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This article delves into the essential mechanics of games, highlighting the importance of simplified models that enhance player focus and engagement. It examines Csikszentmihalyi's Flow Theory, emphasizing the balance between skill and chance in gameplay. By analyzing various game elements, including actions, rules, and objectives, we uncover how different states influence player decisions. The discussion extends to emergent play and design considerations, offering insights into creating innovative gaming experiences that maintain player interest and excitement.
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24January 2014 Game mechanics
Entertaining Simplified models Easier to focus Keep focus as long as possible Why do we play games?
Pronunciation: cheek-sent-mə-hy-ee Flow theory (Csikszentmihalyi)
Space Objects Actions Rules Goal (he includes this under rules) Skill Chance Schell’s taxonomy
Continuous vs. discrete Number of dimensions Boundaries Sub-spaces Multiple models Space: magic circle
Tic-Tac-Toe Monopoly Billiards Lacrosse Rock, Paper, Scissors Space: some examples
Characters Weapons Power-ups Objects Tokens HUDs, dashboards … Objects: the nouns
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 Objects: what about them?
3 classes: • Private • Public • Unknown • Secrets: who knows what • Design Issues • What should the player know? • How much state can a person track? STATES: whO KNOWS?
Chess • Poker • Draw • Stud • Blackjack • Concentration • Rock, Paper, Scissors STATES: Examples
Two types: • Operative (movements) • Resultant (intents): capture strategy • Interesting games are defined by resultant actions KEYS: • Probably the key to innovative games • How to make the player feel they have unlimited options with limited actions Actions (emergent play): the verbs
Add more actions • Let actions act on more objects • Multiple ways to reach a goal • Avoid dominant strategies • Many subjects (active objects) • Side effects changing constraints How to improve emergent play
rules Foundational (abstraction) Operational (how you play) Behavioral (how you act) Conceptual Written Unwritten Sniderman
Different for Different Modes • Full game • Within game • Minimize time spent there or lose the bigger game • Enforcement • Players • Referees • Computer (architecture) rules
Simply stated and understood • Between a tag line and a tweet! • Must be • Concrete • Achievable • Rewarding (both in gaining and seeking) • Choices: • Series or single • Short or long term • But if more than one, MUST be related Goal
Types • Physical (sports, controllers) • Mental (problem solving) • Social (reading opponents, psyching opponents) • Goal is improvement • Real vs. virtual • Balance! skill
Probability = looked for possible outcomes OR = add probabilities AND = multiply probabilities Probability distributions Expected values chance: LITTLE BIT OF probability
Probability • Skill of understanding chance • Human element • NOT just expected value • Risks and regrets Chance: How it plays