Patterns The Key to Game Amusement Studies GCCE 2014

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1 Patterns The Key to Game Amusement Studies GCCE 2014 Makuhari Messe, Japan Klaus P. Jantke &OksanaArnold Fraunhofer IDMT Klaus P. Jantke & Oksana Arnold Patterns The Key to Game Amusement Studies 2/ 34 Layout of the Presentation Grundfrage: Was ist das eigentlich, Spiele und Spielen...? Spielen Spiele I. Case Study of a Tablet Game II. Shadows of Destiny Case Study of a PC Game III. Dead Rising Case Study of a Console Game Summary and Conclusions: Whatpatternsrevealabout... Mastery Fun vs. Frustration

2 Klaus P. Jantke & Oksana Arnold Patterns The Key to Game Amusement Studies 2/ 34 Layout of the Presentation 0. Starting Point: Problems with the Pattern Concept Missing Clarity, i.e. Decidability & Locality Confusion of Patterns and Instances I. Case Study of a Tablet Game II. Shadows of Destiny This must be shortened, due to limited time. Case Study of a PC Game III. Dead Rising This must be shortened, due to limited time. Case Study of a Console Game IV. Summary and Conclusions: Whatpatternsrevealabout... Mastery Fun vs. Frustration Klaus P. Jantke & Oksana Arnold Patterns The Key to Game Amusement Studies 3/ 34 Starting Point: Problems with the Pattern Concept When everything is a pattern (as in [Börk & Holopainen, 2005]), this does not explain anything. Patterns are the general hidden! regularities of interest. What may be observed, are instances of a pattern. The occurrence of an instance must be decidable. Whether an instance belongs to a pattern must be decidable.

3 Klaus P. Jantke & Oksana Arnold Patterns The Key to Game Amusement Studies 4/ 34 The digital game is a combinatorial game for Tablets under ios. The game consists of 80 levels; each level may be seen as a separate game. There are two main characters named Love and Hate. The game mechanics is simple. All the games are appropriate for children, even of pre-school age. Some later games are of a higher complexity. Most of them are fun and challenging to adults as well. In every game, the ultimate goal that Love or Hate reaches a certain clearly indicated position. Klaus P. Jantke & Oksana Arnold Patterns The Key to Game Amusement Studies 6/ 34 The game is usually not perceived like that, but it is a board game.

4 Klaus P. Jantke & Oksana Arnold Patterns The Key to Game Amusement Studies 7/ 34 The game is usually not perceived like that, but it is a board game, which is turn-based. When it is a player s turn, the player selects either Love or Hate to perform an action. The goal of the game is to reach the cell which is above the cell occupied by the stationary button. Love and Hate may move to the left or to the right supposed the next cell on this side is not yet occupied. Moves may have side-effects which are (sequences of) actions performed by the game system. For instance, Love may call one of the other ones which, in response, tries to move one step toward Love.... Klaus P. Jantke & Oksana Arnold Patterns The Key to Game Amusement Studies 8/ 34 Pattern of Ultimate Confluence Given an appropriate formalization, every game may be seen as determining some rewrite relation. The property of confluence means that after every branching there are certain further sequences of actions leading to the same game state. The pattern of ultimate confluence may guarantee that there is no deadlock.

5 Klaus P. Jantke & Oksana Arnold Patterns The Key to Game Amusement Studies 8/ 34 Pattern of Ultimate Confluence Given an appropriate formalization, every game may be seen as determining some rewrite relation. The property of confluence means that after every branching there are certain further sequences of actions leading to the same game state. The pattern of ultimate confluence may guarantee that there is no deadlock. We assume all the formalizations of the paper, especially, the set of actions M, the set of all action sequences M, the set Π(G) of all completed game plays according to the mechanics, the set Ψ(G) of all those sequences of Π(G) which occur in human play, the intial substring relation, the concatenation of strings, and so on... and to abbreviate expressions, the notation in S = {t s S : t s}. π in Ψ(G) π 1,π 2 M ( ππ 1,ππ 2 in Ψ(G) π 1,π 2 M ( ππ 1 π 1,ππ 2π 2 Ψ(G) )) Klaus P. Jantke & Oksana Arnold Patterns The Key to Game Amusement Studies 9/ 34 Pattern of Ultimate Confluence Given an appropriate formalization, every game may be seen as determining some rewrite relation. The property of confluence means that after every branching there are certain further sequences of actions leading to the same game state. The pattern of ultimate confluence may guarantee that there is no deadlock. We assume all the formalizations of the paper, especially, the set of actions M, the set of all action sequences M, the set Π(G) of all completed game plays according to the mechanics, the set Ψ(G) of all those sequences of Π(G) which occur in human play, the intial substring relation, the concatenation of strings, and so on... and to abbreviate expressions, the notation in S = {t s S : t s}. π in Ψ(G) π 1,π 2 M ( ππ 1,ππ 2 in Ψ(G) π 1,π 2 M ( ππ 1 π 1,ππ 2π 2 Ψ(G) ))

