game design Flashcards

1
Q

describe the ‘theory of natural funativity’

A
  • All fun derives from practicing skills that (previously) insured species survival.
  • Skills may relate to earlier context, but appear disguised in a more modern form.
    • Speed, agility, flexibility, hand-eye coordination, reading the state of play, strategy, spatial awareness, pattern recognition, team-work, improvement techniques etc. all relate to this idea.
  • Games are a safe way to “practice” skills.
  • Applied to Cats: Adult cats need to be able to catch small prey for food and fight for territory/mates.
  • Thus kittens practice:
    a) Hunting -> Chasing feather, ball of string, tail
    b) Fighting -> Attacking each other, ball of string, your leg.
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2
Q

describe funativity and humans

A
  • For most of our species’ history humans have been tribal hunter/gatherers.
  • Many current popular games reflect modern incarnations of these ancient skills:
    a) Hunting:
    i) Shooters, sports games, hand-eye-coordination
    b) Gathering:
    ii) Pattern games, powerups, resources
    c) Pilgrimage
    iii) Adventure games
    d) Tribal Interaction:
    iv) High scores on MMRPG , head-to-head, Sims, MMOin general
  • In humans, we can identify three overlapping categories into which we can divide aspects of game play.
  • People like (or find fun) games that have components that fall into these categories (realms)
    1. Spatial reasoning (physical)
    2. Pattern recognition (mental)
    3. Social
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3
Q

define spatial reasoning (physical)

A

Reasoning about objects in 3D space and how they might interact (includes your own body, hand-eye coordination).

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4
Q

define pattern recognition (mental)

A

Recognizing patterns in organized sets of data, remembering chains of linked events that are significant.

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5
Q

define social

A

Practicing interpersonal communication skills, competing/cooperating with others or modelling dynamics of social situations.

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6
Q

what are things we find in games

A
  • objectives, goals
  • outcomes
  • uncertainty
  • rules and structure
  • stories
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7
Q

what is a magic circle in a game

A

The magic circle of a game is where the game takes place. To play a game means entering into a magic circle where you and the game have a shared reality.

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8
Q

what are 3 rules of applying concrete rules

A
  1. Multiple clear achievable goals
  2. The illusion of choice
  3. Clear punishments and rewards
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9
Q

explain goals as concrete rules

A
  • We are a goal-driven species and find psychological reward in completing objectives.
  • If it takes too long to achieve a goal, player may get bored, so, create many simultaneous goals.
  • Players should always have at least one clear objective.
  • One “unbeatable” boss or board, one “impossible” jump or goal can ruin a game.
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10
Q

explain choice as concrete rules

A
  • Players want to think that their decisions matter.
    If you don’t have choice, game is just a complicated slide presentation.
  • Different choices or actions sequences that results in identical results will frustrate players.
    “linear” gameplay.
  • Character customization, alternate endings, good vs. evil dynamics.
    “Game is a series of interesting choices” - Meier
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11
Q

what is a convergence of choice

A

it starts with a single choice, widens to many choices and returns to a single choice

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12
Q

explain rewards and punishments as concrete rules

A
  • Value of an item (to an individual) closely correlates with what it cost to acquire (money, time, effort).
  • A player who has spent time and effort on completing a task, expects to be rewarded.
  • Likewise a player who has failed in an objective, expects to be punished.
  • If actions don’t have consequences, then the game-play is meaningless.
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13
Q

what makes a game fun

A
  • applying ‘natural theory of funativity’
    a) spatial reasoning
    b) pattern recognition
    c) social interaction
  • applying concrete rules
    a) multiple clear achievable goals
    b) the illusion of choice
    c) clear punishments and rewards
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14
Q

what does MDA stand for

A

mechanics, dynamics & aesthetics

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15
Q

describe the m in MDA

A
  • focuses of rules, systems and interactions
  • how the game functions
  • it’s essentially the ‘what’ of the game
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16
Q

describe the d in MDA

A
  • behaviours and experiences of players
  • it explores how mechanics come together
  • considered the ‘how’ of the game
17
Q

describe the a in MDA

A
  • the look of the game
  • colour palette
  • physical looks
  • lighting plots
18
Q

name genres in MDA

A
  • motion
  • dynamic
  • aesthetic
  • adventure
  • action
  • action-adventure
  • fighting
  • first-person shooter
  • real-time strategy
  • turn-based strategy
  • role-playing game
  • massively multiplayer role-playing game
  • stealth
  • survival horror
  • stimulation
  • racing
  • sports
  • rhythm
  • puzzle
  • mini-games
  • traditional
  • educational
  • serious