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Level 3
David Mullich
Game Mechanics
The Los Angeles Film School
Mechanics
ACTION
Actual Action
of the
Mechanic
REWARD
Reward for
Executing the
Action
TRIGGER
Event that
Triggers the
Action
Progression
The ongoing procedures after the game’s set-
up, leading to a desired resolution.
Tracking Progress
 Score
 Level
 Improved/New Abilities (Gain Competence)
 Position (Race)
 Resources (Collection)
Game Objects
 Pick-Up
 Tool
 Power-Up
 Controller
 Charger
Making Progression More Meaningful
 Add a Strategic Component
 Shaping Learning Curve
 Reward Most Engaging Way To Play
 Enhance Narrative and Character
Development
 Provide Cohesion and Consistency
What Are Tactics?
Tactics
Actions carefully planned to achieve a
goal or subgoal.
How Is That Different From Strategy?
Strategy
A plan of action to achieve an overall goal.
Theater Of Combat
Units
Groups of game elements under the player’s
control that let the player perform actions to
influence the Game World.
Unit Design Considerations
 Actions and Attributes
 Initial Number
 Production and
Consumption
 Selection and
Tracking
 Autonomy
 Avatar Companion
 Ownership Changes
Design Analysis: Units
Why Designers Use Units
 Multiple Focus Loci
 Attention Swapping
 Varied Gameplay
and Tactics
 Strategic Thinking
Enemies
Avatars and units that hinder players trying to
complete their goals.
Enemy Design Considerations
 Number
 Placement
 Abilities and
Attributes
 Tactics to
Overcome or Evade
Design Analysis: Enemy
Why Designers Use Enemies
 Movement and Maneuvering Hazards
 Competition and Threat
 Balance Difficulty
 Overcome and Evade Goals
Goal Hierarchy Involving Enemies
1. Series of Duels
2. Learn Enemy’s Identity or Achilles Heal
3. Find Tools For Defeating
4. Defeat Henchmen
5. ??????
Bosses
A more powerful enemy that players must
overcome to reach certain goals in the game.
Boss Design Considerations
 High-Level Goal or Main Goal?
 How Is It Defeated?
 Difficulty
Why Designers Use Bosses
 Structure Progress
 Balances Levels
 Antagonists For Narrative
Strategic Locations
Areas in the game world that give advantages
to the players controlling them.
What Types Of Locations Are
Strategic?
Examples of Strategic Locations
 Pick-Ups
 Power-Ups
 Chargers
 Controllers
 Safe Havens
 Resource
Generators
 Spawn Points
 Choke Points
Explicit vs. Implicit
Explicit
 Strategic objects permanently placed
Implicit
 Strategic objects nearby
 Strategic objects placed randomly
Strategic Location Design
Considerations
 What Makes Location Strategic?
 Explicit or Implicit
Why Designers Use Strategic
Locations
 Memorization For Strategic Knowledge
 Area Control
 Balances Player Actions (especially
Combat)
 Supports Traverse, Gain Information, Gain
Ownership, Reconnaissance, Exploration,
and Guard Goals
Combat
Actions where the intent is to eliminate or
otherwise overcome opponents.
Avatars vs. Units Combat
Avatars
 Fighting Games or RPGs
 Tools and Improved/New Abilities
 Combo Actions
 Health Points, balanced by Lives, Stuns,
Forced Retreats, Resistances
Units
 Strategy Games
 Attention Swapping and Privileged
Abilities
 Collaborative Actions
 Damage Points, balanced by Achilles
Heels and Strategic Locations
Turn-Based vs. Real-Time Combat
Turn-Based
 Budgeted Action
Points
Real-Time
 Dexterity-Based
Actions and Timing
Combat Design Considerations
 Avatars or Units?
 Turn-based or Real-time?
 Attack Success (Blocking)
 Lives or Damage?
 Damage Amount (Reduction)
 Information about Enemy/Boss
 Randomness
Why Designers Use Combat
 Conflict
 Tension
 Supports Eliminate, Overcome, and
Capture Goals
Limited Set of Actions
Players can only have a few actions to
choose from.
