Quiz 6 Flashcards
What does MMORPG stand for?
Massively multiplayer online role-playing games
What two needs do digital games satisfy
Emotional and Cognitive
Getting lost in tasks
Flow
The way digital game players focus on the steps within the process of moving through a game
Telescoping
Difference between telescoping and multitasking?
Telescoping: Specific sequence of ordered objectives
Multitasking: Chaotic stream of unrelated objectives
Nine steps of digital game design
- ) Demo
- ) Determine what player will do while playing
- ) Environments and characters
- ) Digital code
- ) Alpha version
- ) Fix bugs
- ) Test beta by making it available to players
- ) Game goes gold
- ) Designs the box, produces and distributes game disks
Categories of play
Agon Alea Mimicry Ilinx Exploration Social Play
Competition is the primary focus, enjoyment is derived from competing
Agon
Games of chance
Alea
Play involving make-believe, players take on a new identity
Mimicry
Players seek vertigo, the temporary destabilization of the perceptual system, such as in fairground rides
Ilinx
Exploring new places and discovering new things
Exploration
Contact with others by joining special clans with secret languages, nicknames, initiation rites, etc
Social play
The kinds of emotions designers want the game to trigger in players
Affective Tone
Six design rules that apply to all successful digital games
- ) There must be rewards for good players, and punishments for bad players
- ) Easy to learn
- ) Predictable
- ) Should be constant
- ) Familiarity
- ) Should be challenging
Four types of digital game players
- ) Explorers
- ) Socializers
- ) Achievers
- ) Controllers
Players who are curious and want to wander around inside the game world to discover all its territories and experiences
Explorers
Players who are attracted to the games in order to build something, (city, empire, great personal wealth)
Achievers
Players who like to interact with other players
Socializers
Players who want to dominate others
Controllers
Game developers also market their game code to other game developers
Middle-ware Market
Basic programming needed to support a game
Game engines
Digital experiences increase and crowd out other kinds of experiences
Displacement Effect
The most social players became more insulated from one another
Social Cocooning
People develop a reliance on particular digital experiences
Dependence Effect
People are not rewarded each time they complete a task
Variable reward schedule