Serious Games: Fun vs. Reality Markus Lacay Joe Casey Applied Visions, Inc. Northport, NY 11768 631-759-3923 [email protected] [email protected] Keywords: Serious Games, Game Design, Simulation, Training, MDA, ISD ABSTRACT: Serious games enrich simulation and training applications by encouraging regular practice and high player engagement. In addition to reducing development costs and overhead, serious games act as a gateway to students, allowing them to attain mastery over a range of domains traditionally learned through instructor-led training scenarios. However, most games are designed with entertainment and not education in mind – forming a tension when attempting to apply gaming concepts towards educational training. This can often lead to mediocre results, either lacking in contextual substance or visceral appeal, which ultimately undermines any attempt to facilitate learning. Here we propose a game design methodology that mitigates these issues by first constructing a functional set of “Reality Requirements” and then defining the game’s Mechanical, Dynamic and Aesthetic (MDA) model with the focus of complementing an Instructional Systems Design (ISD). Using AVI’s own Convoy Routing game developed for the Marines, “The Gauntlet”, we will show the advantage of designing Serious Games as hybrid products that value both instructional and gaming concerns equally. 1. Introduction The academic and gaming communities have expended considerable amount of effort to merge their interests into what is now known as “educational gaming” or “edutainment.” More recently, a number of industries have begun to explore the value of using games for training applications, resulting in a new type of game called “serious games.” The benefits of using these games to help train individuals for real life tasks has been documented in a number of fields – most notably in medicine and defense(1) (2). However, as this new gaming arena matures, it has become evident that special care must be taken while developing training scenarios that are both engaging and informative. Satisfying both criteria can be difficult, especially when weighing the potential effects of negative learning and lack of “fun factor.” Addressing this conflict is critical in order to succeed in designing a balanced game that appeals to the needs of both players and educators alike. This paper takes these issues into consideration and proposes a design methodology that approaches the development of serious games with respect to the concept of “fun” and its effect on reality-based training. Using AVI’s own serious game title The Gauntlet as an example, it will show that taking elements from formal design systems can be beneficial to the successful design of serious games. 2. Background There are many approaches to both instructional learning and game design. Most notably, the development of systems to describe instructional processes have been packaged in the form of (3) Instructional System Design (ISD) . By comparison, less is known about the merits of systematic game design. Though less established than ISD, some game design systems show promise due to their componentization of gaming concepts into quantifiable parts. 2.1. Mechanical Dynamic Aesthetic (MDA) The MDA framework is a game design system that has recently received much praise because of its simplicity and immediate utility. MDA formalizes the consumption of games by breaking them into their distinct components and establishing their design counterparts(4). Rules System "Fun" Mechanics Dynamics Aesthetics Design, Development, Implement, Evaluate (ADDIE) model developed by the US Army; it is the most commonly used form of ISD today(6). Mechanics describes the particular components of the game, at the level of data representation and algorithms. Dynamics describes the run-time behavior of the mechanics acting on player inputs and each other’s outputs over time. Aesthetics describes the desirable emotional responses evoked in the player, when she interacts with the game system. Figure 1 - Overview of MDA Architecture The fundamental idea behind this framework is the idea that games are more closely related to artifacts than media. By this, Hunicke, et al. believes that the content of a game is its behavior, and not the media that is presented to the player (4). This distinction is helpful to designers because it frames games as systems that build behavior via interaction. It allows for “clearer design choices and analysis at all levels of study and development.” (4) Using this approach, other rule based systems, such as ISD, can be integrated with the components of MDA. Complementing one another, they can both be used to formally describe the relationship players have between serious games and their respective learning material. 2.2. Instructional Systems Design (ISD) ISD is a process that broadly starts by determining the needs of the learner, and then identifies the goals of instruction – creating coursework to assist the student’s transition into mastery over the instructional goals. Developed by the US military, ISD was designed out of a need to rapidly train a large number of people in increasingly complex technical tasks. Originally this process was depicted in a waterfall fashion where each step depends on the completion of the last – leading to criticisms of ISD appearing to be too rigid and linear(5). This was addressed by the introduction of the more dynamic Analysis, Figure 2 - Overview of ADDIE dynamic ISD model These learning models pair well with formal game systems because of their relationship to rulebased processes. Using games with respect to an ISD pose unique challenges to serious game designers as the driving force behind game design (fun) can often seem at odds with those behind Instructional Design (mastery). 