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The Play Experience

The Play Experience. Robin Burke GAM 224. Outline. Admin Play Experiential aspects of play The Core Mechanic Examples. Admin. Due today Rules paper Due next week Design Project: Core Mechanic. Play. New unit What are rules for? Rule create play experiences for players

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The Play Experience

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  1. The Play Experience Robin Burke GAM 224

  2. Outline • Admin • Play • Experiential aspects of play • The Core Mechanic • Examples

  3. Admin • Due today • Rules paper • Due next week • Design Project: Core Mechanic

  4. Play • New unit • What are rules for? • Rule create play experiences for players • When we design rules • We must have player experience in mind

  5. 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)

  6. 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

  7. Core Mechanic 2 Evaluation Perception Analysis Execution Decision

  8. 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

  9. Thunderstorm • Perception • Analysis • Decision • Execution / Evaluation

  10. 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

  11. Eight and Out • Perception • Analysis • Decision • Execution / Evaluation

  12. 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

  13. 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

  14. 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

  15. 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

  16. 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

  17. 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

  18. 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

  19. 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

  20. Core mechanic • Specific instantiation of the thematic ideas • what kinds of moves? • what must be perceived? • complexity of decisions

  21. 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

  22. 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

  23. 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

  24. 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

  25. Core mechanic comparison • PacMan • Katamari Damacy

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