Framework
- Consumption of games is unpredictable
- Rules --> System --> Fun
- Mechanics --> Dynamics --> Aesthetics
- Mechanics: Components of the game. Art, data, and algorithms
- Dynamics: Run-time behaviour of mechanics with player input
- Aesthetics: Emotional responses evoked
- Designers and players have different perspectives
Mechanics -- Dynamics -- Aesthetics
<--------------------------------------------------------------------Player
- Experience-driven design over feature-driven
- Aesthetics
- Experience, emotions evoked from game
- LeBlanc's Taxonomy is a good referral
- Some games will favour certain types of aesthetic goals over others
- Aesthetics let one describe and find flaws
- Dynamics
- Dynamics create aesthetics
- E.G. Challenge can be created by time pressure
- It's important to understand models such as probability of dice rolls and how feedback loops function
- Dynamics let one see where problems come from
- Mechanics
- Mechanics define Dynamics
- Through actions, behaviours, and control mechanics given to players
- The area designers have complete control over
- Mechanics allow for slightly changes to fix issues
I find this approach to be particularly helpful when thinking about how to iteratively improve a game. The most striking takeaway from this for me is the emphasis on the differing perspective of designer and player; although it seems like something that should be obvious, I had not fully considered it before reading this article.
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