SlideShare ist ein Scribd-Unternehmen logo
1 von 64
Level 2
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
Extrinsic Rewards
Intrinsic Rewards
Novelty
The Five Domains Of Play
Challenge Stimulation Harmony Threat
Movement vs. Maneuvering
Movement Limitations
 Obstacles
 Deadly Traps
 Inaccessible Areas
 Privileged Abilities
 Budgeted Action Points
What Are Progression Mechanics?
Progression
The ongoing procedures after the game’s set-
up, leading to a desired resolution.
Progression Mechanics
Design Analysis: What are the progression
mechanics in these two games?
Difficulty
 The amount of skill a player needs to
achieve the game’s goals.
Progression Stair
Flow
Flow is the mental state
in which a person
performing an activity is
fully immersed in the
game.
Over time, game
challenges increase as
the player’s skills
increase.
Flow
Most games tend to
build up each level to a
boss battle of some
type to test if they are
ready for more difficult
challenges.
When players pass this
test, they progress
through the game.
Progression Systems
Extra Credits: How Good Games Avoid Skinner Boxes
What Was The Main Message Of This
Video?
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
Analyzing Progression
Are your choke points appropriately difficult? Are users
getting stuck on certain levels unexpectedly? Which levels
are users having the most fun playing and repeating?
Score
The numerical representation of the player’s
success in the game, often not only representing
the success but also defining it.
Score Design Considerations
 Which actions or goals
give points?
 How many points are
awarded?
 Are points based on
when they are achieved?
 Can players reload saved
games?
 Are player scores
hidden?
 Are there tie breakers?
Design Analysis: Score Characteristics
Why Designers Use Scores
 Progress Indicator
 Supports Race Goal
High Score Lists
Give players the chance to rank themselves
against other players who have previously played
the game.
High Score List Design
Considerations
 How many scores
are saved?
 How are handles
supported?
 How are ties
displayed?
Design Analysis: High Score
Characteristics
Why Designers Use High Score Lists
 Replayability
 Competition in Single-Player Games
Levels
Part of a game in which all player actions take
place until a certain goal or end condition has
been fulfilled.
Level Design Considerations
 How many levels in the game?
 How do they relate to each other?
 How are they different?
 How are they completed?
Why Designers Use Levels
 Progress Indicator
 Game World Boundary
 Closure Point
 Narrative Structure
 Promotes Exploration
 Balances Complexity and Difficulty
Improved Abilities
The player’s chance of succeeding with an
action, or its calculated effect, is increased.
Improved Abilities Design
Considerations
 What ability is
improved?
 How is it improved?
 Is the chance to
succeed improved?
 Is the effect
improved?
Design Analysis: Improved Ability
Characteristics
New Abilities
Gaining new abilities during gameplay.
New Abilities Design Considerations
 What ability is given?
 Is the ability
temporary?
 What focus loci is it
given to?
 Can player choose
the ability?
 Does player have to
give up a current
ability?
Design Analysis: New Ability Characteristics
Why Designers Use New and Improved
Abilities
 Intrinsic Reward
 Empowerment
 Smooth Learning Curves
 Varied Gameplay
 Character and Team Development
 Progression for Gain Competence Goal
Gain Competence
Gaining the ability to perform a certain action
in a game.
Why Designers Use Gain Competence
Goals
 Intrinsic Reward
 Smooth Learning Curve
 Varied Gameplay
 Character Development
Gain Competence Considerations
 What is the action obtained?
 How is the action obtained?
 Is the action limited?
Race
A competition between players to be the first to
reach a certain goal, often being the first to a
certain location along an approved route.
Race Considerations
 Is this the single goal of the game?
 Which game elements are racing?
 How many players are competing?
 Does each player start at the same time?
 Are there movement limitations?
 Do players’ know each other’s position?
 Can players interfere with each other?
 Are there chargers or pick-ups?
 Are trailing players given advantages?
 How is the end determined?
 Is there a time limit?
Why Designers Use Race Goals
 Conflict and Competition
 Supports Delivery, Stealth and Rescue
Goals
 Prevents Eliminate and other goals
Choose one of the following games to play:
GAIN COMPETANCY
 Eno (2-5p, 60m)
 Power Grid:First Sparks (2-6p, 60m)
 Thunderstone (2-5p, 45m)
RACE
 Around World 80 Days (3-6p, 50-70m)
 Aton (2p, 30m)
 Ave Ceasar (3-6p, 30-60m)
 Can’t Stop (2-4p, 30-40m)
 Citadels (2-7p, 20-60m)
 Hey, That’s My Fish! (2-4p, 20m)
 Snowtails (2-5p, 45m)
Pick-Ups
Game elements that exist in the game world and
can be collected by the player, usually by moving
an Avatar or Units in contact with the Pick-Up.
Pick-Up Design Considerations
 What does it do?
 Where is it located?
 How is it produced?
 How limited is it?
Design Analysis: Pick-Up Characteristics
Why Designers Use Pick-Ups
 Progression for Collecting Goals
 Promotes Maneuvering and Races to Get
Tool
 Resources for Actions
Tools
A type of pick-up that grants privileged abilities
for as long as the pick-up is possessed by a
player or focus loci.
Tool Design Considerations
 What new, improved
or privileged abilities
does it give?
 What avatars or units
can use it?
 What skills/resources
are required to use
it?
 Can it be combined
with other tools?
Design Analysis: Tool Characteristics
Why Designers Use Tools
 New, Improved and Privileged Abilities
 Progression for Gain Competence Goals
 Balances Players, Avatars and Units
Power-Ups
Game elements that give limited-time
advantages to the player that picks them up.
Power-Up Design Considerations
 What advantage does it give?
 How long does its effect last?
 Where is it located?
 How is it produced?
 Can players trade it? Design Analysis: Power-Ups
Characteristics
Why Designers Use Power-Ups
 New, Improved and Privileged Abilities
 Empowerment
 Tension
 Promotes Strategic Locations
 Balances Skills
 Promotes Races and Competition to Get
Power-Up
 Supports Collecting, Maneuvering, Gain
Ownership and Gain Competence Goals
How Are Tools and Power-Ups
Different?
Controllers
Game elements fixed in particular locations in the
game world that allow player to perform actions
that would not otherwise be possible.
Controller Design Considerations
 What privileged
abilities does it
allow?
 Who can use it?
 What
skills/resources/tools
/extended actions
are required to use
it?
 Is it part of a large
machine or system? Design Analysis: Controller
Characteristics
Why Designers Use Controllers
 Obstacle
 Level Completion
Chargers
Locations in the game world that affect the
player’s resources when they are on the location.
Charger Design Considerations
 What resources or
improved/new/privil
eged abilities does
it provide?
 Where is it located?
 How long does it
take to charge? Design Analysis: Charger Characteristics
Why Designers Use Chargers
 Resource Generator for fueling Actions
 Supports Gain Competence, Traverse and
Race Goals
How Are Controllers and Chargers
Different?
Group Quest
Design an analog game prototype using
mechanics supporting one of the following goals:
 Gain Competence
 Race
Research and use the LMS to report on
games using progression tracking elements
discussed in class.
LAFS Game Mechanics - Progression Mechanics

