Sep 222009
 
Using isomorphic graphs to analyze MMORPG combat

Using isomorphic graphs to analyze MMORPG combat

I have posted up the slide deck (PPT) and a page of images of slides for my GDC Austin talk, “Games Are Math: 10 Core Mechanics That Drive Compelling Gameplay.”

This talk starts out with some game grammar stuff that may be familiar, then moves into looking at a definition of NP-complete problems, then provides ten examples of how they can be used to look at games, then finishes by examining cognitive bugs in the brain that many games exploit. Please note, I am not a mathematician nor even claim to be very good at math. 🙂

As usual, this along with all my other talks can be found on the Gaming Presentations page, reached by clicking “Games” on the top bar of the site, then choosing Presentations from the sidebar. For those of you who never click the top bar and think all that is here is the blog — there’s a wealth of stuff available there. 🙂 I’ve recently updated it to include a few presentations that were buried and hard to find, such as the audio for my Games For Change closing address, the videos for Living Game Worlds IV and Siggraph Sandbox, and more.

Sep 182009
 

Gamasutra – News – GDC Austin: Raph Koster’s Deceptively Simple Coin Toss. It’s got a couple of images. 🙂

He offered several examples of complex games broken down into abstract graphs. For instance, he took the strategy board game Blokus, in which four players use tiles of various shapes to try to block other players’ ability to place a piece. Only corner-to-corner contact is allowed between pieces of the same color. No edges can touch, and the object is to use as many of your allotted tiles as possible.

Sep 182009
 

Xemu’s Long-Winded Game Industry Ramblings :: AGDC ’09: Raph Koster on Games and Math is a liveblog of the talk I gave a couple of hours ago here at GDCAustin.

The talk was first a very brief intro to game grammar approaches, followed by digging into the math behind very common game mechanics that have stood the test of time, and then lastly a look at some of the “bugs” in human cognition that games tend to exploit. It was supposed to be an intermediate talk, not superadvanced, so I hope I hit the right levelof complexity for everyone!

The room was pretty packed — 300 people, I am told! There’s also commentary on Twitter if you go looking.

I will try to get the slides up soon.

Apr 282009
 

Mint.com is a personal finance site that won the judges’ award at TechCrunch40 the same year that Metaplace won the audience award. It helps you do budgeting and other such dull tasks, all in slick interface.

Despite the zillions of products out there to do this, we still managed to wheel, deal, and borrow ourselves into a financial crisis (that is still ongoing, though swine flu may be eclipsing it just now). Clearly, something was lacking in the appeal here, for if said product category were truly successful, we wouldn’t be in this fix.

Now, Mint is in closed beta on a feature that turns personal finance into a game, complete with points earned for doing things like socking away some cash into the savings account each month, or switching to a credit card with annual rewards. Get enough points in a sustained way, and you too can be a Financial Guru.

This seems like a fairly straightforward harnessing of game-style incentive systems towards a laudable goal (though I should note that said credit card with rewards is likely from one of Mint’s partners). But honestly — money is points anyway, isn’t it? Why is it that we value the cash less than the flat-screen TV?

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A Model of Play

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Apr 212009
 

A Model of Play is a fascinating poster (available as a PDF or as images) that takes what seems like a very game-grammar point of view on the concept of play — even freeform play.

In play, one of the primary goals is to have fun — to continue engaging in the conversation that creates fun. Individuals choose the means for achieving that goal; they choose the topic of conversation, for example, which game to play. Within a topic, they choose different strategies and pursue a series of sub-goals, adjusting means according to their effectiveness. Goals and sub-goals and associated means form a tree (or web) of possibilities for action.

Among the grammar principles that are mentioned is the notion that play always requires two, even if the second person is a “virtual person.” The notion that interactivity is inherently a conversation can be traced back to at least Chris Crawford, of course.

Also cool is the “step by step” logic version found here, which builds the poster argument by argument.