Limited Actions Design
Considerations
 Actions Available
 Focus Loci
 Play Modes
Design Analysis:
Limited Ability
Considerations
Why Designers Use Limited Set Of
Actions
 Balance Complexity
 Balance Units or Teams (through Privileged
Ability losses)
 Strategic Planning
Dangers:
 Limits Freedom of Choice
 Analysis Paralysis (especially with high
Penalties)
Decreased Abilities
Player’s chance of succeeding with, or the
effect of, an action is decreased.
Decreased Abilities Design
Considerations
 Ability Decreased
 Cause of Decrease
 Type of Descrease
 Direct: Ability Attributes
 Indirect: Resource
Availability
 Consequences of
Decrease
 Chance to Succeed
 Effect
Design Analysis: Decreased Ability
Why Designers Use Decreased
Abilities
 Penalty
 Balancing Difficulty, Complexity, Players,
Characters, Skills, Units
Warning! Limits:
 Freedom of Choice
 Chance to Succeed
 Illusion of Influence
Ability Losses
The loss of ability to perform an action in a
game.
Ability Loss Design Considerations
 Ability Lost
 Cause of Loss
 Effect of Loss
 Length of Loss
Design Analysis: Ability Loss
Why Designers Use Ability Losses
 Penalty
 Limiting Actions
 Play Modes
 Varied Gameplay
 Balances Players
 Supports Gain Competency Goal
 Supports Gain Ownership of Tools
Warning:
 Restricts Freedom of Choice
 Promotes Downtime
Asymmetric Abilities
When players or game elements do not have
all the same actions available.
Asymmetric Ability Design
Considerations
 Focus Loci
 Explicit
 Privileged Abilities
 Implicit
 Asymmetric Resource
Distribution
 Asymmetric
Information
 Game Mastery
Design Analysis: Assymmetric
Ability
Why Designers Use Asymmetric
Abilities
 Varied Gameplay
 Replayablity
 Team Play (Collaboration, Negotiation)
 Balances Gain Competence Goals
Asymmetric Play
Extra Credits: Can One Game Cater To Many Play Styles?
What Was The Main Message Of This
Video?
Weak vs. Strong Asymmetry
Weak Asymmetry
 Players share some game mechanics
 Great for fostering teamwork
 Abilities to use together should be obvious
 Requires signals for when to use abilities
Strong Asymmetry
 Few or no shared game mechanics
 Requires strong team communication skills
 Better for varied gameplay within same boundary
Overcome
Defeat an opposing force in a test, or series of
tests, involving attributes or performance of low-
level actions.
Overcome Tests
 Combat
 Timing
 Rhythm-Based Actions
 Dexterity-Based Actions
 Memorization
 Negotiation
 Puzzle-Solving
 Luck
Overcome Goal Design
Considerations
 Who does the player compete against?
 Type of Tests
 Complexity of Tests
 Difficulty of Tests
 Are Ties Allowed?
Why Designers Use Overcome Goals
 Conflict
 Combat
 Competition
 Prevents Eliminate Goals
Evade
Avoid being captured or hit.
Evade Design Considerations
 Enemies to be evaded
 Penalties for failure to evade
 Role-reversal?
Why Designers Use Evade Goals
 Conflict
 Prevents Capture Goals
 Supports Traverse and Delivery Goals
Choose one of the following games to play:
OVERCOME
 Carcassonne (2-5p, 45m)
 China (3-5p, 45m)
EVADE
 Emerald (2-5p, 45m)
 Fearsome Floors (2-7, 45m)
Group Quest
Design an analog game prototype using
mechanics supporting one of the following goals:
 Overcome
 Evade
Aim and Shoot
The act of taking aim at something and then
shooting it.
Aim and Shoot Design
Considerations
 Turn-based or Real-Time?