Weitere ähnliche Inhalte

Was ist angesagt?

Was ist angesagt? (20)

Effective LiveOps Strategies for F2P Games
Effective LiveOps Strategies for F2P GamesEffective LiveOps Strategies for F2P Games
Effective LiveOps Strategies for F2P Games
 
Various Topics on Game Design
Various Topics on Game DesignVarious Topics on Game Design
Various Topics on Game Design
 
1-Introduction (Game Design and Development)
1-Introduction (Game Design and Development)1-Introduction (Game Design and Development)
1-Introduction (Game Design and Development)
 
LAFS Game Design 1 - Foundational Elements
LAFS Game Design 1 - Foundational ElementsLAFS Game Design 1 - Foundational Elements
LAFS Game Design 1 - Foundational Elements
 
LAFS Game Mechanics - The Core Mechanic
LAFS Game Mechanics - The Core MechanicLAFS Game Mechanics - The Core Mechanic
LAFS Game Mechanics - The Core Mechanic
 
GDC Talk: Lifetime Value: The long tail of Mid-Core games
GDC Talk: Lifetime Value: The long tail of Mid-Core gamesGDC Talk: Lifetime Value: The long tail of Mid-Core games
GDC Talk: Lifetime Value: The long tail of Mid-Core games
 
Making a Game Design Document
Making a Game Design DocumentMaking a Game Design Document
Making a Game Design Document
 
게임제작개론 : #6 게임 시스템 구조에 대한 이해
게임제작개론 : #6 게임 시스템 구조에 대한 이해게임제작개론 : #6 게임 시스템 구조에 대한 이해
게임제작개론 : #6 게임 시스템 구조에 대한 이해
 
Killer Game Loops in Social Games
Killer Game Loops in Social GamesKiller Game Loops in Social Games
Killer Game Loops in Social Games
 
Life After Launch: How to Grow Mobile Games with In-Game Events
Life After Launch: How to Grow Mobile Games with In-Game EventsLife After Launch: How to Grow Mobile Games with In-Game Events
Life After Launch: How to Grow Mobile Games with In-Game Events
 
위대한 게임개발팀의 공통점
위대한 게임개발팀의 공통점위대한 게임개발팀의 공통점
위대한 게임개발팀의 공통점
 
LAFS PREPRO Session 2 - Game Documentation
LAFS PREPRO Session 2 - Game DocumentationLAFS PREPRO Session 2 - Game Documentation
LAFS PREPRO Session 2 - Game Documentation
 
LAFS SVI Level 5 - The History of Console and Arcade Games
LAFS SVI Level 5 - The History of Console and Arcade GamesLAFS SVI Level 5 - The History of Console and Arcade Games
LAFS SVI Level 5 - The History of Console and Arcade Games
 
LAFS Game Design 1 - Structural Elements
LAFS Game Design 1 - Structural ElementsLAFS Game Design 1 - Structural Elements
LAFS Game Design 1 - Structural Elements
 
LAFS SVI Level 3 - Game Design and Analysis
LAFS SVI Level 3 - Game Design and AnalysisLAFS SVI Level 3 - Game Design and Analysis
LAFS SVI Level 3 - Game Design and Analysis
 
LAFS Game Mechanics - Narrative Elements
LAFS Game Mechanics - Narrative ElementsLAFS Game Mechanics - Narrative Elements
LAFS Game Mechanics - Narrative Elements
 
Game Design - Lecture 1
Game Design - Lecture 1Game Design - Lecture 1
Game Design - Lecture 1
 
Introduction to Game Design
Introduction to Game DesignIntroduction to Game Design
Introduction to Game Design
 
Game Development Step by Step
Game Development Step by StepGame Development Step by Step
Game Development Step by Step
 
