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Level 4
David Mullich
Game Mechanics
The Los Angeles Film School
Tactics vs. Strategy
Objects
 Units
 Enemies
 Bosses
 Strategic Locations
Actions
 Combat
 Aim & Shoot
 Dexterity-Based Actions
Action Control
 Limited Set of Actions
 Decreased Abilities
 Ability Losses
 Asymmetric Abilities
Goals
 Overcome
 Evade
Boss Battle Time!
There will now be a test on Levels 1-3!
What Are Resources?
Resources
Objects used by players to enable actions in
the game.
Resources Design Considerations
 Actions Fueled
 Consumption/Conver
sion
 Resource Production
 Player Resource
Distribution
 Resource Storage
 Resource Control
Design Analysis: Resources
How Resources Are Produced
 Starting Items
 Collection
 Conversion
 Rewards
Design Analysis: Resource Production
How Resources Are Consumed
 Actions
 Construction
 Conversion
 Destruction
Design Analysis: Resource Concumption
Are Houses And Hotels A Resource?
Is Energy In Role-Playing Games A
Resource?
Energy Systems
Extra Credits: Playtime-limiting systems often found in social games
What Was The Main Message Of This
Video?
Bad Uses Of Energy Systems
 Habituation
 Content Restrictions
 Monetization
Better Use Of Resources
 Measure Progress
 Create Strategic Areas
 Support Ownership, Collecting, Area
Control, and Exploration (with Hidden
Resources) Goals
 Balance Players, Units, Construction, Area
Control, Game World
 Resource Management
Resource Management
When the players have to plan, manage and
control resources within the game in order to
reach the game’s goals.
Resource Management Design
Considerations
 Resource
Limitations
 Resource
Renewability
 Risk/Reward
Tradeoffs
Why Designers Use Resource
Management
 Cognitive Immersion
 Strategic Planning
 Risk/Rewards
 Freedom of Choice
 Balances Complexity
Producer-Consumer
Determines the lifetime of game objects, usually
resources, and thus governs the flow of
gameplay.
Producer-Consumer Design
Considerations
 Object Production
 Object Consumption
 Player Control of
Production and/or
Consumption
 Producer-Consumer
Chains
 Container Limits
Why Designers Use Producer-
Consumers
 Resource Management
 Varied Gameplay
 Balancing Complexity, Resources, Units
Warning! Lengthy could conflict with
 Predictable Consequences
 Illusion of Influence
Ownership
Dictates which and how players have access
to resources and other game elements.
Ownership Design Considerations
 Attainment
 Benefits/Penalties
 Player Sharing
 Permanent
 Beyond Game
Ownership
Design Analysis: Ownership
Why Designers Use Ownership
 Rewards
 Balances Resources, Strategic Locations,
Units, Resource Management, Conflict
 Support Goals of Gain Ownership,
Capture, Rescue, Collection, Area Control
 Emotional Immersion
Construction
Introduction new game objects that are
presented as intentional constructions in the
game world.
Construction Design Considerations
 Objects Produced
 How Produced
 Resources/Skills Needed
 Chance For Success
 Design Variations
Why Game Designers Use
Construction
 Sensory-Motor Immersion
 Gain Ownership
 Investments
 Creative Control
Constructive Play
Based on putting game elements together to
construct new kinds of game element configurations,
which might have different emergent characteristics.
Constructive Play Design
Considerations
 Construction
Complexity
 Dynamic Systems
Design Analysis: Constructive Play
Why Designers Use Constructive Play
 Cognitive Immersion
 Player Defined Goals
 Experimenting
 Player-Constructed Worlds
Transfer of Control
When the influence over a game element is
passed from one player to another.
Transfer of Control Design
Considerations
 Objects Transferred
 Resources
 Tools
 Units
 Can objects be
uncontrolled?
 Do players focus on
owning few or many?
 Is control based on
collaboration or conflict?
 Is transfer of control total
or not?
