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Terms with a focus on Chapters 2, 4, 7, 8, 12
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Ludology
playing games for play
Narratology
playing games for story
Frameworks for Ludology
MDA, FDD, and Elemental Tetrad
MDA: Mechanics, Dynamics, and Aesthetics
most well-know framework for game analysis and is a bridge between game development and the game design process, focusing on how game mechanics influence player experience
MDA: Mechanics
design element related to a set of game features that specify how the user plays the game; game rules, systems, player inputs; control scheme/interface and scoring system/achievements
MDA: Dynamics
design element related to the reactions and experiences of the user; features emergent behaviors and processes; refers to how the mechanics make the experience enjoyable
MDA: Aesthetics
design element related to the desirable emotional responses evoked in the player when interacting with the game system
Aesthetics Examples
including but no limited to:
Sensation
Fantasy
Narrative
Challenge
Fellowship
Discovery
Expression
FDD: Formal, Dramatic, and Dynamic Elements
a framework for understanding game design that categorizes elements into formal (rules), dramatic (narrative), and dynamic (player interactions) to enhance player experience
FDD: Formal Elements
the elements that make games different from other forms of media or interaction and provide the structure of a game; rules, resources, and boundaries
FDD: Dramatic Elements
the story and narrative of the game, including the premise; elements that tie the game together, helps players understand the rules, and encourage the player’s emotional investment
FDD: Dynamic Elements
the game in motion after the players turn the rules into actual gameplay; elements including strategy, behavior, and relationships between game entities
7 Formal Elements of Games
Player interaction pattern: How do the players interact?
Objective: What is the player trying to achieve?
Rules: What to do and not to do?
Procedures: Actions taken by players in-game
Resources: Elements with in-game values
Boundaries: Where does game end and reality begin?
Outcomes: How did the game end?
3 Dramatic Elements of Games
Premise: The basic story of the game world
Character: The individuals the story revolves
Story: The plot of the game that takes place over the course of the game
Core Concepts of Dynamic Elements
Emergence: Simple rules lead to complex/unpredictable behavior
Emergent Narrative: Storytelling that evolves through interactions
Playtesting: The only way to understand dynamics
Magic Circle
a boundary that describes when the players engage with in-game rules rather than real-world rules; the boundaries of the playing field
Emergent Behaviors and Processes
collaboration, unexpected challenges, and solving processes that may be unique to every user
The Inscribed Layer: MANT
limited to elements that exist when the game is not being played where all elements all are directly designed and encoded by game developers
MANT: Mechanics
systems that define how the player-game interaction; interaction pattern, objective, rules, resources, and boundariesMA
MANT: Aesthetics
how the game looks, sounds, smells, tastes, and feelsM
MANT: Narrative
authored premise, characters, and plot
MANT: Technology
paper and digital technology that enable gameplay
Developer’s Relation to Inscribed Layer
they encode this experience into the Inscribed Layer
Player’s Relation to Dynamic Layer
Players decode this experience in the Dynamic Layer
7 Inscribed Mechanics
Objectives: Varying immediacy/importance and may conflict
Player Relationships: Relationships/Roles defined by objectives
Rules: Explicit/Implicit rules limiting player actions
Boundaries: Space/Time/Edges of Magic Circle where game rules are followed
Resources: Assets/Attributes that have in-game value
Spaces: Navigable spaces in the game
Tables: Probability/Progression grids of game information
Inscribed Narrative
the dramatic elements of a game that have been designed and inscribed by the game developers
4 Components of Inscribed Narrative
Premise: World where the story takes place and narrative basis
Setting: Details of the space in which the story takes place
Character: People featured in the story
Plot: Sequence of events that take place in the story
Interactive Narrative
narrative that can allow the player free will; can be expensive and difficult to accommodate
Linear Narrative
narrative that relies on a prescribed plot
Methods of Allowing Limited Free Will
Limited Possibilities: Offers choices
Optional Linear Side-Quests: Can be mutually exclusive or parallel
Foreshadow Possibilities: Author knows what will happen
Develop Minor NPCs into Major Ones: Nemesis potential (Pen-and-Paper RPGs)
Empathetic Character
in linear narratives the player empathizes and in interactive narrative the player takes on their role
Avatar
the player chooses the type of character they would like to be and is the main character to an extent
Purposes for Inscribed Dramatics
Evoking emotion
Progression and Reward
Motivation and Justification
Mechanics Reinforcement
The Iterative Process of Design: ADIT
a method of design that emphasizes continuous improvement through iteration
4 Phases of ADIT
Analysis
Design