Introducing PlayFab -- Effective LiveOps
Introducing PlayFab -- Effective LiveOpsIntroducing PlayFab -- Effective LiveOps
Introducing PlayFab -- Effective LiveOps
 

Ähnlich wie LAFS Game Mechanics - Progression Mechanics

Gameplay Design Workshop 1/2 (2011)
Gameplay Design Workshop 1/2 (2011)Gameplay Design Workshop 1/2 (2011)
Gameplay Design Workshop 1/2 (2011)
Petri Lankoski
 
Workshop södertörn jan 2014 intermittent version
Workshop södertörn jan 2014 intermittent versionWorkshop södertörn jan 2014 intermittent version
Workshop södertörn jan 2014 intermittent version
Staffan Björk
 
Beyond Gamification: designing the player journey
Beyond Gamification: designing the player journeyBeyond Gamification: designing the player journey
Beyond Gamification: designing the player journey
Amy Jo Kim
 
Gameplay design patterns presentation at dragon's lair, stockholm, sweden 201...
Gameplay design patterns presentation at dragon's lair, stockholm, sweden 201...Gameplay design patterns presentation at dragon's lair, stockholm, sweden 201...
Gameplay design patterns presentation at dragon's lair, stockholm, sweden 201...
Staffan Björk
 

Ähnlich wie LAFS Game Mechanics - Progression Mechanics (20)

LAFS Game Mechanics - Balancing
LAFS Game Mechanics - BalancingLAFS Game Mechanics - Balancing
LAFS Game Mechanics - Balancing
 
LAFS Game Mechanics - Tactical Mechanics
LAFS Game Mechanics - Tactical MechanicsLAFS Game Mechanics - Tactical Mechanics
LAFS Game Mechanics - Tactical Mechanics
 
LAFS Game Mechanics - Balancing
LAFS Game Mechanics - BalancingLAFS Game Mechanics - Balancing
LAFS Game Mechanics - Balancing
 
LAFS Game Mechanics - Resource Management Mechanics
LAFS Game Mechanics - Resource Management MechanicsLAFS Game Mechanics - Resource Management Mechanics
LAFS Game Mechanics - Resource Management Mechanics
 
LAFS Game Mechanics - Replayability
LAFS Game Mechanics - ReplayabilityLAFS Game Mechanics - Replayability
LAFS Game Mechanics - Replayability
 
[Pandora 22] Boosting Game Design with Analytics - Nikola Vasiljevic
[Pandora 22] Boosting Game Design with Analytics - Nikola Vasiljevic[Pandora 22] Boosting Game Design with Analytics - Nikola Vasiljevic
[Pandora 22] Boosting Game Design with Analytics - Nikola Vasiljevic
 
Gameplay Design Workshop 1/2 (2011)
Gameplay Design Workshop 1/2 (2011)Gameplay Design Workshop 1/2 (2011)
Gameplay Design Workshop 1/2 (2011)
 
Sports Games
Sports GamesSports Games
Sports Games
 
A QUICK TAKE ON MY FAVORITE GAMES
A QUICK TAKE ON MY FAVORITE GAMESA QUICK TAKE ON MY FAVORITE GAMES
A QUICK TAKE ON MY FAVORITE GAMES
 
Principles of Gamification Presentation
Principles of Gamification PresentationPrinciples of Gamification Presentation
Principles of Gamification Presentation
 
Requirement Engineering process on The Outer Worlds game
Requirement Engineering process on The Outer Worlds gameRequirement Engineering process on The Outer Worlds game
Requirement Engineering process on The Outer Worlds game
 
MoneyBall
MoneyBallMoneyBall
MoneyBall
 
Making a game "Just Right" through testing and play balancing
Making a game "Just Right" through testing and play balancingMaking a game "Just Right" through testing and play balancing
Making a game "Just Right" through testing and play balancing
 
Workshop södertörn jan 2014 intermittent version
Workshop södertörn jan 2014 intermittent versionWorkshop södertörn jan 2014 intermittent version
Workshop södertörn jan 2014 intermittent version
 
Beyond Gamification: designing the player journey
Beyond Gamification: designing the player journeyBeyond Gamification: designing the player journey
Beyond Gamification: designing the player journey
 
Game Analytics & Machine Learning
Game Analytics & Machine LearningGame Analytics & Machine Learning
Game Analytics & Machine Learning
 
Runners monetization
Runners monetizationRunners monetization
Runners monetization
 
Android Gaming Tips & Tricks - Mac Game Hack Tips
Android Gaming Tips & Tricks - Mac Game Hack TipsAndroid Gaming Tips & Tricks - Mac Game Hack Tips
Android Gaming Tips & Tricks - Mac Game Hack Tips
 
Skill Mapping
Skill MappingSkill Mapping
Skill Mapping
 
Gameplay design patterns presentation at dragon's lair, stockholm, sweden 201...
Gameplay design patterns presentation at dragon's lair, stockholm, sweden 201...Gameplay design patterns presentation at dragon's lair, stockholm, sweden 201...
Gameplay design patterns presentation at dragon's lair, stockholm, sweden 201...
 

