Tuesday, November 27, 2012

Applying Burgun's Lens of Game Design

I recently read Keith Burgun's Game Design Theory, an intriguing manifesto on game design and philosophy. The author argues that reasoned discourse about games requires a shared vocabulary, and to this end, he offers the following hierarchy of interactive systems.
Burgun's hierarchy of interactive systems
(Taken from What Makes a Game?)
Burgun's defines a Game as "a system of rules in which agents compete by making ambiguous decisions." More specifically, these decisions have to be endogenously meaningful in terms of the game mechanics. Whether or not one agrees with his definition is less important, in my opinion, than the fact that a vocabulary helps us move forward in the science of design.1 


The hierarchy of interactive systems permits Burgun to explain what he's not talking about: because he wants to address game design, he can cut out problems of interactive system designpuzzle design, and contest design. Many of his game design recommendations echo what others have to say. However, it's Burgun's zealotry that makes his work so valuable: he makes fewer and stronger recommendations. In the introduction, he discusses how he sees his work with relation to other books on game design:
For those who might defend these books by saying that they're only giving readers wiggle room or that they're allowing readers to come to their own conclusions about what games are: readers do not explicitly need to be given permission to do this. Thinking persons will come to their own conclusions, regardless of whether they read something wishy-washy, or something pointed... (Introduction, page xx)
This sets the tone for the rest of his book. He is unapologetic about his philosophy of game design and leaves it to the reader to decide whether they agree or not. In fact, I don't think anyone who is serious about game design could read the book without being either uplifted or offended.

In an attempt to better understand Burgun's philosophy, I decided to apply his lens to some of my work and my students' projects. The following analyses assume familiarity with his philosophy, and while this is best presented in the book, there is an overview in the freely-available Gamasutra article, What Makes a Game?


Morgan's Raid

According to Burgun's lens, Morgan's Raid is a Puzzle2 because there is no randomness: a play experience can always be replicated by repeating a series of decisions. The goal of the puzzle is to maximize score, which is themed in the game as Morgan's reputation. The impact of a player's raiding decisions on reputation are not immediately clear: a player must choose all of his orders prior to seeing their combined effect, although Basil Duke does provide thematic hints.
Basil Duke informs the player that he will help explain the puzzle.
There must be a series of decisions that maximizes reputation, but no one on the development team knows what it is. From our observations, groups of players will gladly make it a contest to see who gets the highest score, although their interest in the game wanes well before anyone finds the optimal path.

It is interesting to note that the original Spring Team design for Morgan's Raid involved more interesting behavior of the Union troops who were chasing Morgan, such that this would have made the project a Game. The original plan was for the Union's movement to be like Morgan's, making heuristic decisions in each town in an attempt to capture the player. However, working within our time constraints, we simplified the Union behavior to make them a fixed integer distance from Morgan. This distance is modified by player's decisions but in a fixed and predictable way.


Museum Assistant: Design an Exhibit

Museum Assistant is also a puzzle, albeit one with multiple solutions. Players get themed feedback based on the solution chosen; for example, creating an exhibit with African scientific artifacts from three different periods yields the generated exhibit title, "African Science through the Ages." The themes provide reason for players to try alternate paths, but from a mechanics point of view, one solution is as good as any other.


As with Morgan's Raid, Museum Assistant underwent a design change that resulted in its moving from Game to Puzzle on Burgun's hierarchy. Details of this design are described in my MeaningfulPlay paper, but to summarize, there were systems of input and output randomness that made it so the same series of game actions could produce different results. However, in the major redesign we agreed that we needed one good play experience, and that balancing the ambitious original design was outside of our scope. In terms of Burgun's hierarchy, the team decided to make a good Puzzle rather than a bad Game.


Equations Squared

While the previous two examples are student work, Equations Squared is my own, and it's certainly a Game. The player makes strategic decisions about placement of digits and operations, in terms of which to use and where to place them. Not all sequences are legal equations, and the scoring system rewards more complex equations. There is input randomness: the sequence of digits and operations you receive is different each time you play the game, so you very likely will never play the same game twice.



Auralboros

Auralboros is an experimental make-your-own-rhythm-game toy. You can make the experience as simple, as challenging, or as ridiculous as you want. To this end, Auralboros is simply an Interactive System.
Auralboros encourages players to make their own Contests out of matching keystrokes in rhythm. The system rewards such behavior with visual feedback. There's no ambiguous decisions: you either make and match rhythms or you don't. In fact, a successful strategy to seeing all the visual bells-and-whistles is to spam a single key—a useful debugging technique discovered by co-developer Ryan Thompson. However, this strategy is not much fun, as you end up just making a bad Contest.


