CS 347: Final Theory Review

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Terms with a focus on Chapters 2, 4, 7, 8, 12

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70 Terms

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Ludology

playing games for play

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Narratology

playing games for story

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Frameworks for Ludology

MDA, FDD, and Elemental Tetrad

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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

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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

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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

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MDA: Aesthetics

design element related to the desirable emotional responses evoked in the player when interacting with the game system

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Aesthetics Examples

including but no limited to:

  • Sensation

  • Fantasy

  • Narrative

  • Challenge

  • Fellowship

  • Discovery

  • Expression

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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

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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

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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

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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

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7 Formal Elements of Games

  1. Player interaction pattern: How do the players interact?

  2. Objective: What is the player trying to achieve?

  3. Rules: What to do and not to do?

  4. Procedures: Actions taken by players in-game

  5. Resources: Elements with in-game values

  6. Boundaries: Where does game end and reality begin?

  7. Outcomes: How did the game end?

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3 Dramatic Elements of Games

  1. Premise: The basic story of the game world

  2. Character: The individuals the story revolves

  3. Story: The plot of the game that takes place over the course of the game

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Core Concepts of Dynamic Elements

  1. Emergence: Simple rules lead to complex/unpredictable behavior

  2. Emergent Narrative: Storytelling that evolves through interactions

  3. Playtesting: The only way to understand dynamics

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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

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Emergent Behaviors and Processes

collaboration, unexpected challenges, and solving processes that may be unique to every user

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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

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MANT: Mechanics

systems that define how the player-game interaction; interaction pattern, objective, rules, resources, and boundariesMA

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MANT: Aesthetics

how the game looks, sounds, smells, tastes, and feelsM

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MANT: Narrative

authored premise, characters, and plot

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MANT: Technology

paper and digital technology that enable gameplay

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Developer’s Relation to Inscribed Layer

they encode this experience into the Inscribed Layer

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Player’s Relation to Dynamic Layer

Players decode this experience in the Dynamic Layer

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7 Inscribed Mechanics

  1. Objectives: Varying immediacy/importance and may conflict

  2. Player Relationships: Relationships/Roles defined by objectives

  3. Rules: Explicit/Implicit rules limiting player actions

  4. Boundaries: Space/Time/Edges of Magic Circle where game rules are followed

  5. Resources: Assets/Attributes that have in-game value

  6. Spaces: Navigable spaces in the game

  7. Tables: Probability/Progression grids of game information

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Inscribed Narrative

the dramatic elements of a game that have been designed and inscribed by the game developers

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4 Components of Inscribed Narrative

  1. Premise: World where the story takes place and narrative basis

  2. Setting: Details of the space in which the story takes place

  3. Character: People featured in the story

  4. Plot: Sequence of events that take place in the story

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Interactive Narrative

narrative that can allow the player free will; can be expensive and difficult to accommodate

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Linear Narrative

narrative that relies on a prescribed plot

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Methods of Allowing Limited Free Will

  1. Limited Possibilities: Offers choices

  2. Optional Linear Side-Quests: Can be mutually exclusive or parallel

  3. Foreshadow Possibilities: Author knows what will happen

  4. Develop Minor NPCs into Major Ones: Nemesis potential (Pen-and-Paper RPGs)

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Empathetic Character

in linear narratives the player empathizes and in interactive narrative the player takes on their role

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Avatar

the player chooses the type of character they would like to be and is the main character to an extent

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Purposes for Inscribed Dramatics

  1. Evoking emotion

  2. Progression and Reward

  3. Motivation and Justification

  4. Mechanics Reinforcement

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The Iterative Process of Design: ADIT

a method of design that emphasizes continuous improvement through iteration

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4 Phases of ADIT

  1. Analysis

  2. Design

  3. Implementation

  4. Testing

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ADIT: Analysis

phase where developers understand where they are what needs to be accomplished while considering resources and time

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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