Mehr von David Mullich

Mehr von David Mullich (19)

LAFS Game Mechanics - Information and Game Mechanics
LAFS Game Mechanics - Information and Game MechanicsLAFS Game Mechanics - Information and Game Mechanics
LAFS Game Mechanics - Information and Game Mechanics
 
LAFS Marketing and Monetization Lecture 6: Advertising and Publicity
LAFS Marketing and Monetization Lecture 6: Advertising and PublicityLAFS Marketing and Monetization Lecture 6: Advertising and Publicity
LAFS Marketing and Monetization Lecture 6: Advertising and Publicity
 
Game Fair
Game FairGame Fair
Game Fair
 
LAFS Marketing and Monetization Lecture 10: Business And Marketing Plans
LAFS Marketing and Monetization Lecture 10: Business And Marketing PlansLAFS Marketing and Monetization Lecture 10: Business And Marketing Plans
LAFS Marketing and Monetization Lecture 10: Business And Marketing Plans
 
LAFS Marketing and Monetization Lecture 9: Community Development And Management
LAFS Marketing and Monetization Lecture 9: Community Development And ManagementLAFS Marketing and Monetization Lecture 9: Community Development And Management
LAFS Marketing and Monetization Lecture 9: Community Development And Management
 
LAFS Marketing and Monetization Lecture 8: Monetization and Metrics
LAFS Marketing and Monetization Lecture 8: Monetization and MetricsLAFS Marketing and Monetization Lecture 8: Monetization and Metrics
LAFS Marketing and Monetization Lecture 8: Monetization and Metrics
 
LAFS Marketing and Monetization Lecture 7: Sales and Distribution
LAFS Marketing and Monetization Lecture 7: Sales and DistributionLAFS Marketing and Monetization Lecture 7: Sales and Distribution
LAFS Marketing and Monetization Lecture 7: Sales and Distribution
 
LAFS Marketing and Monetization Lecture 5: Marketing Materials
LAFS Marketing and Monetization Lecture 5: Marketing MaterialsLAFS Marketing and Monetization Lecture 5: Marketing Materials
LAFS Marketing and Monetization Lecture 5: Marketing Materials
 
LAFS Marketing and Monetization Lecture 4: Social Media
LAFS Marketing and Monetization Lecture 4: Social MediaLAFS Marketing and Monetization Lecture 4: Social Media
LAFS Marketing and Monetization Lecture 4: Social Media
 
LAFS Marketing and Monetization Lecture 3: Game Funding
LAFS Marketing and Monetization Lecture 3: Game FundingLAFS Marketing and Monetization Lecture 3: Game Funding
LAFS Marketing and Monetization Lecture 3: Game Funding
 
LAFS Marketing and Monetization Lecture 2: Game Publishing
LAFS Marketing and Monetization Lecture 2: Game PublishingLAFS Marketing and Monetization Lecture 2: Game Publishing
LAFS Marketing and Monetization Lecture 2: Game Publishing
 
LAFS Marketing and Monetization Lecture 1: Marketing Fundamentals
LAFS Marketing and Monetization Lecture 1: Marketing FundamentalsLAFS Marketing and Monetization Lecture 1: Marketing Fundamentals
LAFS Marketing and Monetization Lecture 1: Marketing Fundamentals
 
Game Production 1 Lecture
Game Production 1 LectureGame Production 1 Lecture
Game Production 1 Lecture
 
LAFS Game Design 10 - Fun and Accessability
LAFS Game Design 10 - Fun and AccessabilityLAFS Game Design 10 - Fun and Accessability
LAFS Game Design 10 - Fun and Accessability
 
LAFS Game Design 9 - Balancing
LAFS Game Design 9 - BalancingLAFS Game Design 9 - Balancing
LAFS Game Design 9 - Balancing
 
LAFS Game Design 8 - Playtesting
LAFS Game Design 8 - PlaytestingLAFS Game Design 8 - Playtesting
LAFS Game Design 8 - Playtesting
 
LAFS Game Design 7 - Prototyping
LAFS Game Design 7 - PrototypingLAFS Game Design 7 - Prototyping
LAFS Game Design 7 - Prototyping
 
LAFS Game Design 1 - Dynamic Elements
LAFS Game Design 1 - Dynamic ElementsLAFS Game Design 1 - Dynamic Elements
LAFS Game Design 1 - Dynamic Elements
 
LAFS Game Design 1 - Dramatic Elements
LAFS Game Design 1 - Dramatic ElementsLAFS Game Design 1 - Dramatic Elements
LAFS Game Design 1 - Dramatic Elements
 

Kürzlich hochgeladen

Jual Obat Aborsi Hongkong ( Asli No.1 ) 085657271886 Obat Penggugur Kandungan...
Jual Obat Aborsi Hongkong ( Asli No.1 ) 085657271886 Obat Penggugur Kandungan...Jual Obat Aborsi Hongkong ( Asli No.1 ) 085657271886 Obat Penggugur Kandungan...
Jual Obat Aborsi Hongkong ( Asli No.1 ) 085657271886 Obat Penggugur Kandungan...
ZurliaSoop
 
1029 - Danh muc Sach Giao Khoa 10 . pdf
1029 -  Danh muc Sach Giao Khoa 10 . pdf1029 -  Danh muc Sach Giao Khoa 10 . pdf
1029 - Danh muc Sach Giao Khoa 10 . pdf
QucHHunhnh
 

Kürzlich hochgeladen (20)

Application orientated numerical on hev.ppt
Application orientated numerical on hev.pptApplication orientated numerical on hev.ppt
Application orientated numerical on hev.ppt
 
Holdier Curriculum Vitae (April 2024).pdf
Holdier Curriculum Vitae (April 2024).pdfHoldier Curriculum Vitae (April 2024).pdf
Holdier Curriculum Vitae (April 2024).pdf
 