3. Fun under forced conditions Because of their dual nature, serious games can run the risk of being mistakenly seen as subordinate material to an ISD. The result of taking this stance not only hampers game design efforts but will ultimately limit the potential gains one can expect to see from using serious games as supporting learning materials. To avoid this we suggest that games be seen as self-sustained complementary systems that, while supportive of ISD objectives, are not designed without careful consideration for player needs. Brathwaite and Schreiber describe “good game design” as being “player-centric”(7). Though serious games are inevitably to be used in training environments where participation is mandatory, it is important to note that “play” is involuntary and cannot be willed through effort (8). This understanding is necessary to honestly evaluate gameplay in a way that respects the reasons people play games. It is because of the game’s potential to provide interactively engaging experiences that they can enrich the lives of players and help support learning. 3.1. Player Needs Raph Koster’s milestone work, A Theory of Fun for Game Design, leads the way on the recent study of what game players want in relationship with fun. In it, he frames the discussion by showing how game designers and players share opposite goals – one being to create uncertainty and the other being to eradicate it. Koster supports his thesis by showing that while the human brain constantly desires new problems to solve it also wishes to remove them. He continues to say, “Those of us who want games to be fun are fighting a losing battle against the human brain…” (9) According to the early work of Bartle, Player needs can be broadly described by the human desires of: exploration, achievements, socializing and conquest over others (10). Though originally intended as an overview of virtual worlds, such as Multi-User Dungeons (MUDs) or Massive Online Multiplayer Role Playing Games (MMORPGs), Bartle’s taxonomy of player interests serves as a valuable starting point for understanding the motivation behind why people play games(10). motivations model appears to show promise in being applied more generally. Achievement Social Immersion Advancement Socializing Discovery Progress, Power, Accumulation, Status Casual Chat, Helping Others, Making Friends Exploration, Lore, Finding Hidden Things Mechanics Relationship Role-Playing Numbers, Optimization, Templating, Analysis Personal, SelfDisclosure, Find and Give Support Story-Line, Character History, Roles, Fantasy Competition Teamwork Customization Challenging Others, Provocation, Domination Collaboration, Groups, Group Achievements Appearances, Accessories, Style, Color Schemes Escapism Relax, Escape from RL, Avoid RL Problems Figure 4 - Nick Yee's player motivation categories Understanding games from the player’s perspective is critical in designing an engaging experience for players. Without this perspective, a game’s design is sure to suffer in terms of quality and overall player reception. Neurobiological studies have shown a strong correlation between positive reinforcement and the opportunity for long term learning(12). Taking advantage of this fact, a deeper understanding of player psychology can be achieved through the study of the positive psychology that describe focused motivation, or “flow.” Figure 3 - Bartle's player types for virtual worlds Building upon the notion of there being several player motivations, Yee’s Daedalus Project expands on these concepts and deeply investigates both the motivation and lifecycle of players(11). The Daedalus Project points out several limitations in Bartle’s taxonomy and shows that “it would be hard to use Bartle’s model on a practical basis unless it was validated with and grounded in empirical data.”(11) In contrast, Yee’s work is backed by a multi-faceted empirical study spanning six years. He goes on to show that we can generalize player motivations into three categories: Achievement, Social, and Immersion. While also focused on MMORPGs, Yee’s player 3.2. Player “Flow” The concept of flow, proposed by Mihály Csíkszentmihály, is a positive psychology theory that describes the human experience of being fully immersed in a state of focused motivation(13). In this theory, there are three conditions necessary to achieve flow state: 1. 2. One must be involved in an activity with a clear set of goals. This adds direction and structure to the task(13). One must have a good balance between the perceived challenges of the task at hand and his or her own perceived skills. One must have confidence that he or she is capable to do the task at hand(13). 3. The task at hand must have clear and immediate feedback. This helps the person negotiate any changing demands and allows him or her to adjust his or her performance to maintain the flow state(13). Csíkszentmihály continues to describe flow as representing a harnessing of emotions in the service of performance and learning. Some of the effects of flow are feelings of spontaneous joy, rapture and elation while performing tasks(14). Figure 5 - Mental state in terms of challenge level and skill level, according to Csíkszentmihály These concepts describe the ideal state of play where a player is fully engaged in the activity at hand – thus being more receptive to learning. It is because of these observations that game designers have started to pay great attention to the meaning behind individual game mechanics and their systematic impact on gameplay. In the development of serious games, the design of mechanics is given a new dimension of complexity due to their need to complement the realities of training. In designing The Gauntlet these issues were non-trivial and required a number of design revisions paired with quality input from subject matter experts (SMEs) that could guide the overall “feel” of gameplay with respect to reality. 