EEClone

I still occasionally install and play Every Extend (though it seems the original download site is now gone), usually after explaining to students what an amazing experience it is. EEClone is my academic knockoff, designed to explore and teach how design patterns occur in game engine software.


Like its inspiration and namesake, EEClone is a Game. The timing and orientation of incoming obstacles is not known, and the player has to make meaningful and ambiguous decisions about maneuvering and the timing of explosions in order to succeed. Of all these analyses, this one is the simplest, but it also shows how things that are obviously Games fit nicely into the hierarchy.


Conclusions

Most of my effort the past few years has been on serious games. As I use the term, serious games are those that are designed to have a particular real-world impact on the player. For example, Museum Assistant is designed to encourage players to think about collecting and curating. Applying Burgun's lens to my students' projects gives rise to an intriguing contradiction: serious games need not be "games" at all. However, Museum Assistant is no less successful in meeting its design constraints for its being classified a Puzzle. This is because the real constraint for serious games is serious, not game. It is difficult to say whether or not these projects would better meet their goals (however one defines "better") if they were Games, because this would fundamentally change them. For example, we know that Morgan's Raid could be a better Game if the maps were randomized, but this violates the goal of familiarizing the player with actual Indiana geography.3

The Morgan's Raid and Museum Assistant teams recognized that there were opportunities to make a better game—or from a strict reading of Burgun, to make Systems and Puzzles into Games. Both teams eliminated randomness in the face of time constraints, knowing that balancing games would be much more time-consuming than testing puzzles. This was shared knowledge among the team, although they didn't have Burgun's concise language to communicate the sentiment. In a similar vein, the Auralboros team was aware that we weren't really making a game at all. It is interesting to note that Equations Squared is a Game by Burgun's hierarchy, but it is not a serious game by my own definition. For the player, it is simply supposed to be fun. The serious aspect of it is in the assessment of player's behavior, an assessment conducted by someone outside the magic circle but facilitated by score, badges, and demerits.

Applying Burgun's lens to these projects has helped me to understand his philosophy. However, since much of his philosophy is prescriptive, there is not much extrinsic value in applying the lens to completed projects. That is, I do not think I gained any new insight into these projects, but then again, as an academic, I've already studied them inside and out. I do look forward to having Burgun's philosophy in my utility belt for future design projects, particularly as a lens for identifying and discussing decisions that could alter a project's position in the hierarchy. Next semester, I will be leading an experimental six-credit interdisciplinary game design and development studio, and you can be sure I'll try to keep up my reflective practice here on the blog.


1 At MeaningfulPlay, I got into a bit of a debate with a gentleman over the definition of "fun." He argued that a friend's autobiographical game designed around the theme of depression and abuse, in which you decide whether or not to commit fantasized patricide, could not be fun. I said that if it was a game, and if I was using Koster's operational definition of fun as learning and mastery of a system, then it could be fun, though perhaps not in the informal "enjoyment" sense. My point was that if we defined these terms, we can be clear about our meaning and avoid the baggage. He didn't talk to me any more. I tell this story to demonstrate that I am surely in Burgun's design philosophy camp, and that there is a dangerous cultural divide in "game design" that prevents communication across traditions. See also Daniel Cook's excellent essay contrasting secular and mystical approaches to game design.

2 As a typographical convention, I will capitalize the layers of Burgun's hierarchy so as to distinguish the layer "Puzzle" from the general use of the word.

We are currently conducting an empirical study on the effectiveness of Morgan's Raid, and I will report the results here when we have them.

Tuesday, November 20, 2012

The PlayN Experience

In an online discussion, a student asked me the following with respect to Equations Squared:
How does PlayN compare to say Slick2D? Is development with it straightforward? Did you have any major issues along the way? Most of the example games listed don't even work in Firefox, but I noticed Equations Squared does. Was this extra work or are others just lazy? Answers to any of these questions would be greatly appreciated.
My summary of the design and development of Equations Squared mentions little about its technical architecture aside from the fact that I used PlayN. Briefly, PlayN is a game programming library that allows you to write games using a standard Java toolchain and then cross-compile them to several different platforms, including HTML5, Android, and iOS. It is based on the same fundamental technology as Google Web Toolkit, which permits development of AJAX Web applications from pure Java source; GWT is used to implement such powerful Web applications as GMail.

