Definition
The Ludic Framework is a game design framework that originally took root in the MDA framework (Mechanics, Dynamics, Aesthetics), but desired to give the game designer a wider range of action. I added the concept of ludics, which are interactions considered as signs, at a more micro level than game mechanics. And the aesthetics, instead of being concepts like challenge (which I consider higher dynamics), became emotional goals that a game designer can set for a game sequence or for a ludophrase.
What my thesis adds to the Ludic Framework is a stronger emphasis on emergent mechanics and on what I already called the emergence buffer. It also introduces the xenoludics, which make it possible to take into account alien interactions as signs, coming for example from external intelligent agents.
Explanation
From macro to micro. The framework has three layers. The aesthetic layer is the emotional goal of the ludic sequence. The dynamics can be intentionally designed game mechanics or ludophrases, or non-intentional: a gameplay exploit, or a mechanic that players widely use but that was unintended. Then come the ludics, which can be intentionally designed or can be external, in which case we call them xenoludics.
The emergence buffer. A designer lays down parts, bits of code and behaviours that interact with one another in unexpected ways. The emergence buffer is the space of those unintended interactions. It may reinforce the intended aesthetics, or contradict them. The framework asks the designer to stay conscious of it from the start.
What it is for. I intend it as an approach to deal early with the complexity of designing with complex neural systems such as artificial agents. It helps the designer focus on the aesthetic intent and on the parts that can lead the player there, rather than on crafting a monolithic experience.
What it is not. It can be used as a game analysis framework, but it is intended for game designers first. It is not as ready-made for pre-existing patterns as the MDA framework, but I am open to people developing something on top of it.
The ludics. The ludics, interactions considered as signs, have their own note: Ludics. It includes the thesis’s taxonomy of the ludics, built with Peirce’s categories.
Example
On a project at work that uses several agents, I used it as the main design framework. It helped the game designers focus more on the aesthetic intent, and on the parts that can lead the player there, than on creating a carefully crafted monolithic experience. It helps a lot when the parts of your game have a will of their own.
Diagrams
Four figures from the thesis (chapter 5.4 and 5.5), redrawn here as text diagrams. The Mermaid source of each one is given at the end of this section, for reuse.
Mermaid source of the four diagrams
%% Figure 1: from hypothesis to composition
flowchart LR
A["Aesthetic hypothesis<br/>How do I want my players to feel?"] --> M["Mechanic design<br/>What systems would make them feel like that?"]
M --> L["Ludic composition<br/>What are the minimal interactions required to make the mechanics possible?"]
%% Figure 2: the Ludic Framework
flowchart LR
subgraph Ludics["Ludics: singular interactions as signs"]
subgraph Ludophrases["Ludophrases: sequence or group of ludics"]
Mechanics["Mechanics: designed sub-systems"]
end
end
Buffer{{"Emergence buffer"}}
Aesthetics["Aesthetics: affective state experienced by the player<br/>(e.g. fear, pride, joy, shame)"]
Ludics -- Experience --> Buffer --> Aesthetics
Aesthetics -. Design .-> Buffer -.-> Ludics
%% Figure 3: the model of interactivity
flowchart TB
subgraph Agent
Intent["Agent's intent"]
end
subgraph Game
subgraph Interp["Interpretation layer"]
Ludics2["Ludics"] <--> Dynamics["Dynamics"]
end
State["Game state"]
end
Intent --> Ludics2
Interp --> State
State --> Intent
%% Figure 4: integrating the xenoludics
flowchart LR
L["Ludics"] --> IM["Intended mechanics"]
X["Xenoludics (external)"] --> IM
L --> EM["Emergent mechanics"]
X --> EM
IM --> AI["Aesthetic intent"]
IM --> EA["Emergent aesthetics"]
EM --> EA
AI <-. "Compatible?" .-> EA
See also
- Ludophrases: Ludics Before Mechanics (2016), where the ludophrase is introduced.
- The Intrinsic Semiotics of Video-Games (2014), the origin of the semiotic approach to ludics.
- The Ludic Framework: A Theory of Meaningful Gameplay (DiGRA Japan 2016), the first version of the framework.
- Ludics (concept note), the signs the framework is built from, with Peirce’s taxonomy.
- Neuro Game Design (concept note), the design approach the framework is meant to steer.
- Emergent Languages: Game Design for Communication with Artificial Agents (thesis), chapters 5.4 and 5.5.