6 Klaus P. Jantke & Oksana Arnold Patterns The Key to Game Amusement Studies 10/ 34 Pattern of Ultimate Confluence Given an appropriate formalization, every game may be seen as determining some rewrite relation. The property of confluence means that after every branching there are certain further sequences of actions leading to the same game state. The pattern of ultimate confluence may guarantee that there is no deadlock. We assume all the formalizations of the paper, especially, the set of actions M, the set of all action sequences M, the set Π(G) of all completed game plays according to the mechanics, the set Ψ(G) of all those sequences of Π(G) which occur in human play, the intial substring relation, the concatenation of strings, and so on... and to abbreviate expressions, the notation in S = {t s S : t s}. π in Ψ(G) π 1 M ( ππ 1 in Ψ(G) π 1 M ( ππ 1 π 1 Ψ(G) )) Klaus P. Jantke & Oksana Arnold Patterns The Key to Game Amusement Studies 12/ 34 Variations of Pattern Concepts [properties of subsequent interest]. π 1,π 2 M ( ππ 1,ππ 2 in Ψ(G) π 1,π 2 M ( ππ 1 π 1,ππ 2π 2 Ψ(G) )). π 1,π 2 M ( ππ 1,ππ 2 in Π(G) π 1,π 2 M ( ππ 1 π 1,ππ 2π 2 Π(G) )) π in Ψ(G) π 1,π 2 M ( ππ 1,ππ 2 in Ψ(G) π 1,π 2 M ( ππ 1 π 1,ππ 2π 2 Ψ(G) )) π in Π(G) π 1,π 2 M ( ππ 1,ππ 2 in Π(G) π 1,π 2 M ( ππ 1 π 1,ππ 2π 2 Π(G) )) π in Ψ(G) π 1 M ( ππ 1 in Ψ(G) π 1 M ( ππ 1 π 1 Ψ(G) )) π in Π(G) π 1 M ( ππ 1 in Π(G) π 1 M ( ππ 1 π 1 Π(G) ))

7 Klaus P. Jantke & Oksana Arnold Patterns The Key to Game Amusement Studies 13/ 34 the game Level 1 Game yes yes... Level 5 Game no no... Level 10 Game yes no Klaus P. Jantke & Oksana Arnold Patterns The Key to Game Amusement Studies 14/ 34 Screenshots from Levels 1-4

8 Klaus P. Jantke & Oksana Arnold Patterns The Key to Game Amusement Studies 15/ 34 Apparent Deadlocks Screenshots from Levels 5 and 6 Klaus P. Jantke & Oksana Arnold Patterns The Key to Game Amusement Studies 16/ 34 A deadlock like that never happens. Two Screenshots from Level 7

9 Klaus P. Jantke & Oksana Arnold Patterns The Key to Game Amusement Studies 17/ 34, but not exemplified (by means of the Level 8 Game) Klaus P. Jantke & Oksana Arnold Patterns The Key to Game Amusement Studies 18/ 34 Survey of Occurrences of the Pattern of Ultimate Confluence the game the game Level 1 Game yes yes Level 7 Game yes no Level 2 Game yes yes Level 8 Game yes no Level 3 Game yes yes Level 9 Game yes no Level 4 Game yes yes Level 10 Game yes no Level 5 Game no no Level 11 Game no no Level 6 Game no no Level 12 Game no no...

10 Klaus P. Jantke & Oksana Arnold Patterns The Key to Game Amusement Studies 19 / 34 Shadows of Destiny The digital game Shadows of Destiny is an already rather old point & click adventure on console and PC released by Konami in 2001 (originally on PS 2; 2002 on XBox 360; 2003 on PC). c Fraunhofer IDMT 2014 Klaus P. Jantke & Oksana Arnold Patterns The Key to Game Amusement Studies Shadows of Destiny There is the peculiarity that throughout the game play you die frequently. c Fraunhofer IDMT / 34

11 Klaus P. Jantke & Oksana Arnold Patterns The Key to Game Amusement Studies 21/ 34 Shadows of Destiny The solution to the problem is roughly speaking time travel. Klaus P. Jantke & Oksana Arnold Patterns The Key to Game Amusement Studies 22/ 34 Shadows of Destiny As a side-effect, you may meet yourself in the past...

