breaks
 down
 along
 two
 major
 lines:
 (1)
 what
 are
 
the
 design
 notes
 and
 observations
 of
 a
 game
 designed
 to
 achieve
 an
 Affordance-­‐
driven
 dynamic,
 and
 (2)
 what
 are
 the
 main
 observations
 and
 criticisms
 of
 the
 
project
 itself,
 and
 did
 it
 achieve
 its
 design
 and
 research
 goals?
 
5.1
 The
 New
 Framework,
 Applied
 

  The
 major
 change
 when
 designing
 with
 this
 new
 lexicon
 for
 games
 is
 the
 
incorporation
 of
 the
 notion
 of
 Context
 and
 Player
 Affordances
 into
 the
 design
 
decisions.
 This
 breaks
 down
 into
 two
 major
 respective
 design
 areas:
 the
 designing
 
for
 player
 expectations
 and
 sociocultural
 context,
 and
 the
 designing
 for
 player-­‐
player
 and
 player-­‐system
 interactions.
 Leading
 with
 these
 two
 vectors
 as
 the
 
primary
 informer
 of
 design
 has
 both
 strengths
 and
 pitfalls.
 

  When
 designing
 from
 aesthetics,
 one
 usually
 starts
 with
 something
 that
 
drives
 some
 pleasing
 element
 of
 the
 game,
 whether
 a
 song,
 a
 character,
 or
 a
 color
 
palette.
 Likewise,
 a
 mechanically
 led
 design
 focuses
 on
 some
 sort
 of
 action
 or
 system
 
such
 as
 jumping,
 shooting,
 or
 dice-­‐rolling.
 When
 designers
 want
 to
 create
 a
 specific
 
player-­‐player
 dynamic
 or
 situation,
 such
 as
 the
 one
 I
 wished
 to
 establish
 in
 Two,
 
Player
 Affordances
 provides
 a
 foundation
 of
 where
 to
 start:
 with
 the
 player
 
interactions.
 In
 Two,
 I
 wanted
 to
 create
 a
 situation
 where
 players
 got
 to
 know
 each
 
other
 over
 time
 in
 ways
 that
 modeled
 a
 relationship.
 While
 the
 MDA
 framework
 
would
 suggest
 creating
 aesthetics
 or
 mechanics
 in
 order
 to
 test
 and
 experiment
 with
 
this
 dynamic,
 I
 instead
 focused
 on
 player
 affordances
 and
 interactions,
 which
 
eventually
 informed
 the
 mechanics
 and
 the
 aesthetics
 of
 play.
 I
 learned
 a
 great
 deal
 

  47
 
about
 how
 people
 interact
 in
 digital
 spaces,
 and
 a
 great
 deal
 more
 about
 what
 can
 
motivate
 them
 toward
 certain
 behaviors
 that
 is
 more
 about
 altering
 their
 
affordances
 rather
 than
 the
 mechanic
 or
 aesthetic.
 Many
 of
 the
 experiments
 done
 
pre-­‐thesis
 were
 building
 toward
 this
 knowledge,
 and
 the
 trial
 The
 Find
 is
 a
 great
 
example
 of
 a
 situation
 where
 players
 immediately
 seek
 each
 other
 out
 (which
 is
 the
 
unmentioned
 goal).
 This
 is
 driven
 not
 so
 much
 by
 mechanics
 or
 aesthetics,
 but
 
rather
 by
 the
 game
 dramatically
 removing
 their
 ability
 to
 recognize
 each
 other.
 

  This
 design
 approach
 led
 to
 decisions
 in
 affordances
 early
 on.
 Some
 examples
 
that
 had
 a
 dramatic
 impact
 on
 the
 rest
 of
 the
 game
 were
 (1)
 voice
 chat,
 (2)
 only
 two
 
players
 and
 all
 progress-­‐related
 interactions
 required
 them
 both,
 and
 (3)
 no
 
mechanic-­‐based
 reward
 structure
 that
 favored
 one
 player
 over
 the
 other.
 Always-­‐on
 
voice
 chat
 informed
 the
 type
 of
 trials
 and
 puzzles
 present
 in
 the
 world
 and
 heavily
 
limited
 the
 possible
 audio.
 Having
 only
 two
 people
 in
 a
 game
 led
 to
 narrative
 
choices,
 such
 as
 the
 stranded
 island
 scenario,
 and
 not
 enabling
 progress
 without
 
teamwork
 dramatically
 changes
 the
 dynamic
 of
 the
 game.
 Finally,
 no
 mechanics-­‐
based
 reward
 structure
 meant
 that
 achievements
 would
 have
 to
 be
 presented
 in
 a
 
way
 that
 was
 narratively
 and
 dynamically
 rewarding.
 