I got interested in PlayN because of the potential to build HTML5 applications while leveraging my knowledge of Java. I've done very little Javascript, and I know from personal and vicarious experience that browser-specific quirks are a special kind of hell. Yet, the browser is the common modern networked operating system, and I figured that a pure HTML5+JS solution would improve the chances of both longevity and adoption for a math assessment game. As much as I love standard Java and Unity3D, both require third-party plug-ins; my experience working with schools is that very often, if a teacher wanted to use such software, they often do not have permission or knowledge to install and configure it. The fact that PlayN is based on GWT was an easy sell for me, as I've been telling students for years that GWT represents the state-of-the-art.

Getting started with PlayN requires you to dive into Apache Maven. It took me some time to wrap my head around Maven, but now that I've used it, it's hard to imagine life without it. In a nutshell, it manages project dependencies and build lifecycles. Previously, I was used to this sequence:

  1. Find a library I want to use in a project.
  2. Download the binaries and documentation jars.
  3. Put these into lib and doc folders in my project.
  4. Adjust the Eclipse build path and, if necessary, native library locations.
Now, with Maven, the process looks like this:
  1. Find a library I want to use in a project.
  2. Edit my POM file.
Nice. While I was working on my game, new versions of some of my dependencies were released. Getting the new versions into my project was literally as easy as changing a version number in the POM.

It's not all milk and honey with Maven. The Eclipse integration allowed me to import my project without too much trouble, but I found the integration imperfect, and I ended up doing a combination of developing and compiling in Eclipse while building release candidates on the command line. Fortunately, you don't have to start by mastering all of Maven: the PlayN Getting Started Guide provides just enough to get you started. As with anything, follow those steps, and then take some time to look at what really happened with your project.

Perhaps the biggest non-technical hurdle to getting into PlayN is the rendering model. There is a complex system of layers, and I found myself having to refer to the documentation time and time again to ensure that I was using each properly. I ended up making extensive use of GroupLayers to handle the hierarchical nature of the game. For example, each of the dashboards is a group layer consisting of nested layers, and moving a digit from the right-hand side tray to the board ends reparenting it from one layer to another. Once I got into the flow, it was no trouble at all, but I'm not confident I could sit down right now and whip up a demo without re-reading the documentation again. Contrast Slick, for example, where I know I could whip up a little demo that makes a guy dance on the screen in almost no time; more on Slick later.

Screenshot of the game
I used the excellent TriplePlay, Pythagoras, and React libraries along with PlayN, along with my old favorite, Guava. All the logic of the game was written using test-driven development, which saved me several times from introducing regression defects, particularly in the parsing of various kinds of arithmetic expressions.

While TriplePlay made handling text much easier, I did find uncover cross-browser problems when using this library—some of which have been fixed since then. There are subtle problems with text alignment, which caused me trouble when the main tiles of my game were being dynamically generated. To avoid having to write krufty browser-specific code, I ended up replacing the dynamic tiles with static images from a sprite sheet. I'm guessing that the failure of some PlayN projects to work in Firefox is due to similar issues combined with lack of QA. Once again, thanks to all my testers!

The sprite sheet that replaced dynamically-generated tiles
The student's question asks about a comparison of PlayN to Slick2D, the latter of which was used to develop Morgan's Raid. All the important technical aspects of Morgan's Raid could have been done in PlayN; in fact, some may have been easier if I had known about Maven at the time, since we used a build server with continuous integration and test-driven development. Neither Slick nor PlayN save you from having to do some fiddling with project configurations and native libraries. Slick is almost certainly faster to get up and running, assuming you don't run into LWJGL version problems—which you almost certainly will at some point. Slick+Maven may be worth my investigating.

The real decision between PlayN and Slick2D comes down to target platform and choosing where you want to fight with it. Slick will always require the client to have Java installed, or you'll have to heavily invest in making custom installers. Remember that installing Java—or anything—is seriously scary or impossible for some people.  With PlayN, you can deploy straight to HTML5+JS, but in my experience, you still need to do platform testing even if you do everything the documentation tells you: some things still won't work right. You can also build to recent versions of Android: I tried this and it worked well for me, but I didn't have time to design the game for the various mobile screen sizes. I cannot comment from personal experience on the Flash or iOS support in PlayN, though there seem to be some problems with the Flash compiler based on discussions I've seen on the mailing list.

