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Flashcards of vocabulary words and definitions from the lecture notes.
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Mechanics
The basic activities in the game and the rules that govern them.
Poker Mechanics
Activities like dealing cards, betting, and calling, governed by the rules of the game.
Monopoly Mechanics
Moving around the game board, buying/owning property, collecting rent, and upgrading property.
Tekken Mechanics
Melee and ranged attacks, defending via blocking and parrying, timing effects, advancing/retreating.
Game Pieces
The objects that can be acted on or manipulated within the game.
Game Actions
The kinds of actions that can be performed with game pieces.
Game Rules
Determine what actions can be done when, with what pieces, and what the outcomes will be.
Metagame
The goals which game players try to achieve using mechanics; discussed later in chapter 6.
Game Pieces Like Nouns
Since they describe things.
Game Actions Like Verbs
Since they describe what happens.
Game rules like grammar
Since they describe how nouns and verbs can be put together.
Game Pieces
Game board, dice, pawns, cash, properties, houses, hotels, sets of random event cards, etc. (Monopoly)
Game Actions
Rolling dice, moving on the game board, landing, buying, paying rent, drawing random cards, etc. (Monopoly)
Game State
The total state of all game pieces and their properties at a point in time.
Actions
transitions between game states.
State Space
the set of all states that the game could be in, connected by actions that transition from one state to the next
State space size
total number of states in the state space, or, in other words, the number of different states that could be reached from the initial game state
Branching factor for a state
the number of transitions (actions) out of that state
Action Space
Defined formally is the set of all actions that are available to the player; informally, it's the set of actions available at the present state.
Overall action space
All actions that the player can take within the game.
Explicitly Defined Mechanics
Actions and pieces are described in the rule book and the player can see everything that the game has to offer on the table in front of them.
Implicitly Defined Mechanics
Rules are not known to the player ahead of time and often only exist in the computer code that implements them so they cannot be inspected.
Control Mechanics
Relating to controlling one's avatar in the game world.
Progression Mechanics
Relating to understanding and controlling one's advancement in the game.
Uncertainty Mechanics
Relating to trying to understand and predict an uncertain future.
Resource Management Mechanics
Relating to treating elements of the game as resources that can be managed and manipulated in specific ways.
The Three C's of Action Games
Character, Camera, and Control.
Game Feel Mechanics
How player input produces in-game actions, and how their ease or difficulty feels to the player.
Direct Progression Mechanics
Show the player directly how well they are doing, often involving some overt metric that is tied to a player's performance.
Indirect Progression Mechanics
Change up the game in response to the player's progression.
Stationary Random Processes
When probabilities remain unchanged from one random result to the next.
Nonstationary Process
Each generated value can change the probability of the next one.
Resources
Denote the things we can acquire and use to accomplish our goals in the game.
Units (as a resource)
Items in the game world that the player directs, manages, or encounters.
Modifiers
Stat-altering mechanics, called buffs or power-ups.
Buffing
Improving stats for the player's benefit.
Nerfing
Reducing stats.
Game
Series of interesting decisions.
System
Collection of mechanics set up to work together in specific ways.
Layering
How many systems interlock in interesting ways.
Dynamic System
Game and its players as a dynamic system with internal state that changes as players interact.
Mechanic chain
Mechanics end up forming chains of interactions.
Conversion loop
Mechanics end up forming a loop such as those of resource acquisition and conversion.
Dynamic Tuning
Cost is adjusted dynamically (such as by raising prices of ammo) to prevent grinding.
Dynamic tuning
Adjust cost dynamically by raising the prices of ammo / health potions so profit loop doesn't dominate game.
Feedback system
Variant of loops on which past behavior of the system affects its future behavior.
Positive feedback loop
Differences between the current state and the set point are processed and added back to the state causing the differences to increase over time. (e.g. compound interest).
Divergent
Iterations cause the value to diverge further and further from set point. Reinforces and amplifies initial advantages.
Negative feedback loop
Seeks to minimize differences between current and desired state. Feedback opposes what game was already doing and converges towards the set point.