On National Teacher Day, meet the 2024-25 Kenan Fellows
On National Teacher Day, meet the 2024-25 Kenan FellowsOn National Teacher Day, meet the 2024-25 Kenan Fellows
On National Teacher Day, meet the 2024-25 Kenan Fellows
 
Python Notes for mca i year students osmania university.docx
Python Notes for mca i year students osmania university.docxPython Notes for mca i year students osmania university.docx
Python Notes for mca i year students osmania university.docx
 
Jual Obat Aborsi Hongkong ( Asli No.1 ) 085657271886 Obat Penggugur Kandungan...
Jual Obat Aborsi Hongkong ( Asli No.1 ) 085657271886 Obat Penggugur Kandungan...Jual Obat Aborsi Hongkong ( Asli No.1 ) 085657271886 Obat Penggugur Kandungan...
Jual Obat Aborsi Hongkong ( Asli No.1 ) 085657271886 Obat Penggugur Kandungan...
 
Micro-Scholarship, What it is, How can it help me.pdf
Micro-Scholarship, What it is, How can it help me.pdfMicro-Scholarship, What it is, How can it help me.pdf
Micro-Scholarship, What it is, How can it help me.pdf
 
Kodo Millet PPT made by Ghanshyam bairwa college of Agriculture kumher bhara...
Kodo Millet  PPT made by Ghanshyam bairwa college of Agriculture kumher bhara...Kodo Millet  PPT made by Ghanshyam bairwa college of Agriculture kumher bhara...
Kodo Millet PPT made by Ghanshyam bairwa college of Agriculture kumher bhara...
 
Asian American Pacific Islander Month DDSD 2024.pptx
Asian American Pacific Islander Month DDSD 2024.pptxAsian American Pacific Islander Month DDSD 2024.pptx
Asian American Pacific Islander Month DDSD 2024.pptx
 
Introduction to Nonprofit Accounting: The Basics
Introduction to Nonprofit Accounting: The BasicsIntroduction to Nonprofit Accounting: The Basics
Introduction to Nonprofit Accounting: The Basics
 
Unit-IV; Professional Sales Representative (PSR).pptx
Unit-IV; Professional Sales Representative (PSR).pptxUnit-IV; Professional Sales Representative (PSR).pptx
Unit-IV; Professional Sales Representative (PSR).pptx
 
Sociology 101 Demonstration of Learning Exhibit
Sociology 101 Demonstration of Learning ExhibitSociology 101 Demonstration of Learning Exhibit
Sociology 101 Demonstration of Learning Exhibit
 
1029 - Danh muc Sach Giao Khoa 10 . pdf
1029 -  Danh muc Sach Giao Khoa 10 . pdf1029 -  Danh muc Sach Giao Khoa 10 . pdf
1029 - Danh muc Sach Giao Khoa 10 . pdf
 
Making communications land - Are they received and understood as intended? we...
Making communications land - Are they received and understood as intended? we...Making communications land - Are they received and understood as intended? we...
Making communications land - Are they received and understood as intended? we...
 
Mehran University Newsletter Vol-X, Issue-I, 2024
Mehran University Newsletter Vol-X, Issue-I, 2024Mehran University Newsletter Vol-X, Issue-I, 2024
Mehran University Newsletter Vol-X, Issue-I, 2024
 
microwave assisted reaction. General introduction
microwave assisted reaction. General introductionmicrowave assisted reaction. General introduction
microwave assisted reaction. General introduction
 
psychiatric nursing HISTORY COLLECTION .docx
psychiatric  nursing HISTORY  COLLECTION  .docxpsychiatric  nursing HISTORY  COLLECTION  .docx
psychiatric nursing HISTORY COLLECTION .docx
 
Dyslexia AI Workshop for Slideshare.pptx
Dyslexia AI Workshop for Slideshare.pptxDyslexia AI Workshop for Slideshare.pptx
Dyslexia AI Workshop for Slideshare.pptx
 
Grant Readiness 101 TechSoup and Remy Consulting
Grant Readiness 101 TechSoup and Remy ConsultingGrant Readiness 101 TechSoup and Remy Consulting
Grant Readiness 101 TechSoup and Remy Consulting
 
Basic Civil Engineering first year Notes- Chapter 4 Building.pptx
Basic Civil Engineering first year Notes- Chapter 4 Building.pptxBasic Civil Engineering first year Notes- Chapter 4 Building.pptx
Basic Civil Engineering first year Notes- Chapter 4 Building.pptx
 
How to Give a Domain for a Field in Odoo 17
How to Give a Domain for a Field in Odoo 17How to Give a Domain for a Field in Odoo 17
How to Give a Domain for a Field in Odoo 17
 

