Let’s Build a Game Designer!

Posted on 2 CommentsPosted in 2017 Selected Workgroup Topics, 2017 Workgroup Topic Proposals

I mean, it’s obvious, right? Eventually we will all have to become game designer designers.

Procedural content creation is all well and good, but what would it take to build a non-human designer that can design an entire game?

What atoms, rules, models, systems, and methods will we need?

What can be done today? Prototyped this weekend?

What do we see as the road ahead in machine-assisted game design?

Join me in embracing our future of automated creativity!

Multiplayer payoff matrices and the Domains of Play

Posted on Leave a commentPosted in 2016 Selected Workgroup Topics, 2016 Workgroup Topic Proposals

This topic builds on Jason Vandenberghe’s work mapping game elements and player preferences to the Big Five motivational factors.

Looking specifically at multiplayer game scenarios, it appears that:

1) using a Prisoner’s Dilemma approach, and

2) assigning weights to various player options (as available in the game’s feature set) to create

3) a Nash equilibrium payoff matrix that attributes to each player a set of payoffs based on each¬†player’s particular Big Five motivational model

…we might theoretically be able to predict player enjoyment and likely play styles when placed into a known game milieu with other players whose Big Five motivation maps and play choices are also known (or knowable).

How true is this theory, on a scale of bullshit to canon?

How practical/useful is this today? If the answer is “not much,” what would we need in order to really apply it? (Yes, a comprehensive motivational¬†payoff matrix for an MMO in this model challenges even today’s definition of “Big Data.”)

Where might this be leveraged, and how? AI? Feature prioritization? Social interaction design? Marketing? Server/clan recommendations? Improved game designer navel-gazing?

What does it tell us about the opportunities for player enjoyment?

How can our games be smart about this, and help players find their particular fun in a multiplayer experience?

References:

The Five Domains Of Play:Mapping Psychology’s Five Factor Model to Game Design

The Care Bear Myth:Debunking a Game Design Urban Legend

Game Theory in Video Games: How You’re in a Prisoner’s Dilemma