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Level 6
David Mullich
Game Mechanics
The Los Angeles Film School
Social Interaction
 Reasons for Communicating
 Communication Channels
 Turn-Based vs. Real-Time
Types of Social Interaction
 Conflict
 Competition
 Direct vs. Indirect
 Player Killing
 Betrayal
 Cooperation
 Player-Decided Results
 Alliances
 Team Play
Social Interaction Mechanics
 Negotiations
 Social Dilemmas
 Trading
 Bidding
 Bluffing
Sid Meier
“Games are a series
of interesting
decisions”
What do you need to make decisions?
Information!
Game State
A snapshot of the game. The "game state" changes if any
of the objects or values in the game changes: life values,
info is revealed, cards moving zones, counters on objects.
What Information Is In These Game
States?
Closure Point
Events in gameplay where the game state is, or
can be, reduced in size.
Closure Point Examples
 Elimination
 Levels
 Missions
 Quests
 Tournaments
What Happens When A Closure Point Is
Reached?
Perfect Information
The player has full and reliable access to current or past
information about a game component, or that the total
current or past game state is known to the player.
Why Designers Use Perfect
Information
 Reveals Achilles Heels
 Goal Prevention (if Interferable)
 Strategic Planning
Warning:
 Analysis Paralysis
Hidden Information
3 Minute Game Design: Episode 7
What Was The Main Message Of This
Video?
Alternatives
 Moderately placed information horizon
 Deep core mechanic
What Else Can You Do To Make A Game
With Perfect Information A Challenging
Game?
Introducing Unpredictability
 Randomness
 Negotiations
 Dynamic Alliances
Perfect Information Design
Considerations
 Game State Size
 Number of Closure Points
 Information Visibility Time
 Unpredictable Elements
What About These Games?
Poker Pandemic
Imperfect Information
When one aspect of the total game situation is not fully
known to a player, the information known to the player is
totally wrong, or the accuracy of the information is limited.
Where Is The Imperfect Information?
Faulty Information
 Bluffing
 Faking Near Miss Indicators
 Red Herrings
What’s A Red Herring? That Sounds
Fishy!
Red Herring
Something, especially a clue, that is or is
intended to be misleading or distracting.
Why Designers Use Imperfect
Information
Encourages:
 Surprises
 Leaps of Faith
 Memorization
 Experimenting
 Risk/Reward Decisions
 Replayability
Limits:
 Strategic Planning
Warning
 Imperfect Information about Rules can lead to arguments
 Can encourage or discourage Analysis Paralysis
Imperfect Information Design
Considerations
 What parts of the game state are not
revealed?
 Is information limited or faulty?
 How can missing information be revealed?
 What are the incentives gain the missing
information?
Uncertainty of Information
The information available to players may
have different levels of reliability.
What Is The Difference Between Imperfect
Information And Uncertain Information?
Direct vs. Indirect Information
Uncertainty
Indirect Information
 Information is
interpreted
incorrectly
Direct Information
 Information might
be tampered with!
Sources of Uncertain Information
 Imperfect Information
 Indirect Information
 Negotiation with Asymmetric Information
 Gain Information or Exploration Goals
Why Designers Use Uncertain
Information
 Secret Alliances
 Secret Resources
 Unknown Goals
Uncertainty of Information Design
Considerations
 Can players choose actions and goals without
consuming game elements?
 Do actions have a delayed effect?
 Is there unmediated social interaction?
 Do communication channels pass along
imperfect information?
 Are game elements that collect information
unreliable?
 Are there any red herrings?
Symmetric Information
All players have the same information about the
game state, or part of the game state, available
to them.
Why Designers Use Symmetric
Information
Encourages:
 Strategic Planning
Discourages:
 Bluffing
 Secret Tactics
Warning!
 Analysis Paralysis
Symmetric Information Design
Considerations
 Do players have the same information
about the entire game state or just part of
the game state?
 Is the symmetric information enforced or
potential?
Asymmetric Information
Players have different information available to
them – some know more than others.