LAFS Game Mechanics - Progression Mechanics

  • 1. Level 2 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
  • 5. Intrinsic Rewards Novelty The Five Domains Of Play Challenge Stimulation Harmony Threat
  • 7. Movement Limitations  Obstacles  Deadly Traps  Inaccessible Areas  Privileged Abilities  Budgeted Action Points
  • 8.
  • 9. What Are Progression Mechanics?
  • 10. Progression The ongoing procedures after the game’s set- up, leading to a desired resolution.
  • 11. Progression Mechanics Design Analysis: What are the progression mechanics in these two games?
  • 12. Difficulty  The amount of skill a player needs to achieve the game’s goals.
  • 14. Flow Flow is the mental state in which a person performing an activity is fully immersed in the game. Over time, game challenges increase as the player’s skills increase.
  • 15. Flow Most games tend to build up each level to a boss battle of some type to test if they are ready for more difficult challenges. When players pass this test, they progress through the game.
  • 16. Progression Systems Extra Credits: How Good Games Avoid Skinner Boxes
  • 17. What Was The Main Message Of This Video?
  • 18. 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
  • 19. Analyzing Progression Are your choke points appropriately difficult? Are users getting stuck on certain levels unexpectedly? Which levels are users having the most fun playing and repeating?
  • 20.
  • 21. Score The numerical representation of the player’s success in the game, often not only representing the success but also defining it.
  • 22. Score Design Considerations  Which actions or goals give points?  How many points are awarded?  Are points based on when they are achieved?  Can players reload saved games?  Are player scores hidden?  Are there tie breakers? Design Analysis: Score Characteristics
  • 23. Why Designers Use Scores  Progress Indicator  Supports Race Goal
  • 24. High Score Lists Give players the chance to rank themselves against other players who have previously played the game.
  • 25. High Score List Design Considerations  How many scores are saved?  How are handles supported?  How are ties displayed? Design Analysis: High Score Characteristics
  • 26. Why Designers Use High Score Lists  Replayability  Competition in Single-Player Games
  • 27. Levels Part of a game in which all player actions take place until a certain goal or end condition has been fulfilled.
  • 28. Level Design Considerations  How many levels in the game?  How do they relate to each other?  How are they different?  How are they completed?
  • 29. Why Designers Use Levels  Progress Indicator  Game World Boundary  Closure Point  Narrative Structure  Promotes Exploration  Balances Complexity and Difficulty
  • 30.
  • 31. Improved Abilities The player’s chance of succeeding with an action, or its calculated effect, is increased.
  • 32. Improved Abilities Design Considerations  What ability is improved?  How is it improved?  Is the chance to succeed improved?  Is the effect improved? Design Analysis: Improved Ability Characteristics
  • 33. New Abilities Gaining new abilities during gameplay.
  • 34. New Abilities Design Considerations  What ability is given?  Is the ability temporary?  What focus loci is it given to?  Can player choose the ability?  Does player have to give up a current ability? Design Analysis: New Ability Characteristics
  • 35. Why Designers Use New and Improved Abilities  Intrinsic Reward  Empowerment  Smooth Learning Curves  Varied Gameplay  Character and Team Development  Progression for Gain Competence Goal
  • 36.
  • 37. Gain Competence Gaining the ability to perform a certain action in a game.
  • 38. Why Designers Use Gain Competence Goals  Intrinsic Reward  Smooth Learning Curve  Varied Gameplay  Character Development
  • 39. Gain Competence Considerations  What is the action obtained?  How is the action obtained?  Is the action limited?
  • 40. Race A competition between players to be the first to reach a certain goal, often being the first to a certain location along an approved route.
  • 41. Race Considerations  Is this the single goal of the game?  Which game elements are racing?  How many players are competing?  Does each player start at the same time?  Are there movement limitations?  Do players’ know each other’s position?  Can players interfere with each other?  Are there chargers or pick-ups?  Are trailing players given advantages?  How is the end determined?  Is there a time limit?
  • 42. Why Designers Use Race Goals  Conflict and Competition  Supports Delivery, Stealth and Rescue Goals  Prevents Eliminate and other goals
  • 43. Choose one of the following games to play: GAIN COMPETANCY  Eno (2-5p, 60m)  Power Grid:First Sparks (2-6p, 60m)  Thunderstone (2-5p, 45m) RACE  Around World 80 Days (3-6p, 50-70m)  Aton (2p, 30m)  Ave Ceasar (3-6p, 30-60m)  Can’t Stop (2-4p, 30-40m)  Citadels (2-7p, 20-60m)  Hey, That’s My Fish! (2-4p, 20m)  Snowtails (2-5p, 45m)
  • 44.
  • 45. Pick-Ups Game elements that exist in the game world and can be collected by the player, usually by moving an Avatar or Units in contact with the Pick-Up.
  • 46. Pick-Up Design Considerations  What does it do?  Where is it located?  How is it produced?  How limited is it? Design Analysis: Pick-Up Characteristics
  • 47. Why Designers Use Pick-Ups  Progression for Collecting Goals  Promotes Maneuvering and Races to Get Tool  Resources for Actions
  • 48. Tools A type of pick-up that grants privileged abilities for as long as the pick-up is possessed by a player or focus loci.
  • 49. Tool Design Considerations  What new, improved or privileged abilities does it give?  What avatars or units can use it?  What skills/resources are required to use it?  Can it be combined with other tools? Design Analysis: Tool Characteristics
  • 50. Why Designers Use Tools  New, Improved and Privileged Abilities  Progression for Gain Competence Goals  Balances Players, Avatars and Units
  • 51. Power-Ups Game elements that give limited-time advantages to the player that picks them up.
  • 52. Power-Up Design Considerations  What advantage does it give?  How long does its effect last?  Where is it located?  How is it produced?  Can players trade it? Design Analysis: Power-Ups Characteristics
  • 53. Why Designers Use Power-Ups  New, Improved and Privileged Abilities  Empowerment  Tension  Promotes Strategic Locations  Balances Skills  Promotes Races and Competition to Get Power-Up  Supports Collecting, Maneuvering, Gain Ownership and Gain Competence Goals
  • 54. How Are Tools and Power-Ups Different?
  • 55. Controllers Game elements fixed in particular locations in the game world that allow player to perform actions that would not otherwise be possible.
  • 56. Controller Design Considerations  What privileged abilities does it allow?  Who can use it?  What skills/resources/tools /extended actions are required to use it?  Is it part of a large machine or system? Design Analysis: Controller Characteristics
  • 57. Why Designers Use Controllers  Obstacle  Level Completion
  • 58. Chargers Locations in the game world that affect the player’s resources when they are on the location.
  • 59. Charger Design Considerations  What resources or improved/new/privil eged abilities does it provide?  Where is it located?  How long does it take to charge? Design Analysis: Charger Characteristics
  • 60. Why Designers Use Chargers  Resource Generator for fueling Actions  Supports Gain Competence, Traverse and Race Goals
  • 61. How Are Controllers and Chargers Different?
  • 62. Group Quest Design an analog game prototype using mechanics supporting one of the following goals:  Gain Competence  Race
  • 63. Research and use the LMS to report on games using progression tracking elements discussed in class.

