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Published byDarlene Wheeler Modified over 9 years ago
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The Play Experience Robin Burke GAM 224
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Outline Admin Play Experiential aspects of play The Core Mechanic Examples
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Admin Due today Rules paper Due next week Design Project: Core Mechanic
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Play New unit What are rules for? Rule create play experiences for players When we design rules We must have player experience in mind
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Play Schemas Play of Experience (5/2) the "core mechanic" what is the activity of the game Play of Pleasure (5/4) fun what makes the game enjoyable Play of Meaning (5/4) coherence how does the game create meaning Narrative Play (5/9) story what makes the game tell a story Play of Simulation (5/9) verisimilitude what makes the game feel "real" Play paper due (5/16)
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Core Mechanic What the player does to play Performative loop perception of the game world analysis of the situation selection of action performance and evaluation of action Different games emphasize different aspects
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Core Mechanic 2 PerceptionAnalysis DecisionExecution Evaluation
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Thunderstorm four dice object to be the last player whose house is not struck by lightning rules player rolls all available dice if no ones are rolled player adds to "house" drawing if house is already complete, it is struck by lightning and player is out if at least one 1 is rolled all of the dice with ones are removed from play play passes the next player if all dice are ones all four dice are back in play house seven elements
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Thunderstorm Perception Analysis Decision Execution / Evaluation
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Eight and out deck of cards 6, 5, 4, 3, 2, A in four piles by suit object to be the last player with the most points rules each player starts with eight points each player draws one card from each pile if an Ace is drawn that deck is removed from play all other decks are reshuffled if all drawn cards are Aces, all four decks are back in play if no Aces are drawn all other players get one point if a player falls 8 points behind the player with the most points he is out
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Eight and Out Perception Analysis Decision Execution / Evaluation
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Core mechanic themes Limited number of core mechanic themes common to many video games often combined Most common aimed attack strategic battle collection exploration race puzzle
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Aimed attack Characteristics Conflict with fast-moving opposing force Examples Asteroids Centipede Soul Calibre Basic elements Perception range of enemy Analysis available moves my strengths / weaknesses opponent's strengths / weaknesses Decision move to use Execution / Evaluation move, attack, defend, impact
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Strategic battle Characteristics Conflict with slow moving opposing force Gathering and deployment of resources Examples Civilization III Warcraft II FFTA Basic elements Perception range / configuration of enemy available resources Analysis available moves strengths / weaknesses resource exploitation long-term consequences Decision force deployment force development resource acquisition Execution / Evaluation direct units consequences may not be immediate
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Collection Characteristics accumulation of something Examples PacMan Katamari Damacy Basic elements Perception location of items obstacles Analysis path to items avoidance of obstacles Decision trajectory to follow Execution / Evaluation move, grab
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Exploration Characteristics Exploration of a large unknown environment Examples Legend of Zelda (all) Myst Basic elements Perception opportunities for traversing the world obstacles Analysis navigational options overcoming obstacles Decision where to go Execution / Evaluation move
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Race Characteristics Rapid traversal of defined path Examples Mario Kart F-Zero GX Basic elements Perception path of motion Analysis desired trajectory vehicle capabilities Decision optimal trajectory Execution / Evaluation adjust speed, steering
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Puzzle Characteristics Solving logical puzzles Examples Mastermind Tetris Lemmings Basic elements Perception puzzle elements Analysis reasoning Decision likely solution path Execution / Evaluation attempt solution or partial solution
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Common Combinations Exploration + Aimed Attack + Puzzle Metroid, Halo, Tomb Raider, etc. Exploration + Strategic Battle + Puzzle KOTOR, Pokemon, many RPGs Exploration + Puzzle Myst, Zork, classic adventure games
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Core mechanic Specific instantiation of the thematic ideas what kinds of moves? what must be perceived? complexity of decisions
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Example I: Asteroids Perception trajectories of avatar, asteroids and enemies Analysis collision probabilities shooting opportunities Decision orientation, thrust, fire Execution / Evaluation button presses success in maneuvering / destroying Real time the loop is quick
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Example II: Space Invaders Perception position of avatar, enemies, missiles, saucer, barriers solidity of barrier Analysis risk to ship value of shot trajectory of missiles speed of enemies Decision position, shot Execution / Evaluation joystick – relatively slow button presses – limited rate of fire success in avoiding, destroying Real time
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Example III: FFTA Core Mechanic 1: Battle Perception location of party, enemies and terrain status conditions Analysis tactical situation character's (and enemies') condition and abilities Decision motion action Execution / Evaluation menu option plus confirmation successful actions Turn-based the loop can take longer
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Example IV: FFTA Core Mechanic 2: Provisioning Perception character stats available missions available items / money Analysis strategic needs of clan needed abilities job advancement Decision choice of job choice of equipment = choice of abilities to learn purchase items purchase missions Execution / Evaluation menu choices medium- and long-term consequences Off-line (some) decisions can be revised
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Core mechanic comparison PacMan Katamari Damacy
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