Design Analysis: Transfer of Control
Why Designers Use Transfer of
Control
 Ownership
 Emotional Immersion
 Privileged Abilities
 Strategic Knowledge
 Varied Gameplay
 Collaborative Actions
 Balance Resources, Tools, Units
 Support of Goals Gain Ownership, Collection,
Area Control, Capture
Extended Actions
Actions that take so long to complete that they
require players to miss opportunities to perform
other actions in order to complete them.
Examples of Extended Actions
Player
 Dexterity-Based Actions
 Combo Actions
Non-Player
 Resource Generators
 Chargers
Extended Actions Design
Considerations
 Focus Loci Performing Action
 Action Time Length
 Is It Interruptible?
 Time To Take Full Effect
Why Designers Use Extended Actions
 Delayed Actions and Effects
 Attention Swapping
 Risk/Reward
 Balances
 Resource Generators
 Chargers
 Privileged Abilities
 Collaborative Actions
Warning! Can cause Downtime!
Interruptible Actions
Actions that can be interrupted before they
affect the game state.
Turn-Based vs. Real-Time Games
Turn-Based
 Changes to Turn-Taking Sequences
Real-Time
 Extended Actions with Delayed Effects
Interruptible Actions Design
Considerations
 What action can be interrupted?
 Who can interrupt it?
 How is it interrupted?
 How delayed is the effect?
Why Designers Use Interrupting
Actions
 Attention Swapping
 Balancing
 Irreversible Actions (e.g., Blocking)
 Combos
Gain Ownership
The goal to gain ownership of a game
element.
Ways To Gain Ownership
 Game Start
 Rewards
 Pick Up
 Capture
 Construction
 Trading
Gain Ownership Design
Considerations
 How is ownership achieved?
 What does ownership provide?
 Is it destroyed when taken?
 Is owner known?
 Can ownership be changed or shared?
 Is it linked to a movable or non-moveable
game object?
Why Designers Use Gain Ownership
Goals
 Conflict
 Transfer of Control
 Resources for Resource Management
 Progress for Collection Goals
 Balances:
 Ownership
 Enemies
Collection
The completion of several goals that together
form a coherent unit.
Collectible Design Considerations
 What is to be collected?
 How varied can collected items be?
 Is the collection a subgoal of another
collection?
Why Designers Use Collection Goals
 Quests
 Transfer of Control
 End Goal
Choose one of the following games to play:
 Dragon’s Gold (3-6p, 30m)
 Drive (2-4p, 30m)
 For Sale (3-6p, 20-30m)
 High Society (3-5p, 30-45m)
 Medici (3-6p, 45m)
 Priests of Ra (2-5p, 60m)
 Qwirkle (2-4p, 30-45m)
 San Juan (2-4p, 45-60m)
 *Settlers of Catan (3-4p, 60m)
 Thief of Baghdad (2-4p, 45m) (Collection)
 Ticket to Ride Europe (2-5p, 30-60m)
 Zooloretto (2-5p, 45m)
Group Quest
Design an analog game prototype using
mechanics supporting one of the following goals:
 Gain Ownership
 Collection
Investment
Committing resources for a certain amount of
time to something in order to reap the rewards
later.
Investment Design Considerations
 Resources
Invested
 Rewards
Produced
 Maturation
TIme
 Ratio of
Investment-to-
Rewards
 Reward
Randomness
Design Analysis: Investments
Why Designers Use Investment
 Strategic Planning
 Delayed Effects
 Balances Resources, Skills
Diminishing Returns
The returns for similar investments decrease
as the player progresses in the game.
Diminishing Rewards Design
Considerations
 Diminishment
Rate
Why Designers Use Diminishing
Returns
 Balancing Character Development
 Limit Effectiveness of Renewable
Resources
 Promote Varied Gameplay
 Create Tension through Interferable Actions
 Prevent Analysis Paralysis (Real-Time
Games)
Design an Investment mechanic with
diminishing returns on the LMS.