Hinweis der Redaktion

  1. The mechanics that directly lead to the game’s successful resolution.
  2. EXAMPLE: CANDYLAND EXAMPLE: TETRIS
  3. Progression Systems don’t have to be Skinner Boxes as long as they are part of the experience and not just tacked on.
  4. 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
  5. EXAMPLE: PAC-MAN provides three different ways to earn points: eating pills, capturing ghosts or collecting bonus objects. Having a score value for EACH PLAYER allows them to easily determine the LEADER or WINNER in a game.
  6. DIFFERENT WAYS to Earn Score promotes different TACTICS and allows for STIMULATED PLANNING, VARIED GAMPLAY and REPLAYABILITY. Reaching a Pick-Up first,, completing a Dexterity or Time Based Action. More complex Score calculation might include Resource Management HOW MANY WHEN: You may want to give DIFFERENT POINTS for the SAME ACHIEVEMENTS based on WHEN in the game they are achieved to ensure FLOW. RELOAD: May make scores irrelevant, as players repeat parts of game until they achieve a score they are happy with. HIDDEN: If KNOWN, give rise to DYNAMIC ALLIANCE in which players work together to DEFEAT THE LEADER but can lead to ANALYSIS PARALYSIS. If HIDDEN, provide TENSION and SURPRISE about who Is the leader. TIE BREAKERS: Require Procedures for breaking ties.
  7. GOALS: Race (first player to reach a certain score). Also Gain Information and Collection. TRANS-GAME INFORMATION (comparing scores of different games) EXTRA-GAME CONSEQUENCES (Tournaments and High Score Lists)
  8. EXAMPLE: The first game to have High Score Lists was ASTEROIDS. META GAMING: Trans-Game Information allows for PLAYER DEFINED GOALS of ranking themselves against previous achievements and gaining GAME MASTERY.
  9. HOW MANY: HANDLES: Allow players to IDENTIFY with their own scores and know that other players will RECOGNIZE them, promoting SOCIAL STATUS. TIES: Unless there are TIE BREAKERS, need to show that players with TIED RESULTS are EQUALS.
  10. REPLAYABILY: Goal of performing better than in the previous game.
  11. Levels may vary by content and/or aesthetics. EXAMPLES: MARBLE MADNESS has different routes, obstacles and color schemes. EXAMPLE: ASTEROIDS has faster and more numerous asteroids.
  12. HOW MANY RELATE: Should all adhere to the same CONSISTENT REALITY LOGIC but some LOCAL VARIATION. DIFFERENCES: Themes, End Conditions, Primary Activities, Goals, allowing for VARIED GAMEPLAY. COMPLETION: Typically TRAVERSE to a GOAL POINT, such as a CONTROLLER or BOSS MONSTER .
  13. Players can PROGRESS in games when the chances of effect of actions are improved. Note that this does NOT have to do with the physical or mental abilities of PLAYERS. EXAMPLE: SKYRIM gives improved abilities to character classes when they LEVEL UP.. EXAMPLE: Racing games have POWER-UPS and CHARGERS.
  14. WHAT: HOW: CHARGERS or POWER-UPS with TIME LIMITS. TOOLS give PERMANENT improvements as long as they are carried. Balanced by LIMITED RESOURCES. CHANCE TO SUCCEED/EFFECT IMPROVEMENTS
  15. Additional actions players can perform AFTER they have STARTED playing. Difference between IMPROVED ABILITIES is more SCALE or PERSPECTIVE. EXAMPLE: Role-playing games give new abilities to character classes when they LEVEL UP.. EXAMPLE: Strategy games provide new units with new abilities.
  16. WHAT: Does it affect the same parts of the GAME STATE as existing Abilities? How does the Ability fit into the ALTERNATE REALITY? Does it give PRIVILEGED ABILITIES? TEMPORARY: CHARGERS or POWER-UPS with TIME LIMITS. FOCUS LOCI: AVATARS are like PLAYERS, unless it is LOST with LIFE. UNITS can be made MORE VALUABLE and allows for UNIT DIFFERENTIATION. CHOOSE: If Player can choose, gives FREEDOM OF CHOICE and makes PLANNED CHARACTER DEVELOPMENT possible. GIVE UP: ABILITY LOSS forcing player to choose RISK/REWARD, .
  17. INTRINSIC REWARD: EWPOSERMENT: PERCEIVED CHANCE TO SUCCEED and ILLUSION OF INFLUENCE Also Gain Ownership Goals Balances Avatars, Skills, Competence Areas COMPETENCE AREAS. Form of CHARACTER DEVELOPMENT and TEAM DEVELOPMENT. Balances Characters, Units and Team Members
  18. Either by enabling a Game Element to perform an action or by gaining control of a game element that can perform that action, NOT for a Player to perform an action skillfully. EXAMPLE: QUAKE goals that are linked to acquiring weapons. EXAMPLE: SKYRIM ability to cast Spells. : .
