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
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
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
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.
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)
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.
56. Overcome Goal Design
Considerations
Who does the player compete against?
Type of Tests
Complexity of Tests
Difficulty of Tests
Are Ties Allowed?
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
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
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
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
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.
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
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
Achilles Heal: Tactics/Strategies to Overcome/Evade
EXAMPLE: VILE in MEGA MAN X
EXAMPLE: SEBASTIAN LACROIX in VAMPIRE: THE MASQUERADE - BLOODLINES
DEFEATED: Typically uses ELIMINATE modulated by OVERCOME.
USE: Modulates TENSION
USE: Integral part of the NARRATIVE STRUCTURE
USE: STRUCTURE PROGRESS.
BALANCE RESCUE GOALS
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.
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.
.
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
.
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.
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).
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.
.
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.
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.
EXAMPLE: RESPAWNING in FPS Games without Weapons.
EXAMPLE: Game Masters in RPG to enforce PLAYER BALANCE
REDUCES COMPLEXITY and INCREASES DIFFICULTY.
.
BALANCING: Mitigated by having a TIME LIMIT on the loss or giving NEW ABILITIES.
BALANCED BY: UNITS, NEGOTIAION, NEW ABILITIES
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
Consequence of PRIVILEGED ABILITIES
PLAYER: Allows DIFFERENT EXPERIENCE
UNIT: Makes PLAYER SYMMETRY POSSIBLE and aids in BALANCING
SUPPORTS: SYMMETRIC GOALS.
BALANCES CHARACTER DEVELOPMENT
WEAK ASYMMETRY fosters TEAMWORK; STRONG ASYMMETRY allows VARIED GAMEPLAY within SAME GAMESPACE.
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.
.
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.
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
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.
.
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)
TENSION
COMBO GOALS: With OVERCOME, players create tactics of offense and defense.
SUPPORTS: TRAVERSE and DELIVERY Goals.
PREVENTS: CAPTURE
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.
RESOURCES: Can introduce TENSION and requires RISK/REWARD Choices.
MODULATED BY: EVADE and TRAVERSE Goals.
TENSION
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
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.