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Game Design Points .pdf

Original filename: Game Design Points.pdf
Title: Game Design Points.1
Author: mould

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Properties of Games – fast forward

Variety of encounter

• and more, but these are key

• What is the player supposed to do?
• Short-term goals (maybe just survive)
• Long-term goals (find the princess)
• Best games have a mix of short, medium,
long-term goals

• How does the player know what to do?
• Does the player know what actions are
• Does the player know the effect of actions

• The player must have options
• How many options? Are the options viable?

• The best games offer multiple appealing
options at every moment, so that the player
has difficult choices to make

Performative and Deliberative Choice
• Arcade games, sports: primarily performance
• board games, strategy games: primarily
• other computer games: somewhere between

• Suggestion for project: promote deliberation

• Does the player accumulate resources (power,
technology) further into the game?
• Computer games: gain experience, powers,
equipment; access new levels, abilities
• Traditional games: often lack progression in
this sense

• Powerful design tool for increasing

• Many choices involve resources: how to spend
gold? Should I save up iron to buy a battleship
or spend it on three destroyers?
• Resources can be tangible (crystal, gold) or
intangible (time, attention)

• What resources are available? What tradeoffs
must the player make?

Variety of Encounter
• How many different situations can arise within
the game?
• Computer games: different enemies, levels
– often variety achieved by human-scripted content

• Traditional games: different scenarios arising
– chess: different arrangements of pieces
– bridge, poker: different hands play differently

• Greater variety of encounter -> greater replay

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