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ADIT: Implementation

phase where the developers have the goal of getting from design to testing as quickly and efficiently as possible with prototypes

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ADIT: Testing

phase where developers have people test their game and give reactions while the developers take notes

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Incremental Innovation

making something slightly better

pros: predictable; easier to pitch to investors

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Intersectional Innovation

the combination of two different ideas

pros: potential to create something new/exciting

cons: high chance of failure/doubt

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Brainstorming

process of coming with ideas based on intersectional innovation

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5 Steps of Brainstorming

  1. Expansion: Branching off a core idea

  2. Collection: Document the expansions

  3. Intersection: Combinations of collections

  4. Rating: Select the best ones

  5. Discussion: Discuss and combine further

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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

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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

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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

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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

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PPABGP: Beta

development phase featuring lots of playtesting where the game is effectively done and has minor bugs and fixes design and remaining bugs

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PPABGP: Gold

development phase where the game is “ship-ready”

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PPABGP: Post-release

development phase due to the internet age where there is rare bug fixes and DLC production

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Scoping

the process of limiting your design to what can be reasonably accomplished with the time and resources you have available

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Designer-Centric Goals

goals centered around what you want for yourself as a designer

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Player-Centric Goals

goals centered around what you want for your players

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Examples of Designer-Centric Goals

  1. Fortune: Making money

  2. Fame: Becoming known

  3. Community: Part of something

  4. Expression: Communicate something

  5. Greater Good: Make the world better

  6. Improvement: Make better games

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Examples of Player-Centric Goals

  1. Fun: Enjoyment

  2. Lusory Attitude: Mindset

  3. Flow: Optimal challenges

  4. Structured Conflict: Challenge

  5. Empowerment: Power

  6. Attention & Involvement: Engaged

  7. Interesting Decisions: Tough choices

  8. Experiential Understanding: New understanding through experiences

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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

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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

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Reflexive Attention

the involuntary response that we have to stimuli

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Executive Attention

when we choose to pay attention to something

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6 Aspects of Interesting Decisions

  1. Discernible: Immediate feedback from game

  2. Integrated: Belief of long-term impact

  3. Ambiguous: Guess but unsure of how game is affected

  4. Double-Edged: Both good and bad

  5. Novel: Different from other decisions made

  6. Clear: Limited options and choice is clear but outcome is ambiguous

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Ways a Choice can Lack Clarity

  1. Too Many Options: Choice paralysis

  2. Unclear Outcome: Unguessable

  3. Unclear Significance: Awareness of critical choices

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Direct Guidance

the player knows that they are being guided

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Indirect Guidance

the player is guided without realizing it

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Methods of Direct Guidance

  1. Instructions: Text, dialogue, diagrams

  2. Call to Action: NPC missions

  3. Map/GPS: Directs towards goals/locations

  4. Pop-Ups: Contextual controls based on objects in sight

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Drawbacks for Instructions

may be overwhelming and annoying

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Criteria to Judge Direct Guidance Methods

  1. Immediacy: Immediate and Relevant

  2. Scarcity: Do not flood with information

  3. Brevity: Do not use too many words

  4. Clarity: Be very clear

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Indirect Guidance

a more subtle way to direct a player that even the designer may have not noticed

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7 Methods of Indirect Guidance

  1. Constraints: Limited choices

  2. Goals: Influence focus

  3. Physical Interface: Controller type

  4. Visual Design: Drawing the player somewhere or use their memory

  5. Audio Design: Influence mood or attention

  6. Player Avatar: Assumptions of role

  7. NPCs: Used emotions or models good and/or bad behaviors

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Sequencing

a method to teach players how your game works by gently presenting new information

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Steps of Sequencing

  1. Isolated Introduction: No time limit or danger for the new mechanic

  2. Expansion: Expand that mechanic with no penalty

  3. Adding Danger: Still easy but added danger

  4. increased Difficulty: Demonstrate mastery

  5. Integration: Use with other mechanics