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Gameplay
Can be defined as choices, challenges, or consequences that players face while navigating a virtual environment.
Rules
Define the actions or moves that the players may make in the game (and also those that they cannot make).
Victory Conditions
Correspond to how players should win the game.
Explicit Loss Condition
When the player loses because his character dies or runs out of vital resources.
Player-to-Game
In single-player mode, the player is interacting only with the game itself and the platform.
Player-to-Player
The connection between players how they communicate with each other and ways in which they play the game together (which could include cooperative and/or competitive behavior).
Game Theory
Focuses on the types of conflicts that exist in games and how players might respond to these conflicts.
Zero-Sum
Involve situations where players have completely opposing interests.
Non-Zero Sum
Involve situations in which players do not have completely opposing interests.
Prisoner's Dilemma
Illustrates what happens when all players try to compete with each other in an NZS situation.
Explicit Challenge
Intentional, immediate-and often intense.
Implicit Challenge
Not specifically added to the game but is an emergent feature of the game itself.
Perfect Information
When provided, the complete state of play is known to the players at all times.
Intrinsic Knowledge
Gained from within the game world.
Extrinsic Knowledge
Gained outside the game world and applied to the game.
Spatial Awareness
Players usually have to navigate through environments.
Resource Management
Referred to as micromanagement in games that involve a high level of detail, it is one way to allow the player to have many options in the game.
Reaction Time
Significant when the speed at which a player responds to a challenge is directly related to the speed at which the player's character reacts in the game.
Advancement
Reaching a higher level in the game.
Race
Accomplishing something before another player does
Analysis
Applying mental processes to solving riddles and cryptic codes.
Exploration
Moving into new areas and seeing new things
Conflict
Disagreements or combat between characters
Chase
Catching or eluding an opponent-often by utilizing either quick reflexes or stealth strategies
Organization
Arranging items in a game in a particular order often by utilizing spatial and pattern-matching strategies
Escape
Rescuing items or players and taking them to safety
Taboo
Getting the competition to break the rules often involving physical or emotional stamina
Construction
Building and maintaining objects
Solution
Solving a problem or puzzle before or more accurately than the competition does
Outwit
Applying intrinsic or extrinsic knowledge to defeat the competition.
Balance
When players perceive that it is consistent, fair, and fun
Consistent Challenges
Players should experience gradually more difficult challenges.
Perceivably Fair Playing Experiences
Players shouldn't be doomed from the start through their 'mistakes.'
Lack of Stagnation
Players should never get stuck with no way to go on.
Lack of Trivial Decisions
Players should be required to make only important decisions in the game
Difficulty Levels
Players should have a choice of difficulty, or the level should adjust to the player's ability throughout the game.
Level Design
Defined as the creation of environments, scenarios, or missions in an electronic game.
Structure
Can be used to structure a game into effective subdivisions, organize progression, and enhance gameplay.
Objectives
Each level should have a set of objectives that the player understands.
Flow
You want to make sure that a player stays in a particular area of a level until he has accomplished the necessary objectives.
Duration
Answers the question: How much time should be spent on each level?.
Availability
You need to consider the various gameplay goals in the game and ensure that each level covers one primary goal.
Relationship
Answers the question: What are the relationships between levels in the game?.
Progression
Answers the question: How do you pace the game's progression through level design?.
Time
Can also be thought of with respect to real-world time.
Authentic
Some games try to portray time authentically and use the passage of time as a gameplay characteristic.
Limited
Sometimes implemented as a part of the setting of the game but not of the gameplay itself.
Player-Adjusted
In many sports games, players may modify the time associated with game levels.
Altered
Several games incorporate altered time as an effect.
Space
Incorporates the physical environment of the game-including its perspective, scale, boundaries, structures, terrain, objects, and style (color, texture, look, and feel).
Camera & Perspective
Camera systems are used in video games where their purpose is to show the action at the best possible angle; more generally, they are used in 3D virtual worlds when a third person point-of-view (POV) is required.
Omnipresent
The player has the ability to view different parts of the game world and can take actions in many different locations of the world (even if parts are hidden at times).
Aerial (Top-Down)
Shows the player the game as seen from above-a bird's-eye view.
Isometric
The player can look slightly across the landscape at a 30- to a 45-degree angle.
Side-Scrolling (or Flat/Side View)
In 2D space, characters can run only from left to right or jump up and down.
Terrain & Materials
Environmental materials such as metal, glass, sand, gravel, sky, and clouds-directly influence the look and feel of the game.
Radiosity & Effects
Without the proper application, players will not be able to navigate through the game environment- nor will they be able to see and interact with details that might determine whether they can progress through the game.
Scale
Includes the total size of physical space and relative sizes of the objects in the game.
Realism
Actual photographic and land-height data is used to create a realistic model for most flight simulators.
Style
Influences everything from the character, interface, manual, and packaging.