 Perspective
 First-Person: Fairly easy, unless there is movement
 Third-Person: Movement of Focus Loci is necessary
for view of target
 God’s View: Difficult, due to lack of Spatial
Immersion
 Missile Speed and Range
 Moving Target or Shooter
 Tools or Resources Required
Why Designers Use Aim and Shoot
 Movement
 Spatial Immersion
 Balances Resources and Tools
 Supports Combat with Capture, Evade or
Eliminate Goals
Dexterity-Based Actions
Actions where success or failure depends on
some form of dexterity, usually hand-eye
coordination.
Dexterity-Based Action Design
Considerations
 Action
 Response Time
Why Designers Use Dexterity-Based
Actions
 Spatial Immersion
 Sensory-Motoric Immersion
 Game Mastery
What Determines Response Time For A
Dexterity-Based Aim & Shoot Mechanic?
Boss Battle Ahead!
There will be a test on Levels 1-3 the next
time we meet!
Design an Aim & Shoot mechanic on the
LMS.
LAFS Game Mechanics - Tactical Mechanics

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LAFS Game Mechanics - Tactical Mechanics

  • 1. Level 3 David Mullich Game Mechanics The Los Angeles Film School
  • 2.
  • 3. Mechanics ACTION Actual Action of the Mechanic REWARD Reward for Executing the Action TRIGGER Event that Triggers the Action
  • 4. Progression The ongoing procedures after the game’s set- up, leading to a desired resolution.
  • 5. Tracking Progress  Score  Level  Improved/New Abilities (Gain Competence)  Position (Race)  Resources (Collection)
  • 6. Game Objects  Pick-Up  Tool  Power-Up  Controller  Charger
  • 7. Making Progression More Meaningful  Add a Strategic Component  Shaping Learning Curve  Reward Most Engaging Way To Play  Enhance Narrative and Character Development  Provide Cohesion and Consistency
  • 8.
  • 10. Tactics Actions carefully planned to achieve a goal or subgoal.
  • 11. How Is That Different From Strategy?
  • 12. Strategy A plan of action to achieve an overall goal.
  • 14.
  • 15. Units Groups of game elements under the player’s control that let the player perform actions to influence the Game World.
  • 16. Unit Design Considerations  Actions and Attributes  Initial Number  Production and Consumption  Selection and Tracking  Autonomy  Avatar Companion  Ownership Changes Design Analysis: Units
  • 17. Why Designers Use Units  Multiple Focus Loci  Attention Swapping  Varied Gameplay and Tactics  Strategic Thinking
  • 18. Enemies Avatars and units that hinder players trying to complete their goals.
  • 19. Enemy Design Considerations  Number  Placement  Abilities and Attributes  Tactics to Overcome or Evade Design Analysis: Enemy
  • 20. Why Designers Use Enemies  Movement and Maneuvering Hazards  Competition and Threat  Balance Difficulty  Overcome and Evade Goals
  • 21. Goal Hierarchy Involving Enemies 1. Series of Duels 2. Learn Enemy’s Identity or Achilles Heal 3. Find Tools For Defeating 4. Defeat Henchmen 5. ??????
  • 22. Bosses A more powerful enemy that players must overcome to reach certain goals in the game.
  • 23. Boss Design Considerations  High-Level Goal or Main Goal?  How Is It Defeated?  Difficulty
  • 24. Why Designers Use Bosses  Structure Progress  Balances Levels  Antagonists For Narrative
  • 25. Strategic Locations Areas in the game world that give advantages to the players controlling them.
  • 26. What Types Of Locations Are Strategic?
  • 27. Examples of Strategic Locations  Pick-Ups  Power-Ups  Chargers  Controllers  Safe Havens  Resource Generators  Spawn Points  Choke Points
  • 28. Explicit vs. Implicit Explicit  Strategic objects permanently placed Implicit  Strategic objects nearby  Strategic objects placed randomly
  • 29. Strategic Location Design Considerations  What Makes Location Strategic?  Explicit or Implicit
  • 30. Why Designers Use Strategic Locations  Memorization For Strategic Knowledge  Area Control  Balances Player Actions (especially Combat)  Supports Traverse, Gain Information, Gain Ownership, Reconnaissance, Exploration, and Guard Goals
  • 31.
