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Gameplay
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
Loss Conditions
specify how players lose the game
Implicit loss condition
is common in games that require competition between the player and other players or non-player characters
Explicit loss condition
when the player loses because his character dies or runs out of vital resources
Interactivity Modes
originates with the player, which illustrates how important the player’s decisions are in the game-playing process
Player-to-game
a very common form of interactivity, especially when it involves single-player mode/ the player is interacting only with the game itself and the platform
Player-to-player
is the connection between players: how they communicate with each other and ways in which they play the game together
Player-to-developer
most commonly illustrated in chat rooms and discussion forums available on the game’s website
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
This illustrates what happens when all players try to compete with each other in an NZS situation
Explicit
intentional, immediate and often intense
Implicit
not specifically added to the game but is an emergent feature of the game itself
Perfect Information
yields logical challenges, where players assimilate the information and use it to decide on the best course of action
Imperfect Information
players are provided with only a fraction of the information needed to make the best decision.
Intrinsic Knowledge
This is gained from within the game world
Extrinsic Knowledge
This is 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; 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