Convergent
Feedback pushes the system to converge toward the set point.
Balancing Loops
Feedback that pushes the system to converge toward the set point.
Emergent Behaviors
Behaviors which arise from, but are not predicted by, the behavior of the constituent elements.
Metastable
Behaviors are are markedly different from behaviors of the constituent elements and yet remain stable even as the individual constituent behaviors changes dynamically.
Chaotic
System where slight changes to the inputs can produce drastically different behavior over time so it becomes difficult to predict analytically how it will behave at a future point.
Gameplay
What happens when we participate in an ongoing interaction with the game's mechanics and systems and potentially other players in multiplayer games.
Gameplay Loops
Cyclical activities--the player keeps making decisions, acting on them, and then coming back to the same decision points.
Onion Diagrams
Diagram that consists of cycles of different speeds to provide variety for game design.
Code
Use loops, and provide multiple levels of decision making.
Core Loop
Minimum level of activity providing meaningful enjoyable reason for player to remain engaged.
Micro level
Level on which players focus on smaller actions most of the time.
Direct Progression Mechanics
Metrics tied to player's performance, show directly how well the player is doing.
Intrinsic Motivation
When the player is inherently interested in the activity / its outcome.
Extrinsic Motivation
Player is driven by sources external to the activity.
Flow
Feeling of "getting into the zone" during intense activity.
Games
Actively trigger the flow state, making an experience attractive.
Uncertainty
Framework for learning how to manage uncertainty.
The Role of Randomness
Informs the game player of odds at blackjack or on the Monopoly board to make decisions for potential benefit.
Dominant Strategies
Strategies that clearly bring out better results than others.
Action
Involvement in movement and battle creates both interest and progress.
Ressource
Can improve as result of upgrades by the player, or can be won.
Reward
Given to acknowledge progress and encourage play.
Reward Schedules
Specific plan for how rewards get generated over time.
Level Curves
Formulas for how character experience points (XP) translate into increases in character level.
Gamification
Application of progression mechanics to domains outside of games.
Reward and Progress
Help guide engagement in play and create reason for involvement.
Long Term
Rewards and objectives create deeper involvement in game.
Continuous
Reward the subject for each action directly. Extinguishes interest the fastest of all options.
Fixed interval
Reward the subject every 'n' seconds. Has better results, though not great.
Fixed ratio
Reward for every 'n' actions. Creates better performance, yet ends quickly.
Variable interval
Rewards the subject at randomized points in time. Better results again, and lasts.
Variable ratio
Rewards the subject every randomized number of actions. The best result as it reinforces by mixing ratios.
Level Curves
Each change requires the reward becomes more important to improve value.
Game Fiction
Thematic vision or background story which explains the motivation behind the player's actions in the game.
Game
Can provide players a specific story or narrative, such as by giving players an identity and role and unfolding the story of the character's game action.
Fantacy
Gives context and meaning to players' actions, and makes game desirable.
Agency Definition
Players acting intentionally, formulates a goal and then acts purposefully towards that goal.
Player Desires
Players want to experiment and see what comes from their action.
Visual Novels
Provide lots of enjoyment of story, but little interaction during the story.
Fantasy Contradiction
Power up should align to action. Limits make enjoyment less strong.
Ludonarrative Dissonance
Contradiction between gameplay and a good story.
Three-Act Model
Description of how a game looks relative to gameplay structure: how things feel during early, mid, and late game periods.
Arc
Theatre and literature metaphor that sees macro structures based rising intensity of the challenge along long plot lines up to the endgame.
Episode
Multiple segments, that contain arc structures to move though each segment of the game building toward next and eventual goal.
Pacing
How the game intensity varies over time by challenging, but not making frustration.
Intentional Actions
Player finds to test how something works to form gameplay.
Structure of a Game Session
Actions based on explicit rewards for activity and progress.
Elevator Pitch
To find funders, must be quick and pithy.
Prototype Approach
A clear idea to build small individual segments of design to learn best approach.
Game Design
Requires testing to confirm its purpose.
Level-based Games
Create layouts wqith untextured boxes to prototype.