Why Designers Use Asymmetric
Information
Supports:
 Unknown Goals
 Gain Information
 Conceal
 Secret Resources
 Secret Alliances
 Bluffing
 Betrayal
Balances:
 Asymmetric Abilities
 Negotiation
Asymmetric Information Design
Considerations
 What kind of information is asymmetric?
 Who has imperfect information about the
game state?
Public Information
All or part of the information about the game
state is available during the game to people other
than the players.
Why Designers Use Public
Information
Encourages
 Trans-Game Information
 Social Status of Players
 Spectators
 Extra-Game Consequences
Public Information Design
Considerations
 What information is public?
 Can spectators influence players’ actions?
Alarms
Abstract game elements that provide information
about particular game state changes.
Why Designers Use Alarms
 Provide Game State Change Information
 Disrupt Focused Attention
Signify Failure Of:
 Stealth
 Rescue
 Reconnaissance
Alarms Design Considerations
 How are alarms tripped?
 What happens when they are tripped?
 Can tools or controllers can manipulate
alarms?
Clues
Game elements that give the players information
about how the goals of the game can be
reached.
Types of Clues
Direct Information Helper
Indirect Information
about Goal
Warning
Indirect Information
about Danger
Why Designers Use Clues
 Balance Difficulty
 Provide Smooth Learning Curves
 Assist Game World Navigation
 Encourage Exploration
 Inform Completion of Low-Level Goals
 Support Narrative Structure
 Increase Tension
 Provide Red Herrings
Warning! May Break With
 Emotional Immersion
 In-Game Reality
Clues Design Considerations
 Direct or Indirect?
 Advice, Encouragement or Warning?
 Game Object?
Extra-Game Information
Information provided within the game that
concerns subjects outside the game world.
Types of Extra-Game Information
Hint Outstanding Features
Why Designers Use Extra-Game
Information
 Provide Information on Controls or Strategic
Information
 Ensure Smooth Learning Curves
 Balance Difficulty and Complexity
 Promote Memorization
 Provide Illusionary Rewards
Warning! May impact:
 Immersion
Extra-Game Information Design
Considerations
 What information about the controls or
interface does it provide?
 How does it provide that information?
 Does it provide any strategic knowledge?
Gain Information
Performing actions in a game to receive
information or make deductions.
Why Designers Use Find Information
Goals
Encourages:
 Exploration
 Experimentation
 Memorization
 Strategic Planning
 Puzzle Solving
Supports:
 Discovering Achilles Heals
 Finding Strategic Locations and Hidden
Resources
Gain Information Design
Considerations
 What information does the player need to
gain?
 How is the information gain verified?
 Is the information gained direct or indirect?
Conceal Information
The goal of trying to hinder another player’s
ability to gain information.
Why Designers Use Conceal Information
Goals
 Prevent other player’s Gain Information
Goals
 Support Limited Set of Actions
Promotes:
 Tension
 Trade-Offs
Conceal Design Considerations
 Is the hidden information provided to a
player, or does a player choose or create
it?
 Where is the information hidden?
 When can the action of hiding be
performed?
 Are there “red herrings”?
Choose one of the following games to play:
 *Clans (2-4p, 30m)
 *Igloo Pop (2-6p, 15-20m)
 *Mr. Jack (2p, 30m)
 Mykerinos (2-4p, 30-60m)
 |Mystery of the Abbey (3-6p, 60-90m)
 +Stratego (2p, 30-60+m)
Group Quest
Design an analog game prototype using
mechanics supporting one of the following goals:
 Gain Information
 Conceal
Communication Channels
The medium and the methods players can
use to send information to other players.
Why Designers Use Communication
Channels
Source of:
 Direct Information
 Indirect Information
 Uncertain Information
Encourages:
 Social Interaction
 Social Organizations
Balances
 Public Information
Communication Channels Design
Considerations
 Face-to-face or mediated?
 Synchronous or asynchronous?
 Verbal or non-verbal?
Game State Overview
Players are provided with information that
extends beyond the observational abilities
provided by the game elements.
