Thursday 3 November 2011

Tools that can be used to create dramatic game mechanics

This evaluation upon these tools will be based upon a contribution by Marc LeBlanc from Salen and Zimmermans The Game Design Reader p438-459. This post will be a continuation from my previous post about the MDA framework. Marc LeBlanc explains that he has studied games using this framework and bases his work around the mechanics, dynamics and aesthetics of game design. In this blog post i will be focusing on how we (as game designers) can create dramatic dynamics in our games.

Okay, so mechanics of a game is what the game designer has ultimate control over, these mechanics influence the game dynamics and how it runs as a whole, which then these dynamics influence the player to receive an emotional response. therefore in order to create an emotional response from our player we must focus on creating a set of mechanics that when constructed would give out a dramatic feel. From this reading i discovered a powerful quote from LeBlanc himself: "We cannot create drama; we can only create the circumstances from which the drama will emerge" This is an absolute truth when it come to game designing and to help us construct these circumstances we can use a tool called a Dramatic Arc. Here is the diagram of this arcs structure:

The opening (in our case, the story's conflict) rises up dragging the player into the game with it, giving them increased tension and emotional responses where at the top the climax, the story and then therefore the dramatic tension cuts dramatically and resolves. LeBlanc notes that the point at which the climax occurs is important as executing it too early could make the player feel the resolution was rushed as it needs to be in proportion and rewarding in my opinion. This drama and tension all depend on two main factors in games design: Uncertainty and inevitability.

Uncertainty and inevitability can be controlled separately by individual game mechanics, these game mechanics much be balanced in order to acquire the dramatic feel inside the game. During a game of lets say Chess, the inevitability is designed into the game in the form of a ticking clock. The ticking clock is that of the amount of player pieces the game has, this element creates a feeling of counting down to the dramatic finish to the game e.g the rise of tension and drama can easily be seen here. This game mechanics cannot create drama unless uncertainty is in the equation. Uncertainty in a game is the tool for the lack of foresight in a game so that players cannot immediately see the outcome of the game. The best way to do this is to stretch the games uncertainty for as long as possible. An example of this would be StarCraft II's fog of war, by limiting the amount of information a player has of the game, this increases the uncertainty of the game. However i must stress that these both don't work alone. If you use one without the other, the dramatic effect is not sustained.

Another set of tools that create dramatic tension is using force and illusion. I have mentioned one of these already (fog of war) but here are them explained. Being a game designer you can force the player to change the game state in a game in order to change their perception of the games situation. Using this force technique we can 'force' the games dynamics and making the player feel dramatic tension.  Illusion also creates dramatic tension by changing the players perception of the game state. By keeping something hidden such as previously mentioned, the fog of war, the player can believe that the game is ending sooner than it is, or ever later.

LeBlanc also mentions positive and negative feedback systems. These mechanics are used to manipulate the game by changing the way a player reacts to the game.

  • Positive feedback is when the leader of a game gains a larger advantage than the other players which then creates tension. An example of this would be Liars Dice. A game in which rewards the winning players with the ability to see more dice in their hands than their opponents thus gives them a larger advantage over the opponents,
  • Negative feedback is when the losing player gets a hidden boost or handicap towards the game which then decreases the gap between the players which then leads to increasing the uncertainty of the game outcome, resulting in dramatic tension.


This is were I will end my contribution and opinions on some tools you can use to create dramatic tension in games. Toodle pip!


LeBlanc, Marc (2006), Tools for Creating Dramatic Game Dynamics, 438-459, in:     The Game Design Reader: A Rules of Play Anthology. MIT Press.

1 comment:

  1. these are very good notes which accurately reflect the reading. It would be good to finish off with a paragraph which is just your thoughts on the reading perhaps in relation to the games you are designing.

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