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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







Goals
Clarity
Choice
Resources
Progression
Variety of encounter

• and more, but these are key

Goals
• 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

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

Choice
• 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
deliberation
• other computer games: somewhere between

• Suggestion for project: promote deliberation

Progression
• 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
engagement

Resources
• 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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