250 likes | 426 Views
The Play Experience. Robin Burke GAM 224. Outline. Admin Play Experiential aspects of play The Core Mechanic Examples. Admin. Due today Rules paper Due next week Design Project: Core Mechanic. Play. New unit What are rules for? Rule create play experiences for players
E N D
The Play Experience Robin Burke GAM 224
Outline • Admin • Play • Experiential aspects of play • The Core Mechanic • Examples
Admin • Due today • Rules paper • Due next week • Design Project: Core Mechanic
Play • New unit • What are rules for? • Rule create play experiences for players • When we design rules • We must have player experience in mind
Play Schemas • Play of Experience (5/2) • the "core mechanic" • what is the activity of the game • Play of Pleasure (5/4) • fun • what makes the game enjoyable • Play of Meaning (5/4) • coherence • how does the game create meaning • Narrative Play (5/9) • story • what makes the game tell a story • Play of Simulation (5/9) • verisimilitude • what makes the game feel "real" • Play paper due (5/16)
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
Core Mechanic 2 Evaluation Perception Analysis Execution Decision
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
Thunderstorm • Perception • Analysis • Decision • Execution / Evaluation
Eight and out • deck of cards • 6, 5, 4, 3, 2, A • in four piles by suit • 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 • all other players get one point • if a player falls 8 points behind the player with the most points • he is out
Eight and Out • Perception • Analysis • Decision • Execution / Evaluation
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
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
Strategic battle • Characteristics • Conflict with slow moving opposing force • Gathering and deployment of resources • Examples • Civilization III • Warcraft II • FFTA • 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
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
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
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
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
Common Combinations • Exploration + Aimed Attack + Puzzle • Metroid, Halo, Tomb Raider, etc. • Exploration + Strategic Battle + Puzzle • KOTOR, Pokemon, many RPGs • Exploration + Puzzle • Myst, Zork, classic adventure games
Core mechanic • Specific instantiation of the thematic ideas • what kinds of moves? • what must be perceived? • complexity of decisions
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
Example II: Space Invaders • Perception • position of avatar, enemies, missiles, saucer, barriers • solidity of barrier • Analysis • risk to ship • value of shot • trajectory of missiles • speed of enemies • Decision • position, shot • Execution / Evaluation • joystick – relatively slow • button presses – limited rate of fire • success in avoiding, destroying • Real time
Example III: 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
Example IV: 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
Core mechanic comparison • PacMan • Katamari Damacy