  Given
 the
 framework’s
 strengths
 in
 designing
 games
 such
 as
 this,
 there
 is
 one
 
major
 cautionary
 problem
 when
 designing
 affordance-­‐first
 games.
 Given
 that
 
affordances
 are
 methods
 of
 interaction,
 and
 they
 can
 be
 highly
 mechanic-­‐
 and
 
aesthetic-­‐independent,
 it
 is
 important
 not
 to
 forget
 the
 power
 that
 mechanics
 and
 
aesthetics
 can
 have
 in
 helping
 the
 affordances
 achieve
 their
 impending
 dynamic.
 It
 
also
 requires
 a
 greater
 level
 of
 iteration
 and
 experimentation
 in
 these
 two
 other
 

  48
 
areas,
 as
 it
 can
 be
 very
 tempting
 to
 simply
 ignore
 them
 and
 rely
 only
 on
 player
 
interactions
 to
 drive
 the
 experience.
 These
 three
 are
 all
 equal
 components
 in
 game
 
design,
 and
 should
 be
 treated
 as
 such.
 
 

  Though
 to
 say
 that
 all
 five
 elements
 in
 games
 have
 to
 be
 given
 equal
 weight
 
and
 handled
 in
 the
 same
 manner
 would
 be
 entirely
 false.
 The
 best
 example
 is
 how
 
Context
 was
 applied
 in
 (a
 game
 for)
 Two:
 a
 very
 tightly
 controlled
 factor.
 Two
 had
 to
 
be
 designed
 for
 players
 of
 many
 different
 backgrounds,
 play
 styles,
 and
 play
 
experience.
 As
 such,
 it
 was
 important
 to
 limit,
 as
 much
 as
 possible,
 the
 influence
 of
 
previous
 games
 on
 players’
 play
 style.
 This
 tight
 control
 of
 Context
 manifested
 itself
 
through
 designs
 in
 other
 elements
 (voice
 chat,
 the
 specific
 design
 of
 each
 trial,
 etc.),
 
though
 it
 was
 a
 decision
 that
 was
 made
 as
 a
 fundamental
 choice
 when
 considering
 
the
 impact
 it
 would
 have
 on
 the
 game
 itself.
 While
 this
 example
 is
 somewhat
 specific
 
to
 Context,
 it
 is
 important
 to
 note
 that
 the
 four
 other
 elements
 in
 this
 game
 
framework
 can
 be
 handled
 in
 very
 similar
 means.
 Each
 element
 is
 a
 variable
 in
 a
 
greater
 equation
 that
 equals
 the
 game;
 how
 much
 flexibility
 they
 have
 it
 up
 to
 the
 
designer.
 
5.2
 Two
 Discussion
 Points
 

   
 Two’s
 design
 and
 research
 goals
 were
 to
 abstract
 and
 recreate
 a
 system
 in
 
which
 people
 form
 relationships,
 and
 it
 would
 be
 evaluated
 on
 whether
 or
 not
 it
 
created
 a
 meaningful
 digital
 connection
 between
 two
 people
 that
 progressed
 over
 
time.
 In
 this
 regard,
 Two
 achieves
 its
 goals
 fairly
 well.
 When
 asked
 about
 the
 other
 
person,
 almost
 all
 playtesters
 spoke
 in
 positive
 terms,
 often
 talking
 about
 how
 they
 
were
 unsure
 of
 what
 to
 think
 at
 first
 but
 grew
 to
 enjoy
 their
 company.
 One
 

  49
 
playtester,
 when
 recalling
 the
 play
 experience,
 stated,
 “I
 felt
 abandoned,
 stuck
 in
 the
 
wilderness
 with
 this
 other
 guy.
 […]
 But
 then,
 once
 it
 became
 apparent
 they
 were
 a
 
friend,
 it
 was
 ‘Oh
 cool!
 Friend!’”
 

