Chapter 5 outline
Overview of Gameplay
Gameplay Definition
Refers to the dynamic activity that emerges from players' interactions with the game mechanics, systems, and potentially other players in multiplayer settings.
Results in specific experiences for players based on ongoing interactions.
Importance of Cyclical Gameplay Loops
Different types of loops are analyzed, focusing on player interactions in cyclical, repeating activities that influence gameplay.
Objectives of the Chapter
Analyze games through cyclical gameplay loops of varying frequencies.
Understand player motivations within these loops and design gameplay to support these motivations.
Mechanics and Systems of Gameplay
Overview of concepts previously discussed: mechanics, systems, feedback loops.
Connection between mechanics and systems helps to frame gameplay experience.
Example: The Sims 4
Scenario: Managing the lives of simulated people in a town, balancing various needs and desires (e.g., socializing vs. resting).
Decision-Making Levels:
Short-term: Immediate needs like rest and socialization.
Medium-term: Daily responsibilities and job performance.
Long-term: Achieving career ambitions (e.g., becoming a CEO).
Gameplay Loop:
Players repeat action selection, decision-making routines, and outcome observations, creating cycles of play.
Activities Examples:
Micro-level: Action choices (sleeping, socializing).
Macro-level: Managing overall life goals and needs.
Gameplay Loops
Definition of Gameplay Loops: Cyclical activities involving decisions, actions, and subsequent outcomes.
Types of Loops:
Fast Loops: Occur every few seconds/minutes.
Slow Loops: Involve decisions made less frequently (e.g., career advancement).
Examples from Other Games:
In Dungeon Crawlers like Diablo:
Micro decisions (every few seconds)
Macro goals (every few hours)
Layering Gameplay Loops
Onion Diagrams: Visual representation of gameplay loops in layers.
Highlight frequency of various loops and interconnections.
Identifying gaps in gameplay activity through these diagrams assist in game design and ensuring engaging layers of gameplay.
The Core Loop
Definition: The simplest, most engaging loop that players experience.
Design Process:
Start with micro loops.
Identify the core loop that is enjoyable.
Layer on larger loops that foster long-term engagement.
Balancing Gameplay: Core loops need to remain manageable and enjoyable while allowing for growth.
Player Motivation
Types of Motivation:
Intrinsic Motivation: Engaging in an activity for its inherent enjoyment (e.g., skill mastery).
Extrinsic Motivation: Engaging in activities primarily for external rewards (e.g., leveling up).
Flow Theory
Concept of Flow: Describes the optimal psychological state where players are fully immersed in gameplay.
Achieved through balanced challenge and skill, leading to enjoyment.
Core conditions for flow:
Clear goals.
Balance between challenge and skill.
Immediate feedback.
Addressing Uncertainty in Games
Types of Uncertainty:
Randomness, skill uncertainty, player unpredictability, and complexity.
Importance of Uncertainty: Engaging players by challenging them to manage different forms of uncertainty.
Reward Systems and Challenges
Extrinsic Rewards: Game design often includes mechanics such as levels, scores, and achievements to provide motivation.
Reward Schedules: Different schedules (e.g., variable ratio) effectively motivate players by managing predictability and surprise.
Conclusion
Gameplay is shaped by the interplay of loops, mechanics, motivations, and the overall experience of players. Understanding these aspects enhances game design and player engagement.