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Serious Games Gameplay
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Entertaining Simplified models Easier to focus
Why do we play games? Entertaining Simplified models Easier to focus Keep focus as long as possible
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Goals Gameplay Storytelling Aesthetics Novelty Learning Immersion
one of many ELEMENTS Goals Gameplay Storytelling Aesthetics Novelty Learning Immersion Socializing
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At its heart, a game is what you DO
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Flow theory (Csikszentmihalyi)
Pronunciation: cheek-sent-mə-hy-ee
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Aspects of Gameplay Challenges Risk/rewards Creative expressive play
Actions Fairness Symmetry Competition/cooperation
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Gameplay is built around
CHALLENGES
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Challenges (Adams and Rollings)
Physical coordination Formal logic Pattern recognition Time pressure Memory and knowledge Exploration Conflict Economic Creation Conceptual reasoning
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Game Mechanics LONELINESS
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Schell’s taxonomy Space Objects Actions Rules
Goal (includes as a rule) Skill Chance
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Space: magic circle Continuous vs. discrete Number of dimensions
Boundaries Sub-spaces Multiple models
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Space: some examples Tic-Tac-Toe Monopoly Billiards Lacrosse
Rock, Paper, Scissors
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Objects: the nouns Characters Weapons Power-ups Objects Tokens
HUDs, dashboards …
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Objects: what about them?
Attributes (the adjectives) States of attributes Static or dynamic State diagrams: transitions and triggers Communicating states What should the player know? How much state can a person track? Secrets: who knows what
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STATES: whO KNOWS? 3 classes: Secrets: who knows what Design Issues
Private Public Unknown Secrets: who knows what Design Issues What should the player know? How much state can a person track?
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STATES: Examples Chess Poker Blackjack Concentration
Draw Stud Blackjack Concentration Rock, Paper, Scissors
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