  This
 general
 atmosphere
 was
 reflected
 in
 many
 of
 the
 testing
 sessions,
 
although
 in
 their
 own
 unique
 way.
 Almost
 every
 person
 claimed
 that
 their
 partner
 
formed
 a
 good
 balance
 to
 their
 own
 style
 of
 gaming,
 even
 if
 the
 proctors
 noted
 that
 
they
 played
 very
 similarly
 to
 each
 other.
 In
 addition,
 most
 claimed
 they
 wanted
 to
 
either
 continue
 playing
 with
 this
 person
 in
 some
 extended
 version
 of
 the
 current
 
game
 or
 in
 some
 other
 place.
 One
 even
 stated,
 when
 speaking
 with
 a
 proctor
 after
 
the
 test,
 “Where
 is
 this
 other
 person?
 I
 have
 to
 meet
 them.”
 When
 asked
 to
 elaborate
 
on
 why,
 the
 tester
 explained
 further,
 “I’ve
 just
 gone
 through
 this
 whole
 experience
 
with
 someone
 and
 I
 don’t
 even
 know
 what
 she
 looks
 like.”
 

  These
 results
 are
 echoed
 when
 observing
 the
 narrative
 arc
 players
 take
 in
 
the
 game.
 As
 designed,
 the
 game
 would
 attempt
 to
 design
 a
 bonding
 experience
 
through
 the
 course
 of
 play,
 yet
 allow
 for
 players
 to
 leave
 this
 course
 and
 go
 
exploring
 should
 they
 so
 desire.
 The
 mix
 of
 responses
 when
 playing
 the
 game
 
depended
 highly
 on
 the
 type
 of
 people
 playing,
 but
 in
 general
 followed
 along
 these
 
two
 vectors.
 During
 one
 playtest,
 as
 an
 example,
 the
 two
 players
 spent
 much
 of
 their
 
time
 between
 trials
 chatting
 about
 each
 other
 and
 the
 world.
 So
 much
 so,
 that
 by
 the
 
time
 they
 finished
 The
 Find
 (the
 second
 trial),
 they
 had
 decided
 together
 to
 wander
 
off
 and
 climb
 the
 nearest
 mountain.
 This
 eventually
 led
 them
 to
 discovering
 an
 
abandoned
 village
 and
 deciding
 to
 temporarily
 pause
 from
 the
 main
 course
 of
 the
 
game
 to
 explore
 before
 returning
 to
 the
 path
 a
 few
 minutes
 later.
 While
 not
 all
 

  50
 
playtests
 resulted
 in
 this
 move
 away
 from
 the
 main
 path,
 there
 was
 a
 general
 sense
 
of
 partnership
 formed
 by
 the
 end
 of
 the
 game,
 many
 times
 with
 players
 
independently
 citing
 the
 trials
 as
 to
 the
 reason
 why.
 
These
 observed
 behaviors
 would
 imply
 that
 Two
 reached
 its
 design
 and
 
research
 goals,
 but
 it
 has
 only
 achieved
 them
 in
 a
 safe
 testing
 environment.
 In
 order
 
to
 fully
 test
 whether
 or
 not
 the
 game
 could
 succeed
 in
 its
 goal,
 the
 game
 would
 have
 
to
 be
 finished
 and
 released
 to
 the
 world,
 its
 play
 behaviors
 documented
 and
 
recorded
 outside
 of
 the
 watchful
 eye
 of
 a
 test
 proctor.
 It
 is
 then,
 with
 the
 safe
 
blanket
 of
 anonymity,
 can
 this
 game’s
 results
 truly
 be
 evaluated.
 
There
 is
 also
 a
 large
 discrepancy
 between
 play
 styles
 and
 player
 interactions
 
between
 official
 testing
 and
 displaying
 the
 game
 in
 a
 gallery
 setting
 that
 bears
 
noting,
 and
 this
 is
 chiefly
 due
 to
 the
 physical
 set
 up.
 As
 mentioned
 previously,
 
players
 were
 separated
 physically
 during
 testing.
 Given
 that
 it
 is
 a
 little
 more
 
difficult
 to
 achieve
 and
 coordinate
 this
 during
 a
 public
 demonstration,
 computers
 
are
 set
 up
 back-­‐to-­‐back,
 so
 that
 players
 can
 see
 each
 other
 and
 communicate
 in-­‐
person,
 but
 they
 cannot
 set
 one
 another’s
 computer.
 This
 allows
 players
 to
 
physically
 interact
 —
 it
 allows
 them
 to
 high-­‐five
 and
 celebrate
 in-­‐person
 rather
 than
 
virtually,
 and
 it
 allows
 them
 to
 look
 at
 read
 one
 another
 much
 easier.
 This
 creates
 an
 
arcade-­‐like
 environment
 where
 players
 prefer
 playing
 with
 someone
 with
 which
 
they
 already
 have
 an
 established
 social
 connection.
 This
 somewhat
 undermines
 the
 
design
 goal
 of
 the
 game,
 as
 people
 are
 far
 more
 hesitant
 to
 play
 with
 those
 they
 do
 
not
 know.
 Despite
 this,
 (a
 game
 for)
 Two,
 given
 that
 it
 is
 much
 more
 about
 

  51
 
teamwork
 and
 bonding,
 still
 remains
 effective
 as
 it
 is
 still
 a
 relatively
 novel
 
gameplay
 experience.
 