  • 32. Combat Actions where the intent is to eliminate or otherwise overcome opponents.
  • 33. Avatars vs. Units Combat Avatars  Fighting Games or RPGs  Tools and Improved/New Abilities  Combo Actions  Health Points, balanced by Lives, Stuns, Forced Retreats, Resistances Units  Strategy Games  Attention Swapping and Privileged Abilities  Collaborative Actions  Damage Points, balanced by Achilles Heels and Strategic Locations
  • 34. Turn-Based vs. Real-Time Combat Turn-Based  Budgeted Action Points Real-Time  Dexterity-Based Actions and Timing
  • 35. Combat Design Considerations  Avatars or Units?  Turn-based or Real-time?  Attack Success (Blocking)  Lives or Damage?  Damage Amount (Reduction)  Information about Enemy/Boss  Randomness
  • 36. Why Designers Use Combat  Conflict  Tension  Supports Eliminate, Overcome, and Capture Goals
  • 37.
  • 38. Limited Set of Actions Players can only have a few actions to choose from.
  • 39. Limited Actions Design Considerations  Actions Available  Focus Loci  Play Modes Design Analysis: Limited Ability Considerations
  • 40. Why Designers Use Limited Set Of Actions  Balance Complexity  Balance Units or Teams (through Privileged Ability losses)  Strategic Planning Dangers:  Limits Freedom of Choice  Analysis Paralysis (especially with high Penalties)
  • 41. Decreased Abilities Player’s chance of succeeding with, or the effect of, an action is decreased.
  • 42. Decreased Abilities Design Considerations  Ability Decreased  Cause of Decrease  Type of Descrease  Direct: Ability Attributes  Indirect: Resource Availability  Consequences of Decrease  Chance to Succeed  Effect Design Analysis: Decreased Ability
  • 43. Why Designers Use Decreased Abilities  Penalty  Balancing Difficulty, Complexity, Players, Characters, Skills, Units Warning! Limits:  Freedom of Choice  Chance to Succeed  Illusion of Influence
  • 44. Ability Losses The loss of ability to perform an action in a game.
  • 45. Ability Loss Design Considerations  Ability Lost  Cause of Loss  Effect of Loss  Length of Loss Design Analysis: Ability Loss
  • 46. Why Designers Use Ability Losses  Penalty  Limiting Actions  Play Modes  Varied Gameplay  Balances Players  Supports Gain Competency Goal  Supports Gain Ownership of Tools Warning:  Restricts Freedom of Choice  Promotes Downtime
  • 47. Asymmetric Abilities When players or game elements do not have all the same actions available.
  • 48. Asymmetric Ability Design Considerations  Focus Loci  Explicit  Privileged Abilities  Implicit  Asymmetric Resource Distribution  Asymmetric Information  Game Mastery Design Analysis: Assymmetric Ability
  • 49. Why Designers Use Asymmetric Abilities  Varied Gameplay  Replayablity  Team Play (Collaboration, Negotiation)  Balances Gain Competence Goals
  • 50. Asymmetric Play Extra Credits: Can One Game Cater To Many Play Styles?
  • 51. What Was The Main Message Of This Video?
  • 52. Weak vs. Strong Asymmetry Weak Asymmetry  Players share some game mechanics  Great for fostering teamwork  Abilities to use together should be obvious  Requires signals for when to use abilities Strong Asymmetry  Few or no shared game mechanics  Requires strong team communication skills  Better for varied gameplay within same boundary
  • 53.
  • 54. Overcome Defeat an opposing force in a test, or series of tests, involving attributes or performance of low- level actions.
  • 55. Overcome Tests  Combat  Timing  Rhythm-Based Actions  Dexterity-Based Actions  Memorization  Negotiation  Puzzle-Solving  Luck
  • 56. Overcome Goal Design Considerations  Who does the player compete against?  Type of Tests  Complexity of Tests  Difficulty of Tests  Are Ties Allowed?