Forms Of Game State Overviews
 God Views
 Maps
 Score Indicators
 Progress Indicators
 Near Miss Indicators
 Goal Indicators
 Book-Keeping Tokens
 Cut Scenes
Why Designers Use Game State
Overviews
Provides:
 Strategic Information
Supports:
 Game World Navigation
 Attention Swapping
 Puzzle Solving
 Strategic Planning
 Player-Defined Goals
 Cognitive Immersion
Discourages:
 Attention Swapping
 Surprise
 Leaps of Faith
Warning! Can Cause:
 Analysis Paralysis
Game State Overview Design
Considerations
 What game state information is provided?
 How is the game state overview provided?
Use the LMS to analyze information quality
and distribution in several games of your
choosing.
LAFS Game Mechanics - Information and Game Mechanics

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LAFS Game Mechanics - Information and Game Mechanics

  • 1. Level 6 David Mullich Game Mechanics The Los Angeles Film School
  • 2.
  • 3. Social Interaction  Reasons for Communicating  Communication Channels  Turn-Based vs. Real-Time
  • 4. Types of Social Interaction  Conflict  Competition  Direct vs. Indirect  Player Killing  Betrayal  Cooperation  Player-Decided Results  Alliances  Team Play
  • 5. Social Interaction Mechanics  Negotiations  Social Dilemmas  Trading  Bidding  Bluffing
  • 6.
  • 7. Sid Meier “Games are a series of interesting decisions”
  • 8. What do you need to make decisions?
  • 10. Game State A snapshot of the game. The "game state" changes if any of the objects or values in the game changes: life values, info is revealed, cards moving zones, counters on objects.
  • 11. What Information Is In These Game States?
  • 12. Closure Point Events in gameplay where the game state is, or can be, reduced in size.
  • 13. Closure Point Examples  Elimination  Levels  Missions  Quests  Tournaments
  • 14. What Happens When A Closure Point Is Reached?
  • 15.
  • 16. Perfect Information The player has full and reliable access to current or past information about a game component, or that the total current or past game state is known to the player.
  • 17. Why Designers Use Perfect Information  Reveals Achilles Heels  Goal Prevention (if Interferable)  Strategic Planning Warning:  Analysis Paralysis
  • 18. Hidden Information 3 Minute Game Design: Episode 7
  • 19. What Was The Main Message Of This Video?
  • 20. Alternatives  Moderately placed information horizon  Deep core mechanic
  • 21. What Else Can You Do To Make A Game With Perfect Information A Challenging Game?
  • 22. Introducing Unpredictability  Randomness  Negotiations  Dynamic Alliances
  • 23. Perfect Information Design Considerations  Game State Size  Number of Closure Points  Information Visibility Time  Unpredictable Elements
  • 24. What About These Games? Poker Pandemic
  • 25. Imperfect Information When one aspect of the total game situation is not fully known to a player, the information known to the player is totally wrong, or the accuracy of the information is limited.
  • 26. Where Is The Imperfect Information?
  • 27. Faulty Information  Bluffing  Faking Near Miss Indicators  Red Herrings
  • 28. What’s A Red Herring? That Sounds Fishy!
  • 29. Red Herring Something, especially a clue, that is or is intended to be misleading or distracting.
  • 30. Why Designers Use Imperfect Information Encourages:  Surprises  Leaps of Faith  Memorization  Experimenting  Risk/Reward Decisions  Replayability Limits:  Strategic Planning Warning  Imperfect Information about Rules can lead to arguments  Can encourage or discourage Analysis Paralysis
  • 31. Imperfect Information Design Considerations  What parts of the game state are not revealed?  Is information limited or faulty?  How can missing information be revealed?  What are the incentives gain the missing information?
  • 32. Uncertainty of Information The information available to players may have different levels of reliability.
  • 33. What Is The Difference Between Imperfect Information And Uncertain Information?
  • 34. Direct vs. Indirect Information Uncertainty Indirect Information  Information is interpreted incorrectly Direct Information  Information might be tampered with!