I
 have
 one
 strong
 criticism
 of
 my
 own
 work
 and
 how
 it
 achieved
 its
 design
 
goal.
 One
 of
 the
 main
 definitions
 of
 games
 is
 that
 they
 are
 a
 voluntary
 experience
 
(Salen
 and
 Zimmerman,
 2004),
 and
 it
 has
 been
 noted
 that
 it
 cannot
 be
 a
 required
 
activity
 or
 else
 it
 will
 fail
 as
 play
 (Watson,
 2012).
 While
 playing
 this
 game
 is
 
completely
 voluntary,
 the
 decision
 to
 interact
 with
 the
 other
 person
 is
 required
 to
 
progress
 through
 the
 game
 itself.
 The
 outstanding
 question
 then
 becomes
 whether
 
or
 not
 this
 forced
 interaction
 undermines
 a
 meaningful
 relationship
 much
 in
 the
 
same
 way
 that
 forced
 play
 undermines
 a
 game?
 My
 personal
 belief
 on
 this
 matter
 is
 
that
 yes,
 it
 does,
 but
 not
 as
 strongly
 as
 if
 it
 were
 overtly
 forced
 (much
 in
 the
 way
 
that,
 say
 trust
 falls
 and
 icebreakers
 often
 are).
 The
 results
 from
 play
 tests
 seem
 to
 
give
 credence
 to
 the
 idea
 that
 players
 bonded
 strongly,
 and
 were
 completely
 willing
 
to
 surrender
 themselves
 to
 collaborating
 with
 the
 other
 person.
 This
 is
 likely
 due
 to
 
the
 voluntary
 choice
 of
 choosing
 to
 play
 the
 game
 in
 the
 first
 place,
 letting
 players
 
retain
 control
 of
 when
 they
 enter
 the
 trials,
 and
 allowing
 them
 to
 quit
 at
 any
 time.
 
5.3
 Future
 Considerations
 for
 Two
 
While
 the
 short-­‐term
 goals
 of
 the
 game
 are
 to
 continue
 to
 iterate
 and
 
develop,
 tweaking
 where
 necessary
 and
 adding
 content,
 there
 are
 a
 number
 of
 
considerations
 for
 the
 long-­‐term
 future
 of
 Two.
 The
 first
 comes
 from
 a
 comment
 
discussed
 previously
 by
 a
 tester
 about
 wanting
 to
 engage
 with
 their
 fellow
 player
 
after
 the
 interaction
 is
 over.
 Should
 there
 be
 an
 attempt
 to
 extend
 this
 experience
 
beyond
 the
 environment
 of
 the
 game?
 Several
 playtesters
 have
 mentioned
 a
 desire
 

  52
 
to
 allow
 some
 form
 of
 information
 exchange
 beyond
 voice
 —
 video
 chat,
 email
 
exchange,
 etc.
 —
 to
 allow
 players
 to
 potentially
 engage
 in
 a
 more
 personal
 manner.
 
While
 I
 believe
 this
 is
 beyond
 the
 scope
 of
 the
 game,
 this
 does
 suggest
 an
 interesting
 
design-­‐research
 question
 about
 privacy
 and
 the
 voluntary
 sharing
 of
 information.
 
 
The
 second
 is
 to
 release
 the
 game
 to
 the
 world
 but
 still
 maintain
 data
 about
 
how
 the
 game
 is
 played
 once
 it
 expands
 beyond
 the
 borders
 of
 a
 testing
 
environment.
 Similar
 to
 what
 was
 discussed
 in
 the
 previous
 section,
 this
 would
 
allow
 for
 more
 information
 to
 be
 gathered
 regarding
 the
 means
 by
 which
 people
 
interact
 and
 whether
 or
 not
 they
 choose
 to
 maintain
 the
 connection
 outside
 of
 the
 
play
 experience.
 

