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GAMEPLAY The strategies required to reach specific end points within computer gaming are collectively termed gameplay. However, gameplay is only one element.

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Presentation on theme: "GAMEPLAY The strategies required to reach specific end points within computer gaming are collectively termed gameplay. However, gameplay is only one element."— Presentation transcript:

1 GAMEPLAY The strategies required to reach specific end points within computer gaming are collectively termed gameplay. However, gameplay is only one element in the composition of modern games. Therefore, there is nothing special about gameplay. A software product does not need to involve gameplay to entertain the user. Rule number one is that the product should be fun.

2 IMPLEMENTING GAMEPLAY
“A game is a series of interesting choices.” To be worthwhile, gameplay choices must be non-trivial. Each strategy that the player considers using must have an upside and a downside. The game must be a series of interesting choices, each decision affects the next. A game allows strategy- a well designed game cannot be won without strategy and strategy manifests itself as a series of interesting choices.

3 THE DOMINANT STRATEGY PROBLEM
A well designed game does not have a ‘best’ manoeuvre, character or weapon – no point in having the other manoeuvres, characters or weapons. An option never worth using is a dominated strategy. An option that is so good no others get used is a dominant strategy. A near-dominated option is one that is only useful in certain circumstances. Conversely, a near-dominant option is one that players will use most of the time.

4 VERSATILITY A useful rule-of-thumb for anticipating gameplay is to ask what is the best and worst thing about each of the player’s options. For instance: This manoeuvre does the most damage, but it’s the slowest This manoeuvre is the fastest, but it leaves me defenceless This manoeuvre gives the best defence, but it does little damage And then there’s a unique kind of choice: This manoeuvre is never the best or the worst, but it’s the most versatile.

5 COMPENSATING FACTORS To add to game play factors are written in to make the game strategy complex e.g. adding a price to gain a tool Sacrificing to gain. Shapeshifters. Some factors can have a + or - effect on the game, it is the choice of the player.

6 IMPERMENANCE Can have a short or long term affect on the game.
Is the risk worth taking? Or are the stakes too high? How long will the affect last? How will the strategy change?

7 SHADOW COSTS A shadow cost is one that will benefit in the long run – sims games But may not always incur money – beating an enemy to progress to another level. Using a flow chart will allow the designer to plan all possible strategies Survival games - make a shelter or catch food? What order should be taken.

8 SYNERGIES Interactions between different elements in the players strategic store There are good fits, this gives positive feedback e.g. gain in power or advancement Poor fit, which gives negative feedback , a gun needs bullets – so depending on how much you use the gun depends on how many bullets you will need. (shadow cost!)

9 INTERACTIVITY Is where triggers are used to change the state of play - moving an object to stop and opponent. OR, controlling a large number of characters – influencing a characters actions OR deciding which path to take to create the greatest advancement with the minimum of risk. Why change something - what will be the benefit. Will change bring about good fortune.


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