  • 35. Sources of Uncertain Information  Imperfect Information  Indirect Information  Negotiation with Asymmetric Information  Gain Information or Exploration Goals
  • 36. Why Designers Use Uncertain Information  Secret Alliances  Secret Resources  Unknown Goals
  • 37. Uncertainty of Information Design Considerations  Can players choose actions and goals without consuming game elements?  Do actions have a delayed effect?  Is there unmediated social interaction?  Do communication channels pass along imperfect information?  Are game elements that collect information unreliable?  Are there any red herrings?
  • 38.
  • 39. Symmetric Information All players have the same information about the game state, or part of the game state, available to them.
  • 40. Why Designers Use Symmetric Information Encourages:  Strategic Planning Discourages:  Bluffing  Secret Tactics Warning!  Analysis Paralysis
  • 41. Symmetric Information Design Considerations  Do players have the same information about the entire game state or just part of the game state?  Is the symmetric information enforced or potential?
  • 42. Asymmetric Information Players have different information available to them – some know more than others.
  • 43. Why Designers Use Asymmetric Information Supports:  Unknown Goals  Gain Information  Conceal  Secret Resources  Secret Alliances  Bluffing  Betrayal Balances:  Asymmetric Abilities  Negotiation
  • 44. Asymmetric Information Design Considerations  What kind of information is asymmetric?  Who has imperfect information about the game state?
  • 45. Public Information All or part of the information about the game state is available during the game to people other than the players.
  • 46. Why Designers Use Public Information Encourages  Trans-Game Information  Social Status of Players  Spectators  Extra-Game Consequences
  • 47. Public Information Design Considerations  What information is public?  Can spectators influence players’ actions?
  • 48.
  • 49. Alarms Abstract game elements that provide information about particular game state changes.
  • 50. Why Designers Use Alarms  Provide Game State Change Information  Disrupt Focused Attention Signify Failure Of:  Stealth  Rescue  Reconnaissance
  • 51. Alarms Design Considerations  How are alarms tripped?  What happens when they are tripped?  Can tools or controllers can manipulate alarms?
  • 52. Clues Game elements that give the players information about how the goals of the game can be reached.
  • 53. Types of Clues Direct Information Helper Indirect Information about Goal Warning Indirect Information about Danger
  • 54. Why Designers Use Clues  Balance Difficulty  Provide Smooth Learning Curves  Assist Game World Navigation  Encourage Exploration  Inform Completion of Low-Level Goals  Support Narrative Structure  Increase Tension  Provide Red Herrings Warning! May Break With  Emotional Immersion  In-Game Reality
  • 55. Clues Design Considerations  Direct or Indirect?  Advice, Encouragement or Warning?  Game Object?
  • 56. Extra-Game Information Information provided within the game that concerns subjects outside the game world.
  • 57. Types of Extra-Game Information Hint Outstanding Features
  • 58. Why Designers Use Extra-Game Information  Provide Information on Controls or Strategic Information  Ensure Smooth Learning Curves  Balance Difficulty and Complexity  Promote Memorization  Provide Illusionary Rewards Warning! May impact:  Immersion
  • 59. Extra-Game Information Design Considerations  What information about the controls or interface does it provide?  How does it provide that information?  Does it provide any strategic knowledge?
  • 60.
  • 61. Gain Information Performing actions in a game to receive information or make deductions.
  • 62. Why Designers Use Find Information Goals Encourages:  Exploration  Experimentation  Memorization  Strategic Planning  Puzzle Solving Supports:  Discovering Achilles Heals  Finding Strategic Locations and Hidden Resources
  • 63. Gain Information Design Considerations  What information does the player need to gain?  How is the information gain verified?  Is the information gained direct or indirect?
  • 64. Conceal Information The goal of trying to hinder another player’s ability to gain information.
  • 65. Why Designers Use Conceal Information Goals  Prevent other player’s Gain Information Goals  Support Limited Set of Actions Promotes:  Tension  Trade-Offs
  • 66. Conceal Design Considerations  Is the hidden information provided to a player, or does a player choose or create it?  Where is the information hidden?  When can the action of hiding be performed?  Are there “red herrings”?