  • 57. Why Designers Use Overcome Goals  Conflict  Combat  Competition  Prevents Eliminate Goals
  • 59. Evade Design Considerations  Enemies to be evaded  Penalties for failure to evade  Role-reversal?
  • 60. Why Designers Use Evade Goals  Conflict  Prevents Capture Goals  Supports Traverse and Delivery Goals
  • 61. Choose one of the following games to play: OVERCOME  Carcassonne (2-5p, 45m)  China (3-5p, 45m) EVADE  Emerald (2-5p, 45m)  Fearsome Floors (2-7, 45m)
  • 62. Group Quest Design an analog game prototype using mechanics supporting one of the following goals:  Overcome  Evade
  • 63.
  • 64. Aim and Shoot The act of taking aim at something and then shooting it.
  • 65. Aim and Shoot Design Considerations  Turn-based or Real-Time?  Perspective  First-Person: Fairly easy, unless there is movement  Third-Person: Movement of Focus Loci is necessary for view of target  God’s View: Difficult, due to lack of Spatial Immersion  Missile Speed and Range  Moving Target or Shooter  Tools or Resources Required
  • 66. Why Designers Use Aim and Shoot  Movement  Spatial Immersion  Balances Resources and Tools  Supports Combat with Capture, Evade or Eliminate Goals
  • 67. Dexterity-Based Actions Actions where success or failure depends on some form of dexterity, usually hand-eye coordination.
  • 69. Why Designers Use Dexterity-Based Actions  Spatial Immersion  Sensory-Motoric Immersion  Game Mastery
  • 70. What Determines Response Time For A Dexterity-Based Aim & Shoot Mechanic?
  • 71. Boss Battle Ahead! There will be a test on Levels 1-3 the next time we meet!
  • 72. Design an Aim & Shoot mechanic on the LMS.

Notas do Editor

  1. Pondering on a decision about strategic path. Reducing the game’s complexity Encourage Players to Master New Mechanics Personality grows or changes with progression Turn individual battles into campaigns
  2. Unlike avatars, the loss of a single Unit may not determine the final outcome of a game. More dispensable than Avatars. Simulates TEAM PLAY EXAMPLE: CHESS: all the pieces except the king are considered units. EXAMPLE: RTS Games with DIFFERENTIATED UNITS
  3. ACTIONS/ATTRIBUTES: Difficulty, Strategy, Asymmetric/Symmetric, Rock-Paper-Scissors, Coordinated actions. Balanced by giving PRIVILEGED ABILITIES and LIMITED SET OF ACTIONS. INITIAL NUMBER: Determined by Preset, Randomness, Player Actions in set-up PRODUCTION-CONSUMPTION (e.g., Produced in generator, consumed in battle), Converters, Capture of enemy units, Production choices: tech tree, varied gameplay, tradeoffs. TRACKING: Game State Overview, Third Person Point of View, God’s Finger, Attention Swapping AUTONOMY: Ability to act by themselves: Micromanagement / Personality COMPANTION: Companion to avatar
  4. Resource Management Investments Balances Combat, Ability Losses, Asymmetric Abilities Supports Evade and Survive Goals
  5. Enemies can actively resist player’s intentions through actions or they can be an explanation for challenges or obstacles in the Game World. EXAMPLE: The Ghosts in Pac-Man EXAMPLE: Opponents in Soul Calibur 2. Note: The most CHALLENGING type of Enemy are HUMAN PLAYERS.
