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The Play Experience

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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 - PowerPoint PPT Presentation
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The Play Experience Robin Burke GAM 224
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Page 1: The Play Experience

The Play Experience

Robin Burke

GAM 224

Page 2: The Play Experience

Outline

Admin Play Experiential aspects of play The Core Mechanic Examples

Page 3: The Play Experience

Admin

Due todayRules paper

Due next weekDesign Project: Core Mechanic

Page 4: The Play Experience

Play

New unit What are rules for?

Rule create play experiences for players

When we design rulesWe must have player experience in

mind

Page 5: The Play Experience

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)

Page 6: The Play Experience

Core Mechanic

What the player does to play Performative loop

perception of the game worldanalysis of the situationselection of actionperformance and evaluation of action

Different games emphasize different aspects

Page 7: The Play Experience

Core Mechanic 2

Perception Analysis

DecisionExecution

Evaluation

Page 8: The Play Experience

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

Page 9: The Play Experience

Thunderstorm

Perception Analysis Decision Execution / Evaluation

Page 10: The Play Experience

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

Page 11: The Play Experience

Eight and Out

Perception Analysis Decision Execution / Evaluation

Page 12: The Play Experience

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

Page 13: The Play Experience

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

Page 14: The Play Experience

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

Page 15: The Play Experience

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

Page 16: The Play Experience

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

Page 17: The Play Experience

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

Page 18: The Play Experience

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

Page 19: The Play Experience

Common Combinations

Exploration + Aimed Attack + PuzzleMetroid, Halo, Tomb Raider, etc.

Exploration + Strategic Battle + PuzzleKOTOR, Pokemon, many RPGs

Exploration + PuzzleMyst, Zork, classic adventure games

Page 20: The Play Experience

Core mechanic

Specific instantiation of the thematic ideaswhat kinds of moves?what must be perceived?complexity of decisions

Page 21: The Play Experience

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

Page 22: The Play Experience

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

Page 23: The Play Experience

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

Page 24: The Play Experience

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

Page 25: The Play Experience

Core mechanic comparison

PacMan Katamari Damacy


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