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Intuition and Design in Oasis Game

The document discusses the design of the game Oasis and the interplay between intuitive and intellectual design approaches. It outlines an intellectual framework called MDA that separates game design into mechanics, dynamics, and aesthetics. It then uses Oasis as a case study to examine how intuition and intellect influenced its design. Examples are given of design problems solved through both approaches and how they worked together in the development of Oasis.

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Laksh Doshi
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0% found this document useful (0 votes)
25 views56 pages

Intuition and Design in Oasis Game

The document discusses the design of the game Oasis and the interplay between intuitive and intellectual design approaches. It outlines an intellectual framework called MDA that separates game design into mechanics, dynamics, and aesthetics. It then uses Oasis as a case study to examine how intuition and intellect influenced its design. Examples are given of design problems solved through both approaches and how they worked together in the development of Oasis.

Uploaded by

Laksh Doshi
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPT, PDF, TXT or read online on Scribd

Is this thing on?

Intuition And Intellect

Deconstructing The Design of Oasis

Marc LeBlanc
GDC 2005
Part I: Overview

Or, what this talk is, and what it


isn’t.
Outline
• Demo Oasis
• Discuss “Intellectual” and
“Intuitive” Design
• Outline an intellectual framework
• Deconstruct Oasis
• Bring up some moments of
Intellect/Intuition collision
Disclaimers
• This talk is not a post-mortem
 Not “What went right”
 Rather, “What we were thinking”
• This is not a “how to win the IGF”
talk
 Like I would know
Part II: Let’s Play Oasis…
Part III: Intuition and Intellect

In which we talk about talking about


game design.
Intuition vs. Intellect
• Intuition:
 Life Experience
 Mysterious and Creative
 Quick and Dirty
• Intellect:
 Study, Research, Synthesis
 Articulate and Analytical
 Slow and Precise
“The intellect is a Bailey bridge
built between islands of
inspiration.”
- Mike Myers
Another Metaphor
• Intuition is “high gear”
• Intellect is “low gear”
• Speed vs. Power tradeoff
You need both gears!
• Without Intuition you will get left
behind.
• Without Intellect you will get
stuck.

• Intuition AND Intellect,


not Intuiton VS. Intellect
However
• Intellect is inherently easier to
communcate.
• Welcome to the GDC
Part IV: An Intellectual
Framework

Wherein concepts are classified, and


terms are defined.
Games as Software

Code
Games as Software

Code Process
Games as Software

Code Process Requirements


Games as Software

Code Process Requirements

Rules
Games as Software

Code Process Requirements

Rules Activity
Games as Software

Code Process Requirements

Rules Activity “Fun”


A Design Vocabulary

Code Process Requirements

Rules Activity “Fun”


A Design Vocabulary

Code Process Requirements


Mechanics
Rules Activity “Fun”
A Design Vocabulary

Process Requirements
Mechanics Dynamics
Game “Fun”
A Design Vocabulary

Mechanics Dynamics Aesthetics


The MDA Framework

Mechanics Dynamics Aesthetics


Part V: Back to Oasis

Where we finally get back to that


game we looked at.
Aesthetic Objectives of Oasis
• Challenge the player
 He has interesting problems to solve.
• Create a strategic landscape to Discover
 The player crafts his own “game science.”
• Create an emergent Narrative
 Convey a sense of dramatic tension building to a
climax.
• Fulfill a Fantasy
 The player feels like he’s building a tiny empire.
• Create a spectacle of Sensation
 Sights and sounds for the player to enjoy.
The “Design Thesis” of Oasis

Oasis is the “anti-Minesweeper”


• Clicking yields information, but
• Clicking is good instead of bad.
• Many carrots, one big stick.
• Some carrots are sucker punches
 Use sights & sounds to lure the player
The “No Bad Clicks” Principle
• Became an aesthetic yardstick.
• We had to refine our notion of “bad.”
 “Worth less than nothing”
• Killed many, many potential features.
• Still, some emergent “bad clicks”
remain.
The Strategic Landscape
• Player starts out as a tourist.
• Eventually, he becomes a native.

• Map Generator
• Combat System
Dynamics that Challenge
Mechanic: Resource Contention
 Different moves compete for turns.
 Some also compete for followers.

Combined with:
 Random Maps
 Random Players
 Limited Information

Challenging decisions emerge.