  6. OVERCOME: ELIMINATION, making INTERFERABLE GOALS impossible, or CONVERTING them through GAIN OWNERSHIP. Some enemies have an ACHILLE’S HEEL. NUMBER: Balances DIFFICULTY. ABILITIES: Different abilities provides VARIED GAMEPLAY. Balances DIFFICULTY, especially with PRIVILEGED ABILITIES. LEVEL PLACEMENT: Near Resource or Strategic Locations
  7. PROMOTES: COMPETITION and CONFLICT, by pairing PLAYER GOAL with a PREVENTING ENEMY GOAL, driving the NARRATIVE. PROMOTES: SOCIAL DILEMMA, if the Player can INDENTIFY WITH THE ENEMY. Balance LEVEL OF DIFFICULTY by BLOCKING PROGRESS. Tension Competition Narrative Social Dilemma Objects of Reconnaissance Goals Surprises in Exploration Goals
  8. Achilles Heal: Tactics/Strategies to Overcome/Evade
  9. EXAMPLE: VILE in MEGA MAN X EXAMPLE: SEBASTIAN LACROIX in VAMPIRE: THE MASQUERADE - BLOODLINES
  10. DEFEATED: Typically uses ELIMINATE modulated by OVERCOME.
  11. USE: Modulates TENSION USE: Integral part of the NARRATIVE STRUCTURE USE: STRUCTURE PROGRESS. BALANCE RESCUE GOALS
  12. Their value is that they OBJECTS that allow certain actions or RESOURCES unavailable elsewhere. EXAMPLE: The center of a CHESS BOARD allows Strategic Advantages. EXAMPLE: Controlling CITIES in CIVILIZATION allows Player to build more UNITS.
  13. Gives Players clear Goals and Opponents and gives a clear indication of what players have succeeded and what have failed. EXAMPLE: In FIRST-PERSON SHOOTERS, the main challenge is to kill enemies. EXAMPLE: In FIGHTING GMAES, the focus is on COMBAT, with META-GOALS of unlocking new characters. .
  14. Actions are restricted because game is centered on a Limited Topic or to make the game easier to play (but not necessarily to master. POKER: Hit, Stay, Double Down, Split CHESS: Loss of Pieces Limits Future Actions .
  15. FOCUS LOCI: Avatar or Units. Attached to a Unit can lead to ABILITY LOSSES to the player (such as losing some chess pieces may result in an inability to move diagonally). LIMIT: If a player has many actions total, but only a few available at a time, it can create different PLAY MODES.
  16. PROMOTES: STIMULATED PLANNING but can lead to ANALYSIS PARALLYSIS, especially when tied to high PENALTIES. RESTRICTS: possible GAME STATES to maintain NARRATIVE STRUCTURES although it limits Player’s FREEDOM OF CHOICE.(but maybe only on a local, tactical level). When combined with NEW ABILITIES can lead to COMPETENCE GOAL that alleviates FREEDOM OF CHOICE (example: CIVILIZATION).
  17. Players actions could have less of a chance of succeeding or be less successful due to RUNNING OUT OF RESOURCES or hostile actions from enemies. EXAMPLE: Each point of damage in ROBO RALLY gives the player one less card at the start of each turn. EXAMPLE: Polygon Balls in SUPER MONKEYBALL 2 will slow you down. .
  18. ABILITY LIMITED or NON-RENEWABLE RESOURCES so players have to make RISK/REWARD decisions about taking the Action. AFFECTS: PLAYER BALANCE BALANCING: Mitigated by having a TIME LIMIT on the loss or giving IMPROVED ABILITIES. Reduces DIFFICULTY without reducing COMPLEXITY.
  19. RESTRICTS LIMITED SET OF ACTIONS available and FREEDOM OF CHOICE. DANGER: If PERCEIVED CHANCE OF SUCCESS is too low, it can affect ILLUSION OF INFLUENCE.
  20. EXAMPLE: RESPAWNING in FPS Games without Weapons. EXAMPLE: Game Masters in RPG to enforce PLAYER BALANCE REDUCES COMPLEXITY and INCREASES DIFFICULTY. .