4. Game Mechanics are not Reality Game mechanics are the components through which games express their rule sets and allow the player to interact with them. They can be exemplified through the rolling of dice, use of “power-up” items, or ways to attack an enemy. Brathwaite and Schreiber describe game design “[when distilled down to its essence] is about creating opportunities for players to make meaningful decisions that affect the outcome of the game.”(7) The purposes of game mechanics are to allow players to interact with a game’s rules in ways that permit them to make meaningful choices. How game mechanics are selected by designers depend on many factors. Issues of theming, aesthetics, avatars and dynamics are frequently brought into the discussion in order to determine the value that a particular mechanic, or rule, brings to the table. Sometimes, mechanics are even chosen for the sake of themselves, giving rise to “twitch” based gameplay as is seen in the early arcade games that had very thin plotlines with a heavy emphasis on challenging gameplay. Normally, mechanics are introduced in the interest of player enjoyment. Usually this approach results in mechanics having only a vague semblance to reality with less attention to factual accuracy and more towards satisfying the player’s expectations. However, in the case of serious games, this “reality gap” is often considered unacceptable and the fidelity of a game can be considered as important as the gameplay itself. To resolve this discrepancy, we propose that all mechanic aspects of a game must be in support of one or more “reality requirements” derived through ISD and SME input. To understand how this works more clearly, we take the example of how Marine convoy operations doctrine and SME input played a large role in designing The Gauntlet – a serious game based upon the framework used in Applied Vision’s convoy planning application, AVIsor. 4.1. Serious Objectives The process of mapping reality onto a serious game’s mechanics begins with understanding and defining the goals of the desired training from the perspective of the instructor. By this it is meant that the design of all serious games must begin with a set of instructional objectives that are distinctly serious in nature. Without starting from this point, it will be very difficult to produce an informative and engaging interactive experience that simply “feels right” to players. It is only after the primary goals have been defined that our process asks designers to conceptually decompose these goals into two sets, reality requirements and game mechanics. 4.1.1. Reality Requirements Defining ISD and SME input into a set known as the reality requirements is a critical step in providing gameplay that both feels believable and enjoyable. In this set, it is expected that the atomic components of the overall instructional goals will be represented. For example, a convoy planner learning how to respond to incident reports may deal with a vehicle failure, contact with enemy forces, or scheduling conflicts. Each of these is a reality requirement and will contribute greatly to deciding which game mechanics should ultimately be used. 4.1.2. Game Mechanics Prepared with a set of reality requirements, serious game designers can more accurately gauge which mechanics are most appropriate given the tone set by the reality. Conceptually listing game mechanics will be a helpful exercise for brainstorming and later design purposes. Game development can progress in unpredictable ways and what may initially seem like a “good” idea can be later shown to be less favorable when contrasted with others. Allowing sufficient leeway for new ideas during this phase may prove to be beneficial later on in design, when looking for alternative approaches. Taking each of these points into the reality requirements set gives us a strong basis for the type of game mechanics we are to consider in the development of our game. From here we can make mechanics that allow the player to: a. b. c. d. Control convoy movement Throw smoke grenades Fire at enemies Request UAV support Note that while there are five reality requirements, there are only four suggested game mechanics. In fact, there can be an unlimited number of game mechanics with the only requirement being that each reality requirement must be represented in some way by at least one game mechanic. In this example, we have each reality requirement represented by a game mechanic where III and IV which are both represented by the game mechanic c – the ability for a convoy to fire at enemies. 