LAFS Game Mechanics - Resource Management Mechanics

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LAFS Game Mechanics - Resource Management Mechanics

  • 1. Level 4 David Mullich Game Mechanics The Los Angeles Film School
  • 2.
  • 4. Objects  Units  Enemies  Bosses  Strategic Locations
  • 5. Actions  Combat  Aim & Shoot  Dexterity-Based Actions
  • 6. Action Control  Limited Set of Actions  Decreased Abilities  Ability Losses  Asymmetric Abilities
  • 8. Boss Battle Time! There will now be a test on Levels 1-3!
  • 9.
  • 11. Resources Objects used by players to enable actions in the game.
  • 12. Resources Design Considerations  Actions Fueled  Consumption/Conver sion  Resource Production  Player Resource Distribution  Resource Storage  Resource Control Design Analysis: Resources
  • 13. How Resources Are Produced  Starting Items  Collection  Conversion  Rewards Design Analysis: Resource Production
  • 14. How Resources Are Consumed  Actions  Construction  Conversion  Destruction Design Analysis: Resource Concumption
  • 15. Are Houses And Hotels A Resource?
  • 16. Is Energy In Role-Playing Games A Resource?
  • 17. Energy Systems Extra Credits: Playtime-limiting systems often found in social games
  • 18. What Was The Main Message Of This Video?
  • 19. Bad Uses Of Energy Systems  Habituation  Content Restrictions  Monetization
  • 20. Better Use Of Resources  Measure Progress  Create Strategic Areas  Support Ownership, Collecting, Area Control, and Exploration (with Hidden Resources) Goals  Balance Players, Units, Construction, Area Control, Game World  Resource Management
  • 21. Resource Management When the players have to plan, manage and control resources within the game in order to reach the game’s goals.
  • 22. Resource Management Design Considerations  Resource Limitations  Resource Renewability  Risk/Reward Tradeoffs
  • 23. Why Designers Use Resource Management  Cognitive Immersion  Strategic Planning  Risk/Rewards  Freedom of Choice  Balances Complexity
  • 24.
  • 25. Producer-Consumer Determines the lifetime of game objects, usually resources, and thus governs the flow of gameplay.
  • 26. Producer-Consumer Design Considerations  Object Production  Object Consumption  Player Control of Production and/or Consumption  Producer-Consumer Chains  Container Limits
  • 27. Why Designers Use Producer- Consumers  Resource Management  Varied Gameplay  Balancing Complexity, Resources, Units Warning! Lengthy could conflict with  Predictable Consequences  Illusion of Influence
  • 28. Ownership Dictates which and how players have access to resources and other game elements.
  • 29. Ownership Design Considerations  Attainment  Benefits/Penalties  Player Sharing  Permanent  Beyond Game Ownership Design Analysis: Ownership
  • 30. Why Designers Use Ownership  Rewards  Balances Resources, Strategic Locations, Units, Resource Management, Conflict  Support Goals of Gain Ownership, Capture, Rescue, Collection, Area Control  Emotional Immersion
  • 31.
  • 32. Construction Introduction new game objects that are presented as intentional constructions in the game world.
  • 33. Construction Design Considerations  Objects Produced  How Produced  Resources/Skills Needed  Chance For Success  Design Variations
  • 34. Why Game Designers Use Construction  Sensory-Motor Immersion  Gain Ownership  Investments  Creative Control
  • 35. Constructive Play Based on putting game elements together to construct new kinds of game element configurations, which might have different emergent characteristics.
  • 36. Constructive Play Design Considerations  Construction Complexity  Dynamic Systems Design Analysis: Constructive Play
  • 37. Why Designers Use Constructive Play  Cognitive Immersion  Player Defined Goals  Experimenting  Player-Constructed Worlds
  • 38.
  • 39. Transfer of Control When the influence over a game element is passed from one player to another.