  19. Promote Tactics Supports Gain Ownership, Overcome, Race
  20. WHAT: HOW: Through PRIVILEDGED or NEW ABILITIES through pick-ups or leveling up. LIMITED: Is there a time limit or number of uses? Used to BALANCE the Competency.
  21. EXAMPLE: Candy Land, first to reach CANDY CASTLE. EXAMPLE: PIG, the first person to get a specified number of points. EXAMPLE: GOLF is a form of RACE, with time measured by FEWEST STROKES. .
  22. SINGLE GOAL: High-Level Goal requiring the use of underlying goals: TRAVERSE. WHICH ELEMENTS: HOW MANY: START: Starting conditions and goals should be equivalent for all players, otherwise BALANCING with HANDICAPS? MOVEMENT LIMITATIONS: Balancing DIFFICULTY POSTIION: Affects feeling of PARTICIPATION and TENSION. PROGRESS INDICATORS show progress in meeting GOAL, STATUS INDICATORS used for CONTINUOUS GOALS. INTERFERENCE: Promotes MANEUVERING CHARGERS and PICK-UPS: Forces RISK/REWARD Decisions and STRATEGIC KNOWLEDGE TRAILING PLAYER ADVANTAGES: Balancing with HANDICAPS END: 1) Completion of GOAL (Traverse). 2) TIME LIMITS make it a matter of DISTANCE rather than SPEED. If TWO OR MORE Win, is there a TIEBREAKER? TIME LIMIT: it can be applied to almost any type of game by introducing TIME as a determining factor of the OUTCOME.
  23. USE: - Affect Avatar/Units Attributes (Cut-Off Limits or Diminishing Returns for Balance) - Gain advantages in actions against opponents - Increase chances of winning - Several uses: Trade-Offs LOCATION: Design of pick-up is linked to design of resource location. Fixed (Strategic)/Random? PRODUCTION? Used once? Renewable Resource? Fixed//Random? Tied to a Resource Generator? LIMITED?
  24. Risk/Reward Decisions Promotes Strategic Locations Promotes Gain Ownership and Delivery Goals.
  25. Tools and the game elements that use them are separate entities, and they can exist independently of each others, so that they can be picked up, dropped, destroyed, traded, etc. USES: IMPROVED and NEW ABILITIES, REWARDS
  26. ABILITIES: Modify Aim & Shoot? Allow Controllers to be Used? Exploit Enemy’s Achilles Heel? AVATARS/UNITS: SKILL/RESOURCES: How many can be carried? How many times used? COMBINED: Increases DIFFICULTY and COMPLEXITY
  27. EMPOWERMENT: ILLUSION OF INFLUENCE and PERCEIVED CHANCE TO SUCCEED REWARDS SUPPORTS GAIN OWNERSHIP AND COLLECTING GOALS
  28. Power-ups are a type of Pick-Up. PAC-MAN: Power pill in Pac-Man allows Pac-Man to hunt ghosts for a limited amount of time. QUAKE: Quad damage in Quake quadruples the amount of damage caused by player’s weapons for a limtied amount of time.
  29. ADVANTAGE: The main difference is that Power-Ups give the player’s NEW ABILITIES OR PRIVILEDGE ABILITIES. They can IMPROVE ABILITIES such ass raising Skills. TIME EFFECT: Can increase TENSION if the usefulness depends on other goals, such as locating and avoiding enemies first. LOCATION: Design of pick-up is linked to design of resource location. Fixed (Strategic)/Random? They give an advantage without a disadvantage, so BALANCING is most of an issue than with Pick-Ups PRODUCTION: Used once? Renewable Resource? Fixed//Random? Tied to a Resource Generator? TRADING: Trading BALANCES power-ups.
  30. Tools effects last for as long as you possess them, but Power-Ups last for a limited amount of time.
  31. ABILITIES: WHO: Generally any Avatar or Unit REQUIREMENTS: Do they need constant activation of a player? Balances its uss. SYSTEM: Outside the usual reach of an Avatar’s or Unit’s actions.
  32. Resource Location Strategic Location Area Control Ultra-Powerful Event Supports Gain Ownership Goals
  33. Allows Players to get ABILITIES or RENEWABLE RESOURCES. It can also been seen as a POWER-UP that gives PRIVILEGED ABILITIES EXAMPLE: Speed booster in Super Monkey Ball II: Monkey Race. EXAMPLE: Medicine cabinets and ammunition boxes in Battlefield 1942
  34. PROVIDES: Some may also supply Privileged Abilities. LOCATION: Balanced by OUTSTANDING FEATURES RECHARGE TIME: RISK/REWARD TRADEOFF because FREEDOM OF CHOICE is limited for MOVEMENT.
  35. They are both RESOURCE LOCATIONS and RESOURCE GENERATORS but do not produce any resources unless PLAYER IS IN AREA. Balance Complexity Risk/Reward Decisions Supports Resource Gathering, Gain Competence, Traverse, and Gain Ownership Goals
  36. Controllers allow player to perform a privledged action at that location. Chargers give player resources or abilities they can use away from the location.