   
 

  53
 
6.0
 Conclusion
 

  Games
 are
 more
 than
 just
 insular
 and
 completely
 authored
 experiences,
 and
 
thus
 the
 framework
 of
 games
 must
 be
 expanded
 to
 include
 contributions
 from
 and
 
considerations
 of
 players.
 By
 adding
 the
 context
 of
 play
 and
 player
 affordances
 to
 
the
 key
 elements
 of
 games,
 we
 can
 create
 a
 bridge
 between
 the
 development,
 
criticism,
 research,
 and
 experience
 of
 games.
 This
 new
 framework
 does
 exactly
 that
 
by
 establishing
 five
 key
 components
 of
 games
 that
 must
 be
 given
 equal
 
consideration
 when
 creating
 or
 studying
 games:
 Mechanics,
 Aesthetics,
 Context,
 
Player
 Affordances,
 and
 Dynamics.
 

  This
 isn’t
 to
 say
 that
 one
 must
 incorporate
 all
 equally
 when
 designing
 games.
 
There
 are
 some
 games
 that
 emphasize
 Mechanics
 over
 Aesthethics,
 and
 others
 that
 
emphasize
 Player
 Affordances
 over
 Mechanics.
 But
 regardless,
 one
 must
 either
 
control
 or
 consider
 each
 category
 in
 order
 to
 fully
 understand
 how
 a
 game
 is
 played
 
or
 experienced.
 

  Two,
 as
 a
 game
 designed
 with
 this
 new,
 player-­‐inclusive
 framework
 in
 mind,
 
shows
 the
 potential
 of
 the
 new
 framework.
 By
 creating
 the
 Player
 Affordances
 
before
 anything
 else,
 Two
 was
 able
 to
 create
 a
 specific
 player-­‐driven
 dynamic
 much
 
easier
 than
 designing
 from
 Mechanics
 or
 Aesthetics
 first.
 It
 created
 a
 dynamic
 that
 
allowed
 for
 the
 establishment
 of
 a
 digital
 relationship
 through
 play,
 meeting
 its
 
design
 and
 research
 goals
 effectively.
 Such
 a
 game,
 combined
 with
 a
 design
 
approach
 that
 is
 player-­‐centric,
 gives
 evidence
 that
 meaningful
 interactions
 
between
 players
 can
 drive
 game
 designs
 in
 the
 future.
 

   
 

  54
 
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Asset Metadata
Creator Wiscombe, Simon J. (author) 
Core Title Players play: extending the lexicon of games and designing for player interaction 
Contributor Electronically uploaded by the author (provenance) 
School School of Cinematic Arts 
Degree Master of Fine Arts 
Degree Program Interactive Media 
Publication Date 04/16/2013 
Defense Date 03/08/2013 
Publisher University of Southern California (original), University of Southern California. Libraries (digital) 
Tag design,Games,interaction,multiplayer,OAI-PMH Harvest,player 
Format application/pdf (imt) 
Language English
Advisor Brinson, Peter (committee chair), Anderson, Steven F. (committee member), Lin, Jeffrey (committee member), Santiago, Kellee (committee member) 
Creator Email wiscombe@gmail.com,wiscombe@usc.edu 
Permanent Link (DOI) https://doi.org/10.25549/usctheses-c3-237742 
Unique identifier UC11295109 
Identifier etd-WiscombeSi-1554.pdf (filename),usctheses-c3-237742 (legacy record id) 
Legacy Identifier etd-WiscombeSi-1554.pdf 
Dmrecord 237742 
Document Type Thesis 
Format application/pdf (imt) 
Rights Wiscombe, Simon J. 
Type texts
Source University of Southern California (contributing entity), University of Southern California Dissertations and Theses (collection) 
Access Conditions The author retains rights to his/her dissertation, thesis or other graduate work according to U.S. copyright law.  Electronic access is being provided by the USC Libraries in agreement with the a... 
Repository Name University of Southern California Digital Library
Repository Location USC Digital Library, University of Southern California, University Park Campus MC 2810, 3434 South Grand Avenue, 2nd Floor, Los Angeles, California 90089-2810, USA
Abstract (if available)
Abstract This document establishes a framework for design, development, research, and criticism in games that is comprised of five main elements: Mechanics, Aesthetics, Player Affordances, Context, and Dynamics. It was developed through a series of design experiments and an analysis of games whose success hinges primarily on social and cultural components not mentioned in current frameworks. Drawing on these new elements, this document presents a case study of the entire development process of a game made with this new framework. Two is a game that models how two people form partnerships and relationships in a series of challenges, relying on the interactions of players to guide its gameplay experience. The development of Two presents a strong argument for the incorporation of social and cultural elements in both the creation and analysis of games as a means to enhance the experience and impact of play. 
Tags
interaction
multiplayer
player
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University of Southern California Dissertations and Theses 
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