1/68
Looks like no tags are added yet.
Name | Mastery | Learn | Test | Matching | Spaced | Call with Kai |
|---|
No analytics yet
Send a link to your students to track their progress
Gameplay
It is defined as choices, challenges, or consequences that players face while navigating a virtual environment.
Rules
It defines the actions or moves that the players may make in the game (and also those that they cannot make).
Victory Conditions
It corresponds to how players should win the game.
Loss Conditions
It specifies how players lose the game.
Implicit loss condition
It is common in games that require competition between the player and other players or non-player characters.
Explicit loss condition
It is when the player loses because his character dies or runs out of vital resources.
Interactivity Modes
It originates with the player, which illustrates how important the player’s decisions are in the game-playing process.
Player-to-game
It is a very common form of interactivity, especially when it involves single-player mode where the player is interacting only with the game itself and the platform.
Player-to-player
It is the connection between players: how they communicate with each other and ways in which they play the game together.
Player-to-developer
It is most commonly illustrated in chat rooms and discussion forums available on the game’s website.
Game Theory
It focuses on the types of conflicts that exist in games and how players might respond to these conflicts.
Zero-Sum
It involves situations where players have completely opposing interests.
Non-Zero Sum
It involves situations in which players do not have completely opposing interests. In this case, the players are cooperating with each other while competing against common enemies.
Prisoner’s Dilemma
This illustrates what happens when all players try to compete with each other in an NZS situation.
Challenges
Gameplay involves a series of _________ that are linked together. It is often related to the game’s genre.
Explicit Challenge
This type of challenge is intentional, immediate and often intense.
Implicit Challenge
This type of challenge is not specifically added to the game but is an emergent feature of the game itself.
Perfect Information
It yields logical challenges, where players assimilate the information and use it to decide on the best course of action.
Imperfect Information
The players are provided with only a fraction of the information needed to make the best decision.
Intrinsic Knowledge
This type of knowledge is gained from within the game world.
Extrinsic Knowledge
This type of knowledge is gained outside the game world and applied to the game.
Spatial Awareness
The players usually have to navigate through environments.
Resource Management
It allows players to manage settings and actions associated with their resources or characters. It is referred to as micromanagement. It is one way to allow the player to have many options in the game.
Reaction Time
It is 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; satisfies the curiosity of the player.
Conflict
Disagreements or combat between characters, used in almost all game genres to provide dramatic tension.
Capture
Taking or destroying something belonging to an opponent without being captured or killed in return; remains one of the most overarching game goals across all genres.
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, often involving analytical reasoning and resource management.
Taboo
Getting the competition to “break the rules”, often involving physical or emotional stamina.
Construction
Building and maintaining objects, common in process simulations; involve resource management and trade.
Solution
Solving a problem or puzzle before or more accurately than the competition does involving analytical reasoning and knowledge application.
Outwit
Applying intrinsic or extrinsic knowledge to defeat the competition.
Balance
If players perceive that games are 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, even in games that incorporate micromanagement.
Difficulty levels
Players should have a choice of difficulty, or the level should adjust to the player’s ability throughout the game.
Level Design
It is defined as the creation of environments, scenarios, or missions in an electronic game.
Structure
Levels can be used to structure a game into effective subdivisions, organize progression, and enhance gameplay.
Objectives
Each level should have a set of these that the player understands. It is shown through cut-scene or interactive tutorial at the beginning of each level and by providing access to a status screen during the course of the game.
Flow
Two things that the game developer should address while designing a level:
You want to make sure that a player stays in a particular area of a level until he has accomplished the necessary objectives.
You also want to prevent the player from returning to a particular area once the objectives associated with that area have been met.
Duration
“How much time should be spent on each level?”. One universal rule seems to be that a player must complete at least one level of any game in a single session
Availability
You need to consider the various gameplay goals in the game and ensure that each level covers one primary goal.
Relationship
"What are the relationships between levels in the game?". Think of each level as a scene or even an episode within a larger story.
Progression
"How do you pace the game’s progression through level design?" You want to make sure that a game’s difficulty slowly increases as it continues.
Time
It can also be thought of with respect to real-world time. “Game time” can move slower, faster, or not any differently from real-world time.
Authentic
Some games try to portray time authentically and use the passage of time as a gameplay characteristic.
Limited
Time is sometimes implemented as a part of the setting of the game but not of the gameplay itself. Time creates an atmosphere and provides some variety, but it does not alter gameplay.
Player-Adjusted
Players may modify the time associated with game levels. It is important to provide time options to players when possible.
Altered
Several games incorporate this as an effect. Max Payne was the first game to use bullet time—the technique of going into slow motion while retaining the ability to move the camera’s viewpoint at normal speed.
Space
It incorporates the physical environment of the game—including its perspective, scale, boundaries, structures, terrain, objects, and style (color, texture, look, and feel).
Camera & Perspective
The 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.
POV
It is related to the perspective of the game world—or how the player views the game environment.
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)
It 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. This perspective also makes the player feel closer and more involved with events than a top-down or aerial view.
Side-Scrolling (or Flat/Side View)
This is used to create the illusion of space. The player character would travel from left to right horizontally across the screen as the background moved from right to left.
Parallax scrolling
The camera moves vertically or horizontally, with different layers moving at different speeds which gives the feeling of depth.
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
It 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; consider how much detail you want to include in your game.
Style
It influences everything from the character, interface, manual, and packaging.