4.2. Mapping reality onto mechanics Once the reality requirements and mechanics have been mapped out, the process of mapping reality onto mechanics can begin. We can conceptualize this process as finding a function that describes the relationship between two abstract sets, reality requirements and game mechanics, where its mapping is surjective or onto. In this case, each element in reality requirements must map onto at least one element in game mechanics. For example, in researching convoy operations for The Gauntlet’s design, it was found that when convoys are faced with sniper fire there are multiple regulated procedures for how to handle this situation (15). Namely, they are: I. II. III. IV. V. Do not stop Throw smoke to screen enemy observation, if wind conditions permit Suppress the area in the sniper’s general direction. Provide suppressive fires and supporting arms. Be vigilant of potential future confrontations Figure 6 - Function diagram of mapping reality onto mechanics (surjective function) The advantage of this approach becomes apparent as multiple reality requirements arise and begin to overlap with each other. For instance, a convoy’s response to an ambush shares several similarities with its response to sniper fire as they both require that “Vehicles caught in the kill zone continue to move.” And “Vehicles find positions to return suppressive fire.”(15) When each requirement is laid out next to the game’s mechanics, it becomes apparent which mechanics contribute greatest to the overall training objectives and which are superfluous. This mechanic was most notably popularized in Blizzard Entertainment’s groundbreaking game StarCraft (16) . Inevitably, the suggestion of using this mechanic had crept its way into The Gauntlet’s design discussions and was the subject of many heated debates. Like every design team, The Gauntlet’s has its own bias and prefers mechanics that have been proven to work for certain types of games – in this case – resource acquisition and RTS. Figure 7 - Convoy Continues to Move (Taken from U.S. Marines Convoy Operations Handbook, pp. 3-3) 4.3. Avoiding Negative Learning In practice, the introduction of game mechanics that bear no relationship to the reality requirements is bound to occur, though should be avoided. The situations where this does occur should be deliberate and have good reason for doing so. For instance, let us investigate the effect of introducing a new game mechanic that doesn’t fit well with the learning objectives of The Gauntlet i.e. e – Fuel Resource Acquisition. There were a number of problems with using a resource acquisition mechanic in a convoy trainer. For example, convoy planners do not order convoys around in “god-like” fashion while they acquire minerals, nor do they typically concern themselves with the construction of missile turrets – as are both the case in StarCraft. As a simple rule of thumb, we found that serious game mechanics always need to be both realistic and mindful of the overall learning objectives. Without quantifying the relationship between reality requirements and game mechanics early on in design, there is a strong potential for additional project overhead due to late refactoring in the development cycle – adding to overall costs. 5. Maximize fun without reducing realism In Jesse Schell’s definitive work The Art of Game Design he writes, “As a game designer trying to design an experience, your goal is to figure out the essential elements that really define the experience you want to create, and find ways to make them part of your game design.”(17) It is with this observation in mind that we found value in revisiting the reality requirements after gaining insight from elaborating the game mechanics. Using these insights, serious game designers will be in a much better position to evaluate what works and what doesn’t within the context of a game with a “real purpose”. 5.1. Finding the fun Figure 8 – Function diagram mapping reality onto unbalanced mechanics (non-surjective function) Here we suggest the introduction of very typical Real-Time Strategy (RTS) game mechanic where a player is tasked with acquiring mineral resources that can be used as currency when building units. Serious games aren’t all serious. In fact, much must be done in order to make the gameplay enjoyable so that it may be used as a learning tool. However, while fun is desirable in nearly every game, it can often defy analysis(17). In the design of The Gauntlet, we found that taking another pass over the game mechanics proved to be useful in isolating which parts of the game were fun and how we can build upon them. Referring back to the example where a convoy must continue moving during an ambush (depicted in Figure 7) we had originally settled on representing this reality using a mechanic where the player will be able to order convoys to move at will. Using this as a starting point, we then proceeded to dissect this mechanic – trying to understand its role in the overall game and how we can maximize its fun. There were many ways to approach this. First, we evaluated how large a role ambushes played in convoy operations in order to determine how central the mechanic should be to the gameplay. After reviewing our SME and ISD material, we determined that concerns over being ambushed are quite important to a convoy planner and should be a central focus of our game. Second, we thought of ways to enhance the dramatic element of moving through hostile areas. Brainstorming sessions were helpful in suggesting approaches to stall or halt convoy movement in ways that were conducive to other aspects of the gameplay. For instance, each convoy can have vehicle failures that delay or obstruct movement all together. We chose to time these failures at critical junctures when the enemy threat is high in order to increase challenge and provide an opportunity to focus on other aspects of training. This scenario proved to be useful as it provided the player with an additional sense of entertainment and realism. 