Lecture 5: Game Development II Flashcards
List some disciplines of Game Design
Psychology, Economics, Cinematic, Sound Design, Management, Visual Arts , etc.
List some genres by activity in games
Action: overcome enemies, quick reflexes, hand-eye-coordination
Adventure: puzzles, exploration, story
Action-Adventure: Action + Adventure
Simulation: follow real-world behaviour as closely as possible
Sports Games, etc.
Name some genres by purpose
- Advergames
- Art/Expressive games
- Educational games
- Exergames
- Games with Purpose
- Serious Games
- Gamification
For what stands MDA Framework?
- Mechanics - particular components of the game, at the level of data representation and algorithms
- Dynamics - run-time behavior of the mechanics acting on player inputs and each others’ output over time
- Aesthetics - desirable emotional responses evoked in the player, when interacting with the game system
Describe the MDA Framework for a shooter game
- Mechanics: Spawn Points, Ammo, Weapons
- Dynamics: Camping, Sniping
- Aesthetics: Challenge, Tension (Sensation)
In context of an MDA Framework:
Name 8 kinds of “fun”
- Sensation - Game as sense-pleasure
- Fantasy - Game as make-believe
- Narrative - Game as drama
- Challenge - Game as obstacle course
- Fellowship - Game as social framework
- Discovery - Game as uncharted territory
- Expression - Game as self-discovery
- Submission - Game as pastime
List Game Elements (from Schell)
- Mechanics - Procedures and rules
(Mechanics must be in balance! - e.g., for Fairness) - Story - Sequence of events
- Aesthetics - How the game looks,
sounds, smells, tastes, and feels - Technology - Technological foundation
(digital or mechanical) of the game
What are indicators/causes from “Flow Experience” by games
● Extreme focus on a task.
● A sense of active control.
● Merging of action and awareness.
● Loss of self-awareness.
● Distortion of the experience of time.
● The experience of the task being the only necessary justification for continuing it.
(see slides from Pirker - image)
List characteristics to create Flow (Flow Experience)
● Have concrete goals with manageable rules.
● Demand actions to achieve goals that fit within the person’s capabilities.
● Have clear and timely feedback on performance and goal accomplishment.
● Diminish extraneous distraction, thus facilitating concentration.
Sketch the Flow Diagram