  • 67. Choose one of the following games to play:  *Clans (2-4p, 30m)  *Igloo Pop (2-6p, 15-20m)  *Mr. Jack (2p, 30m)  Mykerinos (2-4p, 30-60m)  |Mystery of the Abbey (3-6p, 60-90m)  +Stratego (2p, 30-60+m)
  • 68. Group Quest Design an analog game prototype using mechanics supporting one of the following goals:  Gain Information  Conceal
  • 69.
  • 70. Communication Channels The medium and the methods players can use to send information to other players.
  • 71. Why Designers Use Communication Channels Source of:  Direct Information  Indirect Information  Uncertain Information Encourages:  Social Interaction  Social Organizations Balances  Public Information
  • 72. Communication Channels Design Considerations  Face-to-face or mediated?  Synchronous or asynchronous?  Verbal or non-verbal?
  • 73. Game State Overview Players are provided with information that extends beyond the observational abilities provided by the game elements.
  • 74. Forms Of Game State Overviews  God Views  Maps  Score Indicators  Progress Indicators  Near Miss Indicators  Goal Indicators  Book-Keeping Tokens  Cut Scenes
  • 75. Why Designers Use Game State Overviews Provides:  Strategic Information Supports:  Game World Navigation  Attention Swapping  Puzzle Solving  Strategic Planning  Player-Defined Goals  Cognitive Immersion Discourages:  Attention Swapping  Surprise  Leaps of Faith Warning! Can Cause:  Analysis Paralysis
  • 76. Game State Overview Design Considerations  What game state information is provided?  How is the game state overview provided?
  • 77. Use the LMS to analyze information quality and distribution in several games of your choosing.

Hinweis der Redaktion

  1. REASONS FOR COMMUNICATING: 1) Get something, 2) Coordinate Actions, 3) Cooperation COMMUNICATION CHANNELS: 1) Natural, 2) Stimulated TURN-BASED: Slow; REAL-TIME: Fast
  2. SOCIAL INTERACTIONS: When two or more players have two-way communication between each other. CONFLICT: One or more parties, often players or players against the game system, have goals that cannot be satisfied together. COMPETITION: The struggle between players or against the game system to achieve a goal where the performance of the players can be measured at least relatively. DIRECT: Players can engage with each other. PLAYER KILLING: When players can intentionally or unintentionally remove players from the game for at least a period of time. BETRAYAL: One or several players that have an agreement with other players intentionally fail to do as agreed or otherwise hinder the fulfillment of the agreement. COOPERATION: Player cooperate; i.e., coordinate their actions and share resources, in order to reach goals or subgoals of the game. PLAYER-DECIDED RESULTS: Players are responsible for deciding at least some of the results of player actions, and their decisions are not necessarily based on the rules of the game. ALLIANCES: A group of players who have agreed to obey particular and specific rules of conduct toward each other and who, usually, have a shared agenda. TEAM PLAY: Players in a group or team coordinate their actions, abilities and roles in order to reach a common goal.
  3. NEGOTIATIONS: A situation where the players confer with each other in order to reach an agreement or settlement. SOCIAL DILEMMAS: Players tend to compete against each other even though cooperation would be best for all involved. TRADING: Players exchange a resource, whether it is information, actions, or game elements, between each other or the game system. BIDDING: Players invest resources, usually some kind of currency, for an uncertain outcome in order to get a reward of some kind. BLUFFING: Players have a possibility to convey FALSE INFORMATION to other players in order to benefit from their situation.
  4. What information is made available to a single player, as well as the quality and reliability of that information.
  5. This lecture focuses on how information about the Game State – including other Players’ actions and goals – are made available to players or kept hidden from them.
  6. LESS GAME STATE INFORMATION = FEWER DECISIONS = LESS COMPLEXITY
  7. What information is made available to a single player, as well as the quality and reliability of that information.
  8. EXAMPLE: CHESS: Game State is stored as physical game components that are visible to all Players. EXAMPLE: YAHTZEE: All dice rolls are public and recorded on a common score track. Perfect information can be applied to a subset of the Game State or the Game State as a whole.