I hope that this summary of my experience with PlayN, and the comparison to my Slick experience, is useful to you. Feel free to leave comments below and I'll do my best to get back to you.

Friday, November 9, 2012

Student-created badges for milestone presentation evaluation

The students in my advanced programming class have their Milestone 1 presentations coming up next Wednesday. It's a three week increment, and so most of their attention the last two weeks has been on their projects. I was going to publish a rubric for the Milestone 1 presentations, but then I realized that it would be far more interesting for the students to come up with the assessment plan. It turns out that all three of my teams are making simple games as their projects—a fluke that's not happened in this class before—and so I decided to dovetail on that and work with them to do achievement-based assessment.

Normally, I spend the few minutes before 1PM setting up my laptop. I knew I wouldn't need it today, so at 12:55, I was standing at the podium and ready to begin. All but one of the students were already there, so I started an informal discussion about why classes are so tightly tied to time. It was just passing thought to me, the relationship of time-locked learning to the educational needs of the industrial revolution, when I realized that there was a path to achievements from here.

I challenged them to think about what education might look like if we weren't slaves to the clock. A student mentioned that he had a class where they covered a chapter per three-hour meeting, and if they got done early, they just went home. I noted that textbook-oriented learning is part of the same phenomenon, having emerged from a time when information was scarce and structured, but that this generation of undergraduates has lived through the transition to information's being abundant and unstructured. One of the students had been homeschooled in his earlier years, and he described how he had content-oriented tasks, and he could play whenever he was done with them. We agreed this was still basically the same as chapter-per-meeting, "content"-based design, but with more scheduling freedom.

When I challenged them to think about how learning was authenticated, a student mentioned portfolios as an alternative to transcripts, which I agreed was a good idea. Another mentioned that one way to demonstrate knowledge is to teach it. Aha! From there, I explained how there was a peer-to-peer connection here: the one teaching the material could verify that the learner had learned it, but the learner could also verify that the teacher knew it. How a third party would interpret such peer-oriented credentialing would depend on how much they trusted the person who signed it. That is, a network of trust supplants the hierarchy—an idea that was certainly inspired by my recent watching of Manuel Lima's RSA Animate talk.

This got us into a discussion of the Badges for Lifelong Learning initiative, as well as a brief overview of the idea of badge-creation as a form of reflective practice. This latter idea came directly from my discussions with Lucas Blair at MeaningfulPlay. I challenged the students to think of badges that we could use for the Milestone 1 presentations. There were some thoughtful looks but mostly confusion, so I led with an example, starting with the criteria, then polling for what to title it, and finally, plying my incredible chalk-art skills to make an icon—a sequence of development I encouraged them to follow.


I got the students into cross-team groups to come up with some of their own, inviting them to share their badges on the board. As they got started, I reminded them that I didn't care if one person gave the milestone presentation or if they all rotated speakers. Personally, I think speaker rotation is silly—and I told them this—but it seems someone has convinced them before coming into my class that speaker rotation is good.

Here's what we designed for achievements, in the sequence we discussed them.





Those icons are all student-created, except for the bald Mr. Clean guy. I can't believe they used a broom and not the iconic strong cross-armed bald guy. I was a little disappointed that one of the groups did not fully realize the value of icons, as I value the analogical thinking necessary to invent them. Note, for example, the visual pun in Home on the Range. (Assuming I'm interpreting that correctly.)

As they were designing these badges, a student asked if they could make "negative badges," and I told them to do so as they wished. When we got to talking about Train Wreck, I asked them what they thought about the negative badge. A student spoke up and said, "Well, it's still a learning experience." Que alegria! I told them that I could not have said it any better myself and we moved on.

When we got to Orator, I pointed out that it was significantly different from the rest, as it was competitive. They seemed to agree with me, though silently, that it was OK to have some competitive badges in addition to the ones anyone could earn.

With just a few minutes left in the session, I pointed out that what we had done for the last half an hour was exactly reflective practice, and that this was a major goal of the learning experience. I asked if they thought this set of badges would suffice for Wednesday, and they agreed. I told them I'd collate the badges and provide them with sheets for Wednesday's presentations, and that afterwards we would talk about the process.

As it turns out, I had an Ed.D. student observing that day as well. As we walked out of the room, he asked, "Is that normal? ... Are you normal?" I laughed and explained that certainly some days are better than others, but today, we had everybody deeply engaged, and it was a great meeting.