12 Klaus P. Jantke & Oksana Arnold Patterns The Key to Game Amusement Studies 23/ 34 Shadows of Destiny The crucial idea is to change in the past some necessary conditions of your death in the present. Klaus P. Jantke & Oksana Arnold Patterns The Key to Game Amusement Studies 24/ 34 Shadows of Destiny The crucial idea is to change in the past some necessary conditions of your death in the present. Klaus P. Jantke The Evolution of Story Spaces of Digital Games beyond the Limits of Linearity and Monotonicity 2nd Intl. Conf. on Digital Storytelling, pp

13 Klaus P. Jantke & Oksana Arnold Patterns The Key to Game Amusement Studies 25/ 34 Dead Rising The digital game Dead Rising is a complex game which may be characterized as hack & slash or as survival & horror. There exist three sequels by Capcom, the first one released in 2006 (the next sequels in 2010 and 2013). In Germany, the games did no get an age rating and, thus, are not on the official market. Private ownership, however, is legal. In this game, you play a photo reporter who is facing thousands of zombies... As usual, you level up to gain the ability to resolve more and more complex quests. Interestingly, by taking photographs you may score points. Klaus P. Jantke & Oksana Arnold Patterns The Key to Game Amusement Studies 26/ 34 Dead Rising When playing the game, you experience...

14 Klaus P. Jantke & Oksana Arnold Patterns The Key to Game Amusement Studies 27/ 34 Dead Rising When playing the game, you experience that shots bring you different scores. Klaus P. Jantke & Oksana Arnold Patterns The Key to Game Amusement Studies 28/ 34 Dead Rising When playing the game, you experience that shots bring you different scores.

15 Klaus P. Jantke & Oksana Arnold Patterns The Key to Game Amusement Studies 29/ 34 Dead Rising When playing the game, you experience that shots bring you different scores. Klaus P. Jantke & Oksana Arnold Patterns The Key to Game Amusement Studies 30/ 34 Dead Rising The Pattern of the Ambitious Achiever Note: We consider only one variant of this pattern with respect to scoring prestige points by taking photos for the sake of leveling up.

16 Klaus P. Jantke & Oksana Arnold Patterns The Key to Game Amusement Studies 30/ 34 Dead Rising The Pattern of the Ambitious Achiever Note: We consider only one variant of this pattern with respect to scoring prestige points by taking photos for the sake of leveling up. There are many points of game play where taking photos does not give any score points. In other play states, the system performs a sequence of actions in showing some cut scene meaning an interesting event of the story. This is a sequence of frames seen as subsequent actions f1 cf 2 c...f k c. Players may interrupt the sequence by taking some photo shot σ. In response, they score some points relative to the current frame m. f1 cf 2 c...f mσρ c c mfm+1 c...f k c Klaus P. Jantke & Oksana Arnold Patterns The Key to Game Amusement Studies 31/ 34 Dead Rising The Pattern of the Ambitious Achiever Note: We consider only one variant of this pattern with respect to scoring prestige points by taking photos for the sake of leveling up. There are many points of game play where taking photos does not give any score points. In other play states, the system performs a sequence of actions in showing some cut scene meaning an interesting event of the story. This is a sequence of frames seen as subsequent actions f1 cf 2 c...f k c. When ambitious achievers are not satisfied with some photo shot at some point m, they reload and try it again. f1 cf 2 c...f m c σρ c m fm+1 c...f n c σρ c n fn+1 c...f n c

17 Klaus P. Jantke & Oksana Arnold Patterns The Key to Game Amusement Studies 32/ 34 Summary & Conclusions Patterns may be very expressive and extremely precise. Patterns are suitable to characterize essentials of game play. Patterns distinguish varying game mechanics. Patterns distinguish varying behaviors of human players and help to classify different human experiences. There are detailed studies about the relationship between the occurrence of pattern instances and the mastery of game play, see, e.g., [Jantke, 2012]. Klaus P. Jantke & Oksana Arnold Patterns The Key to Game Amusement Studies 34/ 34 Thank you very much for your attention. Staffan Björk & Jussi Holopainen. Patterns in Game Design Charles River Media, 2005 Simon Egenfeldt-Nielsen Educational Potential of Computer Games. Continuum Press, 2007 Klaus P. Jantke Pattern Concepts for Digital Games Research. Knowledge Media Technologies. First International Core-to-Core Workshop, 2006, pp Klaus P. Jantke The Evolution of Story Spaces of Digital Games beyond the Limits of Linearity and Monotonicity 2nd International Conference on Digital Storytelling, pp Klaus P. Jantke The Pattern Experience Evaluation Program. Proc. DERIS 2009: Intl. Workshop on Design, Evaluation and Refinement of Intelligent Systems, 2009, pp Klaus P. Jantke Patterns of Game Playing Behavior as Indicators of Mastery. Assessment in Game-Based Learning: Foundations, Innovations, and Perspectives, 2012, pp Klaus P. Jantke Pedagogical Patterns and Didactic Memes for Memetic Design by Educational Storyboarding. Webble Technology, First Webble World Summit, 2013 Raph Koster A Theory of Fun for Game Design. Paraglyph Press, 2005

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