  9. Goal Prevention: Helps deduce or guess other player’s Goals and Tactics Strategic Planning: Encouraged by Strategic Knowledge.
  10. In a deterministic, perfect information game, no cap on the the look ahead possible.
  11. Game space is limited Calculations are more interesting, such as with long producer-consumer chains
  12. Make it less deterministic: UNPREDICTABILITY
  13. GAME STATE: Chess has large, Poker has smaller. The LARGER the size, the more Decisions CLOSURE POINTS: The more closure points, the less PREDICTABILITY. TEMPORARY: Such as using DISCARD PILES in Trick-based games Requires MEMORIZATION for Players if information becomes hidden.
  14. POKER: Perfect Information about everything EXCEPT the other Player’s Hands, which ultimately are revealed. PANDEMIC: Games of COOPERATION and NEGOTIATION can have Perfect Information DISTRIBUTED among all the Players.
  15. EXAMPLE: DOOM, Gives Players statistics on the number of secrets in a level but does not reveal their location. EXAMPLE: ZENDO: Rules for stacking colored pyramids are deicide by an umpire, and winning the game is about guessing the rules. EXAMPLE: CARD HANDS, OVERVIEW MAPS, FOG OF WAR REQUIRES: Players must KNOW that their Information is Imperfect. REQUIRES: Information must CHANGE between instances for REPLAYABLITY, although in Single-Player games it can lead to SOCIAL INTERACTION as players compare notes. .
  16. MAPS, FOG OF WAR give LIMITED INFORMATION. Can set up GAIN INFORMATION Goals for EXPLORATION.
  17. The term was probably invented in 1807 by English polemicist William Cobbett, referring to one occasion on which he had supposedly used a kipper (a strong-smelling fish) to divert hounds from chasing a hare
  18. Hides Narrative Structure Secret Resources Concealment Red Herrings Discourages Predictable Consequences Perceived Chance to Succeed
  19. WHAT INFORMATION: Is knowledge of the Game State ASYMMETRIC INFORMATION. LACK INFORMATION: Typically combined with ACCESS TO INFORMATION so Players know something but not everything about a Unit, Card Hand, etc. FAULTY INFORMATION: Due to Player’s intentional actions or misinterpreting Indirect Information. HOW REVEALED: In some games not all information is revealed, allowing for REPLAYABILITY. INCENTIVES
  20. .The player cannot trust the information completely due to the manner in which he or she received the information. EXAMPLE: DIPLOMACY: Current game state is known to all players, but players don’t know what orders other players have written down. EXAMPLE: MASTERMIND: Pegs show level of correctness without showing the correct answer. REQUIREMENT: Decouple the spreading of information from the element that carries the information.
  21. Imperfect IInformation can be caused by Incomplete Information or Uncertain Information
  22. INDIRECT:. (MASTERMIND)
  23. Limited Planning Tension Discourages: Predictable Consequences, Conflict
  24. ACTION-/GOALS: Allows for UNKNOWN GOALS and SECRET TACTICS DELAYED EFFECT: Source of UNCERTAINTY OF INFORMATION SOCIAL INTERACTION: Source of UNCERTAINTY OF INFORMATION. (POKER/DIPLOMACY) IMPERFECT INFORMATION: Pegs in MASTERMIND UNRELIABLE COLLECTION INFORMATION: Made unreliable through use of RANDOMNESS RED HERRINGS: Tricking player into not relying on correct information.
  25. The relationships between how different players access information.
  26. Gives all players the same amount of information to decide their actions and strategies. Mastery of the game does not rely on Players having specific information. EXAMPLE: CHESS has all the Information Public. In most cases, the information is simply where all the pieces are and what are their strengths. EXAMPLE: In CARCASSONNE, all Players have the SAME AMOUNT OF INFORMATION – the configuration of placed tiles and where players have placed their tiles. PROMOTED BY: PERFECT INFORMATION
  27. PROMOTES: STIMULATED PLANNING, especially when PREDEFINED GOALS are known to all players. WARNING: Can lead to ANALYSIS PARALYSIS, as Players try to guess what other players are planning.
