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Tiles
have no code, provide a desired visual look, and cannot be interacted with by players.
Rules Salen and Zimmerman
Constitutive Rules, Operational Rules, Implicit Rules
Constitutive Rules
The underlying formal structures that exist below the surface of the rules presented to players.
Operational Rules
The surface-visible "rules of play" that are explicitly written out for a game.
Implicit Rules
Unwritten, implied rules for a game, such as etiquette, good sportsmanship, or access to play space.
Why are rules so important in game design?
Rules are an essential quality of games, Every game has a set of rules, Rules are the formal structure of a game
Essential Qualities of Rules
Rules limit player action, are explicit and unambiguous, are shared by all players, are fixed, are binding, and are repeatable.
States of an FSM
Initial, Final, Current, Transition Fucntion
Finite State Machine (FSM) Components
A series of states, a finite set of possible input events, and a set of state transition arcs.
FSM Benefits
They model game elements, define what happens when a player takes an action, and define how elements react to input.
Games of Emergence
Games where interaction among rules create intricate gameplay, challenge is set indirectly, The designer focuses on interactions among players the environment and game, and players use strategy guides.
Games of Progression
Games where challenges are presented serially via special case rules, challenge is set explicitly, The designer sets up challenge explicitly, challenges are presented directly and consecutively, and players use walkthroughs.
Conway's Game of Life & Complexity
Games are complex systems that result from the interactions of the players and the rule systems that define how they operate.
Gameworld Exhaustion
Occurs when a player has seen and done everything there is to do in the game.
Narrative Exhaustion
Occurs once the game's story has been completely told.
Resource Exhaustion
Occurs when a player runs out of a resource needed to play, such as losing all lives.
Dimension of Challenge
Chris Crawfords break down of challenge into to distinct skill and cognitive types. These being cerebellar, sensorimotor, pattern, spatial, sequential, numerical, resource management, social reasoning
Cerebellar Challenge
Breaking higher-level tasks into fine-grain commands to trigger individual muscles, like weight lifting.
Sensorimotor Challenge
Cerebellar challenges combined with a sensory control loop to receive input and react, like soccer or basketball.
Pattern Recognition
Identifying and reacting to visual or interaction patterns, like in Candy Crush.
Spatial Reasoning
Analyzing the physical positions of game elements to determine future actions, like in Tetris.
Sequential Reasoning
Stringing together long sequences of steps, like puzzle solving or chess moves.
Numerical Reasoning
Requiring the player to perform computations or track things numerically, like in Sudoku.
Resource Management
Effectively using a limited supply of scarce resources to handle problems or achieve goals.
Social Reasoning
Navigating challenges that revolve around social interactions and goals, like in Façade.
Forms of conflict (Chris Crawford) VEPPP
verbal, economic, physical, performance, political
Physical Conflict
Physically attacking or dominating the other player.
Performance Conflict
Striving to get a better outcome than the other player, such as in Mario Kart.
Verbal Conflict
Using insults, boasting, or narrative assaults against an opponent.
Political Conflict
Recruiting allies and undercutting an opponent's social alliances.
Economic Conflict
Affecting an opponent financially, such as in Monopoly.
Gameworld Rules SPECC
savepoint, powerups, expiration, checkpoint, cropping
Savepoints
Point in the game where the player's game state is saved or has the opportunity to be saved.
Checkpoints
Places or moments in a game where a player is not forced to start completely over upon failing.
Cropping
When the existence of some entities is determined by the player's field of view.
Expiration
Entities whose existence in the game is limited by time.
Powerups
Game items that grant extra lives or special abilities to the player.
Pseudo Physical Rules
Rules governing simulated physical properties like gravity, life support (need for consumables to stay alive), and solidity (game entities take up space and have mass).
Core Game Mechanic (CGM)
The essential play activity players perform over and over again; "what the player does".
CGM vs. Gameplay
CGM encompasses only the most frequent interactions, while gameplay encompasses all player experiences with the game systems.
Interactivity Feedback Loop
The essential cycle where a player makes an internal decision, takes an action, and the game creates output and then repeats the cycle.
Additional Points
Challenge is created/designed through the game's rules.
Conflict makes challenge personal and is an essential design element to create challenge in games.
Games must have goals, these are a key component to create meaningful play.
In games of progression, a key element that can be used to create challenge is level design.
In terms of meaningful play, the challenge needed to achieve the goal is the most important.