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The Play Experience

Dive into the world of play with a focus on core mechanics, rules, and player experiences. Explore various forms of play and the significance of game elements like perception, execution, and decision-making. Discover the magic of gaming through different play categories and dynamics.

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The Play Experience

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  1. The Play Experience Robin Burke GAM 224

  2. Outline • Admin • Play • Experiential aspects of play • The Core Mechanic • Examples

  3. Admin • Rules paper • many still outstanding (2 days late) • no papers accepted after Thursday • Due next week • Design Project: Core Mechanic

  4. Play • New unit • What are rules for? • Rule create play experiences for players • When we design rules • We must have player experience in mind

  5. Play • a very complex phenomenon with deep roots • animal play, esp. among the young • in most primate species, adults play • Play is a kind of performance

  6. To play • Requires that you acknowledge the "performance" that is happening • and that the performance is somehow not real • "we're not really fighting" • This is where the "magic circle" comes in • the theatre stage is a magic circle • we know that no one actually dies during a performance of "Hamlet"

  7. Kinds of play • Caillois' categories • Agon • competition • Alea • chance • Mimicry • role-playing • Ilinx • disorientation

  8. Agon • Greek word for competitive struggle • n.b. "agony" • Competitive play • The goal is to defeat an opponent • especially another human opponent • Winning demonstrates superior mastery of some skill • Examples • any competitive sport, Warcraft

  9. Alea • Latin word for dice • Chance-based competition • The goal is to win • but it is fate that decides • Winning demonstrates one's luck • or perhaps one's understanding of probability • Examples • Sorry, Thunderstorm, Lottery

  10. Mimicry • The assumption of a role • The goal is to sustain the role • through acting and improvising • Success demonstrates one's ingenuity and empathy for a character • Examples • "House", Dungeons & Dragons, Any MMORPG

  11. Ilinx • No simple translation • "the inducement of vertigo" • "creation of disorientation" • Is this play? • how else to categorize play activities like "Crack the Whip"?

  12. Caillois' Play Taxonomy

  13. Application • Most video games combine multiple forms of play • Wind Waker • Mimicry component • through the avatar • Agon component • combat (ritualized) with other characters • Alea component • random treasures appear when exploring • Katamari Damacy • ?

  14. Play Schemas • Play of Experience (10/12) • the "core mechanic" • what is the activity of the game • Play of Pleasure (10/19) • fun • what makes the game enjoyable • Play of Meaning (10/19) • coherence • how does the game create meaning • Narrative Play (10/24) • story • what makes the game tell a story • Play of Simulation (10/24) • verisimilitude • what makes the game feel "real" • Play quiz (10/26) – Note revision to syllabus • Play paper due (10/31)

  15. Core Mechanic • What the player does to play • Performative loop • perception of the game world • analysis of the situation • selection of action • performance and evaluation of action • Different games emphasize different aspects

  16. Terminological note • This is not how Ernest Adams defines the term • he would define this as the "primary gameplay mode" • We will use our book's definition

  17. Core Mechanic 2 Evaluation Perception Analysis Execution Decision

  18. Thunderstorm • four dice • object • to be the last player whose house is not struck by lightning • rules • player rolls all available dice • if no ones are rolled • player adds to "house" drawing • if house is already complete, it is struck by lightning and player is out • if at least one 1 is rolled • all of the dice with ones are removed from play • play passes the next player • if all dice are ones • all four dice are back in play • house • seven elements

  19. Thunderstorm • Perception • Analysis • Decision • Execution / Evaluation

  20. Eight and out • deck of cards • 6, 5, 4, 3, 2, A • in four piles by suit • the rest of the cards are put in a separate pile called the heap • object • to be the last player with the most points • rules • each player starts with eight points • each player draws one card from each pile • if an Ace is drawn • that deck is removed from play • all other decks are reshuffled • if all drawn cards are Aces, • all four decks are back in play • if no Aces are drawn • the player draws a card from the heap • if a player collects eight cards • he is out

  21. Eight and Out • Perception • Analysis • Decision • Execution / Evaluation

  22. Core mechanic themes • Limited number of core mechanic themes • common to many video games • often combined • Most common • aimed attack • strategic battle • collection • exploration • race • puzzle

  23. Aimed attack • Characteristics • Conflict with fast-moving opposing force • Examples • Asteroids • Centipede • Soul Calibre • Basic elements • Perception • range of enemy • Analysis • available moves • my strengths / weaknesses • opponent's strengths / weaknesses • Decision • move to use • Execution / Evaluation • move, attack, defend, impact

  24. Strategic battle • Characteristics • Conflict with slow moving opposing force • Gathering and deployment of resources • Examples • Civilization III • Warcraft II • Chess • Basic elements • Perception • range / configuration of enemy • available resources • Analysis • available moves • strengths / weaknesses • resource exploitation • long-term consequences • Decision • force deployment • force development • resource acquisition • Execution / Evaluation • direct units • consequences may not be immediate

  25. Collection • Characteristics • accumulation of something • Examples • PacMan • Katamari Damacy • Basic elements • Perception • location of items • obstacles • Analysis • path to items • avoidance of obstacles • Decision • trajectory to follow • Execution / Evaluation • move, grab

  26. Exploration • Characteristics • Exploration of a large unknown environment • Examples • Legend of Zelda (all) • Myst • Basic elements • Perception • opportunities for traversing the world • obstacles • Analysis • navigational options • overcoming obstacles • Decision • where to go • Execution / Evaluation • move

  27. Race • Characteristics • Rapid traversal of defined path • Examples • Mario Kart • F-Zero GX • Basic elements • Perception • path of motion • Analysis • desired trajectory • vehicle capabilities • Decision • optimal trajectory • Execution / Evaluation • adjust speed, steering

  28. Puzzle • Characteristics • Solving logical puzzles • Examples • Mastermind • Tetris • Lemmings • Basic elements • Perception • puzzle elements • Analysis • reasoning • Decision • likely solution path • Execution / Evaluation • attempt solution or partial solution

  29. Combinations • Race + Aimed Attack • Mario Kart Double Dash!! • Exploration + Aimed Attack + Puzzle • Zelda, Metroid, Halo, Tomb Raider, etc. • Exploration + Strategic Battle + Puzzle • KOTOR, Pokemon, many RPGs • Exploration + Puzzle • Myst, classic adventure games

  30. Core mechanic • Specific instantiation of the thematic ideas • what kinds of moves? • what must be perceived? • complexity of decisions

  31. Example I: Asteroids • Perception • trajectories of avatar, asteroids and enemies • Analysis • collision probabilities • shooting opportunities • Decision • orientation, thrust, fire • Execution / Evaluation • button presses • success in maneuvering / destroying • Real time • the loop is quick

  32. Example II: FFTA

  33. FFTA Core Mechanic 1 • Battle • Perception • location of party, enemies and terrain • status conditions • Analysis • tactical situation • character's (and enemies') condition and abilities • Decision • motion • action • Execution / Evaluation • menu option plus confirmation • successful actions • Turn-based • the loop can take longer

  34. FFTA Core Mechanic 2 • Provisioning • Perception • character stats • available missions • available items / money • Analysis • strategic needs of clan • needed abilities • job advancement • Decision • choice of job • choice of equipment = choice of abilities to learn • purchase items • purchase missions • Execution / Evaluation • menu choices • medium- and long-term consequences • Off-line • (some) decisions can be revised

  35. Monday • Core mechanic exercise

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