The Play Experience
Robin Burke
GAM 224
Outline
Admin Play Experiential aspects of play The Core Mechanic Examples
Admin
Due todayRules paper
Due next weekDesign Project: Core Mechanic
Play
New unit What are rules for?
Rule create play experiences for players
When we design rulesWe must have player experience in
mind
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)
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
Core Mechanic 2
Perception Analysis
DecisionExecution
Evaluation
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
Thunderstorm
Perception Analysis Decision Execution / Evaluation
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
Eight and Out
Perception Analysis Decision Execution / Evaluation
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
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
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
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
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
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
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
Common Combinations
Exploration + Aimed Attack + PuzzleMetroid, Halo, Tomb Raider, etc.
Exploration + Strategic Battle + PuzzleKOTOR, Pokemon, many RPGs
Exploration + PuzzleMyst, Zork, classic adventure games
Core mechanic
Specific instantiation of the thematic ideaswhat kinds of moves?what must be perceived?complexity of decisions
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
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
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
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
Core mechanic comparison
PacMan Katamari Damacy