Difficulty “Balance”

Easy Challenging? Impossible

Q: How do you find the balance


point?
A: You don’t.
The Oldest Trick in the Book

Easy Challenging? Impossible

Start here
The Oldest Trick in the Book

Easy Challenging? Impossible

March Onward and Upward


• The player has to win before it becomes
impossible.
• You still need to tune, but now it’s possible.
• This reflects our whole attitude towards
“balance”
The Dramatic Arc

Climax

Rising Falling
Action Action
Dramatic Dynamics
• Difficulty: Easy … Hard … Impossible
• Choices: Few … Many … Few
• Flow: Turn-based … Timed … Real-time
• Combat: Losing … Even … Winning

• Some arcs are authored, some are


emergent.
The Combat Mechanics,
The Simple Version
• Each round is a coin flip
• The winner kills some of the
loser’s troops
The Combat Mechanics,
The Less Simple Version
• Each round is a lottery.
• Every soldier has a ticket.
• Technology can add or remove
tickets.
• The winner’s team gets to kill
some of the losing team’s troops.
3 + <treasure bonus>/2
Some Combat Observations
• The better army usually wins.
• BUT, losing one round doesn’t cost
much.
• Ties can take a while to “snowball.”
• The weaker army…
 Still has a fighting chance
 Can last a long time
But There’s More
• Each side gets 200 “bonus tickets.”
• When a side kills N soldiers, it loses >N
bonus tickets.

• So:
 At the start, the battle is biased towards a coin flip.
 There’s some negative feedback.
 When the bonus runs out, the fight becomes more
skewed
All This Adds Up to Drama
• Fights stay close for a while, and then
the tide turns.
• The player starts out the underdog,
and then wins.
 Numbers vs. Firepower
• Not too bad, for just numbers going
down.
• Again, the drama is emergent.
Part VI: Intution and
Intellect, Revisited

In which the previous parts are


related to each other.
Creating Oasis
• Our day-to-day process was largely
intuitive.
• Intellectual processes helped us:
 Get out of ruts.
 Communicate objectives.
 Design tricky mechanics
Another Example: The
“Smitey Glyph” Feature
• Problem: All levels are won or lost, no
“region of forgiveness.”
• Proposed Solution: The “Smitey Glyph”
• Many theoretical problems
 Creates a “stalling” opportunity
 Diminishes the “sucker punch”
• But it Just Made Sense
Example: Pharaoh’s
Challenge
• Publisher asked us for “campaign mode” to
create an increased sense of “content.”
• We felt free to experiment, create an “inferior
game.”
• We could rationalize that freedom
intellectually.
• We relaxed the “No Bad Clicks” rule.
Example: Level Flow
Three Phases:
1. Turn-based explore & build
2. Timed troop deployment
3. Non-interactive battle.
• Were we nuts?
• Conventional wisdom says yes.
• Conventional wisdom is largely
intuitive.
It’s All About Drama

Battle
Deploy

Explore,
Build
An Important Precedent:
Golf Games

Ball Flight
Swing Meter

Aiming,
Club Selection
In General

Result
Execution

Planning
Example: Difficulty Coupling
• Originally, difficulty only determined
starting level number.
(Easy = 1, Normal = 11, Hard = 21, Insane = 31)
• Empirically, a bad idea.
• We changed it so all levels start at 1.
• The change bought us tuning freedom.
Questions?
• Slides and Stuff:
[Link]
• Oasis: [Link]
• Me: mahk@[Link]
Example Bugs
1. “10 Second phase” is too “solveable.”
(challenge)
2. When the player’s scarab power is
low, defeat seems inevitable. (drama)
3. Not enough ways to take risks
(drama,challenge).
4. Treasure searching is too random, not
skill-based (challenge)
Example Solutions
• “10 Second phase” is too
“solveable.” (challenge)

Introduce a penalty for each city


lost.
Example Solutions
2. When the player’s scarab power
is low, defeat seems inevitable.
(drama)

Introduce a special treasure that


repleneshes scarab power, if
defended. (Also addresses #3)
Example Solutions
3. Not enough ways to take risks
(drama,challenge).

Introduce a special treasure that


earns score, if defended.
Example Solutions
4. Treasure searching is too random,
not skill-based (challenge)

Treasure placement has a more


learnable pattern. (No
duplicates, ascending order.)
Here’s What We Did
• Saw Oasis
• Discussed “Intellectual” and
“Intuitive” Design
• Presented MDA
• Examined Oasis
• Discussed moments of Intution and
Intellect at work.

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