  28. ENFORCED: Actions and events are designed so that all players have access to the same information. Information is symmetric at the start-up phase, but all actions and events need to be made public. (Example: taking cards through a drafting – choosing through a limited set of cards.). POTENTIAL: Players can deduce information from other players. (Example: let all players know what individual elements of a game object exist, but don’t reveal the distribution among players). (Example: MASTERMIND, where achieving Symmetric Information is the winning condition for one player, while maintaining Asymmetric Information is the goal for the other player).).
  29. Widespread in all types of multiplayer games, especially CARD GAMES. Usually, one player has private information that is hidden from other players. EXAMPLE: PICTIONARY: One player knows the word or phrase and everyone else has to guess. ONE PLAYER, the Drawer, has PERFECT INFORMATION about the Game State, but can reveal it only through INDIRECT INFORMATION. EXAMPLE: POKER: Each player has PRIVATE INFORMATION about the cards in their hand.
  30. WHAT INFORMATION: Can apply to other player’s GOALS, ABILITIES, and END CONDITIONS. IMPERFECT INFORMATION: Needs to be AT LEAST ONE PLAYER. Can be combined with SYMMETRIC INFORMATION in TEAM-BASED GAMES, where one whole team has the same information but the other Team does not. Or a TEAM LEADER has all the information while TEAM MEMBERS have only specific information.
  31. Many games allow people who are not playing that game to have access to the Game State. Sports and board games allow spectators to observe the positions of the players and game elements, others require technological support to provide information to non-players. EXAMPLE: Spectators at a SOCCER game have information about changes in the Game State during the match. EXAMPLE: Players killed in COUNTERSTRIKE can watch the other players play. AFFECTED BY: GAME STATE OVERIVEWS, GOD VIEWS, INDICATORS, THIRD-PERSON VIEWS, FIRST-PERSON VIEWS AFFECTS: MODULATES: EXTRA-GAME ACTIONS, TRANS-GAME AINFORMATION, SOCIAL STATUS of PLAYERS
  32. Extra Game Consequences: BETTING
  33. WHAT INFORMATION: It is harmless to make SYMMETRIC AND PERFECT INFORMATION Public. SPECTATORS: Some games forbid it, but other games incorporate it: WHO WANTS TO BE A MILLIONAIRE? BALANCED BY: GAME MASTERS (UMPIRES) to minimize SPECTATOR influence.
  34. Alarms are ways to pass information about activities and states within a game, but can also alert other players or enemies to your activities. EXAMPLE: WORLD OF WARCRAFT notifies players when they’ve entered a new region. EXAMPLE: CALL OF DUTY notification that a new weapon is available.
  35. HOW TRIPPED: Entering area, completing mission, initiating activity. WHAT HAPPEN: Introduce or call ENEMIES, set off a TIME LIMIT MANIPULATION TOOLS might DEACTIVATE ALARMS. BLUFFING might be able to cause FALSE ALARMS. Increases FREEDOM OF CHOICE but may increase COMPLEXITY and interfere with NARRATIVE STRUCTURE.
  36. EXAMPLE: In LEGEND OF ZELDA games, an ARROW might point you in the right direction. EXAMPLE: RACING GAMES have WARNING SIGNS.
  37. DIRECT INFORMATION: Such as arrows showing where to go. HELPER: Provide INDIRECT INFORMATION on how to reach a GOAL. (OWL in LEGEND OF ZELDA that occasionally steers player in right direction). WARNING: Provides INDIRECT INFORMATION on how to avoid DEADLY TRAPS and ENEMIES. Direct Information Helper: Indirect Information about Goal Warning: Indirect Information about Danger
  38. NARRATIVE STRUCTURE (if the clues fits within the ALTERNATIVE REALITY). RED HERRINGS (to TRICK PLAYERS into actions against low-level goals).