  21. BALANCING: Mitigated by having a TIME LIMIT on the loss or giving NEW ABILITIES. BALANCED BY: UNITS, NEGOTIAION, NEW ABILITIES
  22. USES: PENALTIY for failing Goals, the effect of OPPONENT ACTIONS, or different PLAY MODES. When part of NARRATIVE, create VARIED GAMEPLAY. In games having UNITS with PRIVILGED ABILITIES, adds goal of UNITS SURVIVE. Promotes Player Killing and Elimination
  23. Consequence of PRIVILEGED ABILITIES
  24. PLAYER: Allows DIFFERENT EXPERIENCE UNIT: Makes PLAYER SYMMETRY POSSIBLE and aids in BALANCING
  25. SUPPORTS: SYMMETRIC GOALS. BALANCES CHARACTER DEVELOPMENT
  26. WEAK ASYMMETRY fosters TEAMWORK; STRONG ASYMMETRY allows VARIED GAMEPLAY within SAME GAMESPACE.
  27. Opposing force can be OTHER PLAYERS or ENEMIES. EXAMPLE: Fighting Games like SOUL CALIBUR. Overcome through ATTACKS that Opponent cannot Block or Dodge. EXAMPLE: CHESS, overcome by ELIMINATING the Opponent’s PIECES and skillfully placing your own. .
  28. WHO: PLAYERS, ENEMIES, BOSSES, Different types of ENEMIES provide FREEDOM OF CHOICE and REPLAYABILITY. TESTS: COMPLEX: Simple comparison of NUMBER OF UNITS to a long sequence of tests in TOURNAMENTS. DIFFICULTY: Increasing Difficulty produces HIGHER-LEVEL CLOSURES as GAMEPLAY PROGRESSES. (Example: BOSS BATTLE at end of Level). TIES: Tied Results often associated with SHARED PENALTIES.
  29. Supports Delivery, Stealth, Rescue Goals COMBO GOALS: TRANSFER OF CONTROL OF RESOURCES or TOOLS, AREA CONTROL, ELIMINATE (Object) or PLAYER ELIMINATION (including LAST MAN STANDING), GAIN OWNERSHIP, CAPTURE
  30. Usually involves UNITS (but sometimes PLAYERS) to avoid Monsters, Falling Rocks, Bullets or suffer the consequences. Can make AIM & SHOOT actions more difficult. EXAMPLE: GO, players have groups that will be CAPTURED if they are ENCLOSED.. EXAMPLE: PAC-MAN has the goal of AVOIDING GHOSTS. PROMOTES: MOVEMENT SINGLE GOAL: Only when combined with TIME LIMIT. .
  31. ENEMIES: With constant MOVEMENT, can be combined with DEADLY TRAPS and MOVEMENT LIMITATIONS. PENALTIES: Damage, Loss of Life, Control of Unit ROLE-REVERSAL: GAIN OWNERSHIP of TOOL for OVERCOME goal. (PAC-MAN)
  32. TENSION COMBO GOALS: With OVERCOME, players create tactics of offense and defense. SUPPORTS: TRAVERSE and DELIVERY Goals. PREVENTS: CAPTURE
  33. REAL-TIME action requiring DEXTERITY SKILLS and SKILL of ALIGNMENT of two points along a straight line, as well as TIMING EXAMPLE: FLINTHOOK, Players shoot a Grappling hook. EXAMPLE: POKEMON: SNAP, Players aim a camera.
  34. RESOURCES: Can introduce TENSION and requires RISK/REWARD Choices. MODULATED BY: EVADE and TRAVERSE Goals.
  35. TENSION
  36. Actions whose effects are determined by how the player physically performs them. The effects of the actions do not have to be directly connected to what the player is physically manipulating for the actions to be dexterous. EXAMPLE: JETPACK JOYRIDE_ MANEUVERING TO AVOID OBSTACLES COMBAT: Especially AIM AND SHOOT
  37. ACTION RESPONSE TIME If response time is too long, they do not seem to the Player to be DEXTERITY-BASED ACTIONS. This can be mitigated with games with few SURPRISES and either using TIMING for single-actions with PROGRESS INDICATORS, or RHYTHM-BASED GAME where delays can be ignored.
  38. SPEED of MISSILE, SHOOTER, and/or TARGET