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Game mechanics

24 January 2014. Game mechanics. Entertaining Simplified models Easier to focus Keep focus as long as possible. Why do we play games?. Pronunciation: cheek -sent- mə - hy -ee. Flow theory ( Csikszentmihalyi ). Space Objects Actions Rules Goal (he includes this under rules) Skill

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Game mechanics

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  1. 24January 2014 Game mechanics

  2. Entertaining Simplified models Easier to focus Keep focus as long as possible Why do we play games?

  3. Pronunciation: cheek-sent-mə-hy-ee Flow theory (Csikszentmihalyi)

  4. Space Objects Actions Rules Goal (he includes this under rules) Skill Chance Schell’s taxonomy

  5. Continuous vs. discrete Number of dimensions Boundaries Sub-spaces Multiple models Space: magic circle

  6. Tic-Tac-Toe Monopoly Billiards Lacrosse Rock, Paper, Scissors Space: some examples

  7. Characters Weapons Power-ups Objects Tokens HUDs, dashboards … Objects: the nouns

  8. Attributes (the adjectives) • States of attributes • Static or dynamic • State diagrams: transitions and triggers • Communicating states • What should the player know? • How much state can a person track? • Secrets: who knows what Objects: what about them?

  9. 3 classes: • Private • Public • Unknown • Secrets: who knows what • Design Issues • What should the player know? • How much state can a person track? STATES: whO KNOWS?

  10. Chess • Poker • Draw • Stud • Blackjack • Concentration • Rock, Paper, Scissors STATES: Examples

  11. Two types: • Operative (movements) • Resultant (intents): capture strategy • Interesting games are defined by resultant actions KEYS: • Probably the key to innovative games • How to make the player feel they have unlimited options with limited actions Actions (emergent play): the verbs

  12. Add more actions • Let actions act on more objects • Multiple ways to reach a goal • Avoid dominant strategies • Many subjects (active objects) • Side effects changing constraints How to improve emergent play

  13. rules Foundational (abstraction) Operational (how you play) Behavioral (how you act) Conceptual Written Unwritten Sniderman

  14. Different for Different Modes • Full game • Within game • Minimize time spent there or lose the bigger game • Enforcement • Players • Referees • Computer (architecture) rules

  15. Simply stated and understood • Between a tag line and a tweet! • Must be • Concrete • Achievable • Rewarding (both in gaining and seeking) • Choices: • Series or single • Short or long term • But if more than one, MUST be related Goal

  16. Types • Physical (sports, controllers) • Mental (problem solving) • Social (reading opponents, psyching opponents) • Goal is improvement • Real vs. virtual • Balance! skill

  17. Probability = looked for possible outcomes OR = add probabilities AND = multiply probabilities Probability distributions Expected values chance: LITTLE BIT OF probability

  18. Probability • Skill of understanding chance • Human element • NOT just expected value • Risks and regrets Chance: How it plays

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