  39. DIRECT: Describe exactly how to reach goal. INDICTT Describing facts and events that need to be interpreted. ADVICE: Tells players what to do BEFORE they take action. ENCOURAGEMENT: Provides feedback that action is CORRECT although goal has NOT BEEN COMPLETED. WARNING: Advice on what NOT to do. OBJECT: Can be a GOAL OBJECT of GAIN INFORMATION or GAIN OWNERSHIP goals.
  40. Provides instructions on the game or how the user interface works, especially mapping between game controller and player actions, but it can also provide STATEGIC KNOWLEDGE. EXAMPLE: LEGEND OF ZELDA: THE WIND WALKER provides information about how to perform actions in the game world.
  41. OUTSTANDING FEATURES: Shape, color, or texture may give information to the player.
  42. Breaks of Immersion may be alleviated by STORY-TELLING.
  43. EXAMPLE: HIDE & SEEK, one of the players has to find the location of other players. EXAMPLE: CLUE, players gather information and make deductions about a murder. It can be about where an object is in the game space, what attributes objects have, what abilities player’s have, what goals exist. REQUIRES: IMPERFECT INFORMATION or UNCERTAINTY OF INFORMATION. .
  44. MEMORIZATION of Information SIMULATED PLANNING if Information is about Information. Used to present NARRATIVE STRUCTURE in intended way. SUPPORTS NARRATIVE STRUCTURE
  45. WHAT VERIFED Game state change that does not require player to actually understand the information. (e.g., gaining an object that presents info to the player). Requiring Player to perform some activity indicating the information has been interpreted correctly (e.g., entering the right combination for a safe). DIRECT INFORMATION: Refers explicitly to the Game State. INDIRECT INFORMATION: Can spawn NEW GAIN INFORMATION goals to check correctness of Information.
  46. Trying to prevent other players from finding out information about the game state. EXAMPLE: HIDE & SEEK, where all children but one hide their location. EXAMPLE: STRATEGO, player’s know the other player’s unit locations, but not its rank. Moving a piece provides IMPERFECT INFORMATION about it. .
  47. LIMITED SETS OF ACTIONS, as Players may not have enough information to perform some actions. TRADEOFFS (Reveal position to kill enemy, promoting SURPRISES
  48. PROVIDED: CHOOSE/CREATE: Supports FREEDOM OF CHOICE and CREATIVE CONTROL and promotes REPLAYABILITY WHERE: WHEN: RED HERRINGS: Generates ASYMMETRIC INFORMATION, and provides CREATIVE CONTROL.
  49. How information is presented to the players.
  50. The game itself is a Communication Channel. More interesting situations happen when players there is a possibility to communicate about more than just the Game State. EXAMPLE: In PICTIONARY, Players use drawing and non-verbal signals. (ASSYMETRIC INFORMATION) EXAMPLE: In WORLD OF WARCRAFT, players can CHAT. CAUSED BY: DEDICATED GAME FACILITATORS (Game Systems or Game Masters)
  51. FACE-TO-FACE: When players are in the same physical location. (POKER) MEDIATED: Communication is made through technology or other means. (ONLINE GAMES) SYNCHRONOUS: No delay in communication, and usually requires attention of all participants. ASYNCHRONOUS: Time delays of hours, days or more. (Always Mediated). (CHESS BY MAIL). VERBAL: Talking or writing to other players. NON-VERBAL: Gestures and facial expressions.
  52. Many games provide overview of information necessary to support the intended gameplay. EXAMPLE: MARIO KART has an overview of the track. REQUIRES: THIRD-PERSON VIEW, GOD VIEW or CUT SCENE. Always IMPERFECT INFORMATION of the whole Game State but may be PERFECT INFORMATION about parts of it. Usually DIRECT INFORMATION (or INDIRECT with little information loss). Usually PUBLIC INFORMATION that is safe to show SPECTATORS.
  53. WHAT PROVIDED: SCORE, GAME WORLD STATE, UNIT STATUS and POSITION HOW PROVIDED: BOOK-KEEPING TOKENS, INDICATORS, MAPS