5.2. Pruning “chores” Simulations and models are often utilized for their attention to detail, but in a game, details can quickly become meticulous and mindless chores. A low-skill, low-challenge activity can produce apathy in the player. Occasionally these mundane mechanics can be removed via abstraction, but in situations where removal is unsatisfactory, automation is an answer. Instances where player decisions have little or no impact on the game are considered false choices and can be bundled together and short-circuited with a single event. Consider a typical first-person shooter wherein players enter the arena with a full arsenal of weapons. They are not required to walk to a gun counter to obtain these arms. It would be a needless chore done by every player every time he or she began play. If the game mechanic attached to a low priority reality requirement is found to be tedious, designers should consider removing the mechanic and replacing it with relevant information originally intended to be conveyed by that mechanic. For The Gauntlet, we began with a reality requirement that convoy planners must perform vehicle checks. The player avatar would be tasked with verifying tire pressure, oil and coolant levels, and other mechanical attributes. The game mechanic for performing this action involved moving the player avatar to the vehicles and manually investigating each vehicle component. It was a painstaking activity which detracted from the focus of The Gauntlet: the en route convoy operations. Instead, we allow the player to access safety checklists to ensure that all vehicles are safe during mission briefing. 6. Summary In the same spirit as game design, in this paper we covered a wide variety of topics ranging from player motivation models and positive psychology to set theory. Using each as a lens into game design, we showed how they can be useful tools for serious game developers wishing to refine their designs. Using our own title, The Gauntlet, as an example, we showed how it was helpful to approach its design from multiple angles. We believe that in order to advance, serious games need to be designed using dualistic approaches and weight the needs of both players and instructors equally. It is our hope that similar approaches will arise and result in the development of serious games of a higher quality than seen thus far. 7. References 1. Bokhari MD, Ravia et al. Design, Development and Validation of a Take-Home Simulator for Fundamental Laparoscopic Skills: Using Nintendo Wii® for Surgical Training. Wii Surgery. [Online] Human Machine Symbiosis Lab, Department of Biomedical Informatics, Arizona State University, 2010. [Cited: December 1, 2010.] http://symbiosis.asu.edu/wiisurg/research.html. 2. Bohemia Interactive Australia Pty Ltd. White Paper: VBS2. s.l. : Bohemia Interactive , 2010. 3. Esseff, Peter J. and Esseff, Mary Sullivan. Instructional Development Learning System (IDLS). s.l. : ESF Press, (1998) [1970]. ISBN 1582830371. 4. MDA: A formal approach to game design and game research. 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Hamann, Stephan and Mao, Hui. Positive and negative emotional verbal stimuli elicit activity in the left amygdala. Neuroreport. 2002, Vol. 13, 1. 13. Csikszentmihalyi, M., Abuhamdeh, S. and Nakamura, J. "Flow". [book auth.] A. Elliot. Handbook of Competence and Motivation. New York : Guilford Press, 2005. 14. Goleman, Daniel. Emotional Intelligence: Why It Can Matter More Than IQ . s.l. : Bantam, 2006. 055380491X. 15. U.S. Marine Corps. Convoy Operations Handbook. Honolulu, Hawaii : University Press of the Pacific, 2005. 1-4102-2091-5. 16. Blizzard Entertainment. StarCraft. [Online] [Cited: 12 1, 2010.] http://us.blizzard.com/enus/games/sc/. 17. Schell, Jesse. The Art of Game Design: A book of lenses. s.l. : Morgan Kaufmann, 2008. ISBN 0123694965. Author Biographies Markus Lacay is a Senior Game Engineer for Applied Visions, Inc. in Northport, NY. He is lead developer on the game described in this paper - as well as its parent SBIR project, Adaptive Visualization of Safe Optimized Routes (AVIsor). He has played key development roles on several DoD funded projects at AVI that focus on adapting game technology to military C2 and training systems. Mr. Lacay holds a B.S and an M.S. in Computer Science with a concentration in Gaming and Visualization, both from Stony Brook University. His master’s thesis topic Visual Game Tuning: Integrating Interactive Visualizations into Game Design introduced visual analytics into the game development cycle as a means of improving Quality Assurance and design decisions. With over ten years of experience in software development, his expertise includes data visualization and game design for immersive, console and mobile environments. Joseph Casey is a Software Engineer for Applied Visions, Inc. in Northport, NY. There he adapts gaming technology for several SBIRs, as well as develops serious games intended to teach safe computing habits. Casey has significant experience with developing virtual worlds, including Open Simulator. He cofounded a video game company whose product was a Massively Multiplayer Online Role-Playing Game (MMORPG) for Facebook. Mr. Casey holds a B.S. in Computer Science with a concentration in Game Design and Programming from Marist College as well as an M.S. in Software Development from the same institution. His graduate work focused on Natural Language Processing and Distributed systems.
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