Implementation
Testing
ADIT: Analysis
phase where developers understand where they are what needs to be accomplished while considering resources and time
ADIT: Design
phase where developers create a design that solves the problem or fits the opportunity that begins with brainstorming and ends with a plan for implementation
ADIT: Implementation
phase where the developers have the goal of getting from design to testing as quickly and efficiently as possible with prototypes
ADIT: Testing
phase where developers have people test their game and give reactions while the developers take notes
Incremental Innovation
making something slightly better
pros: predictable; easier to pitch to investors
Intersectional Innovation
the combination of two different ideas
pros: potential to create something new/exciting
cons: high chance of failure/doubt
Brainstorming
process of coming with ideas based on intersectional innovation
5 Steps of Brainstorming
Expansion: Branching off a core idea
Collection: Document the expansions
Intersection: Combinations of collections
Rating: Select the best ones
Discussion: Discuss and combine further
Professional Development Phases: PPABGP
developmental timeline of a game where less big changes occur over time and transition to small changes as the developer becomes more locked into decisions
PPABGP: Preproduction Phase
small team development phase where a simple demo is created with lots of prototyping, trusted playtesting, and changes ending in a high quality vertical slice of the game
PPABGP: Production
massive team growth development phase where actual modeling, textures, animations, etc. are created and system design is locked down with a somewhat expanded playtesting audience; expands vertical slice quality to rest of game
PPABGP: Alpha
development phase where design is locked down with no more changes (unless solving a problem found during playtesting) and has small, known bugs and extensive quality assurance testing
PPABGP: Beta
development phase featuring lots of playtesting where the game is effectively done and has minor bugs and fixes design and remaining bugs
PPABGP: Gold
development phase where the game is “ship-ready”
PPABGP: Post-release
development phase due to the internet age where there is rare bug fixes and DLC production
Scoping
the process of limiting your design to what can be reasonably accomplished with the time and resources you have available
Designer-Centric Goals
goals centered around what you want for yourself as a designer
Player-Centric Goals
goals centered around what you want for your players
Examples of Designer-Centric Goals
Fortune: Making money
Fame: Becoming known
Community: Part of something
Expression: Communicate something
Greater Good: Make the world better
Improvement: Make better games
Examples of Player-Centric Goals
Fun: Enjoyment
Lusory Attitude: Mindset
Flow: Optimal challenges
Structured Conflict: Challenge
Empowerment: Power
Attention & Involvement: Engaged
Interesting Decisions: Tough choices
Experiential Understanding: New understanding through experiences
Flow
the mental state wherein the game player is fully immersed and engaged in an activity, enhancing the probability that they will achieve a known goal
Flow Channel
curve in-between anxiety and boredom where the player experiences varying levels of tolerable difficulty; challenges should feature breaks in flow or not exceed 20 minutes
Reflexive Attention
the involuntary response that we have to stimuli
Executive Attention
when we choose to pay attention to something
6 Aspects of Interesting Decisions
Discernible: Immediate feedback from game
Integrated: Belief of long-term impact
Ambiguous: Guess but unsure of how game is affected
Double-Edged: Both good and bad
Novel: Different from other decisions made
Clear: Limited options and choice is clear but outcome is ambiguous
Ways a Choice can Lack Clarity
Too Many Options: Choice paralysis
Unclear Outcome: Unguessable
Unclear Significance: Awareness of critical choices
Direct Guidance
the player knows that they are being guided
Indirect Guidance
the player is guided without realizing it
Methods of Direct Guidance
Instructions: Text, dialogue, diagrams
Call to Action: NPC missions
Map/GPS: Directs towards goals/locations
Pop-Ups: Contextual controls based on objects in sight
Drawbacks for Instructions
may be overwhelming and annoying
Criteria to Judge Direct Guidance Methods
Immediacy: Immediate and Relevant
Scarcity: Do not flood with information
Brevity: Do not use too many words
Clarity: Be very clear
Indirect Guidance
a more subtle way to direct a player that even the designer may have not noticed
7 Methods of Indirect Guidance
Constraints: Limited choices
Goals: Influence focus
Physical Interface: Controller type
Visual Design: Drawing the player somewhere or use their memory
Audio Design: Influence mood or attention
Player Avatar: Assumptions of role
NPCs: Used emotions or models good and/or bad behaviors
Sequencing
a method to teach players how your game works by gently presenting new information
Steps of Sequencing
Isolated Introduction: No time limit or danger for the new mechanic
Expansion: Expand that mechanic with no penalty
Adding Danger: Still easy but added danger
increased Difficulty: Demonstrate mastery
Integration: Use with other mechanics