  • 40. Transfer of Control Design Considerations  Objects Transferred  Resources  Tools  Units  Can objects be uncontrolled?  Do players focus on owning few or many?  Is control based on collaboration or conflict?  Is transfer of control total or not? Design Analysis: Transfer of Control
  • 41. Why Designers Use Transfer of Control  Ownership  Emotional Immersion  Privileged Abilities  Strategic Knowledge  Varied Gameplay  Collaborative Actions  Balance Resources, Tools, Units  Support of Goals Gain Ownership, Collection, Area Control, Capture
  • 42. Extended Actions Actions that take so long to complete that they require players to miss opportunities to perform other actions in order to complete them.
  • 43. Examples of Extended Actions Player  Dexterity-Based Actions  Combo Actions Non-Player  Resource Generators  Chargers
  • 44. Extended Actions Design Considerations  Focus Loci Performing Action  Action Time Length  Is It Interruptible?  Time To Take Full Effect
  • 45. Why Designers Use Extended Actions  Delayed Actions and Effects  Attention Swapping  Risk/Reward  Balances  Resource Generators  Chargers  Privileged Abilities  Collaborative Actions Warning! Can cause Downtime!
  • 46. Interruptible Actions Actions that can be interrupted before they affect the game state.
  • 47. Turn-Based vs. Real-Time Games Turn-Based  Changes to Turn-Taking Sequences Real-Time  Extended Actions with Delayed Effects
  • 48. Interruptible Actions Design Considerations  What action can be interrupted?  Who can interrupt it?  How is it interrupted?  How delayed is the effect?
  • 49. Why Designers Use Interrupting Actions  Attention Swapping  Balancing  Irreversible Actions (e.g., Blocking)  Combos
  • 50.
  • 51. Gain Ownership The goal to gain ownership of a game element.
  • 52. Ways To Gain Ownership  Game Start  Rewards  Pick Up  Capture  Construction  Trading
  • 53. Gain Ownership Design Considerations  How is ownership achieved?  What does ownership provide?  Is it destroyed when taken?  Is owner known?  Can ownership be changed or shared?  Is it linked to a movable or non-moveable game object?
  • 54. Why Designers Use Gain Ownership Goals  Conflict  Transfer of Control  Resources for Resource Management  Progress for Collection Goals  Balances:  Ownership  Enemies
  • 55. Collection The completion of several goals that together form a coherent unit.
  • 56. Collectible Design Considerations  What is to be collected?  How varied can collected items be?  Is the collection a subgoal of another collection?
  • 57. Why Designers Use Collection Goals  Quests  Transfer of Control  End Goal
  • 58. Choose one of the following games to play:  Dragon’s Gold (3-6p, 30m)  Drive (2-4p, 30m)  For Sale (3-6p, 20-30m)  High Society (3-5p, 30-45m)  Medici (3-6p, 45m)  Priests of Ra (2-5p, 60m)  Qwirkle (2-4p, 30-45m)  San Juan (2-4p, 45-60m)  *Settlers of Catan (3-4p, 60m)  Thief of Baghdad (2-4p, 45m) (Collection)  Ticket to Ride Europe (2-5p, 30-60m)  Zooloretto (2-5p, 45m)
  • 59. Group Quest Design an analog game prototype using mechanics supporting one of the following goals:  Gain Ownership  Collection
  • 60.
  • 61. Investment Committing resources for a certain amount of time to something in order to reap the rewards later.
  • 62. Investment Design Considerations  Resources Invested  Rewards Produced  Maturation TIme  Ratio of Investment-to- Rewards  Reward Randomness Design Analysis: Investments
  • 63. Why Designers Use Investment  Strategic Planning  Delayed Effects  Balances Resources, Skills
  • 64. Diminishing Returns The returns for similar investments decrease as the player progresses in the game.
  • 66. Why Designers Use Diminishing Returns  Balancing Character Development  Limit Effectiveness of Renewable Resources  Promote Varied Gameplay  Create Tension through Interferable Actions  Prevent Analysis Paralysis (Real-Time Games)
  • 67. Design an Investment mechanic with diminishing returns on the LMS.

Editor's Notes

  1. Governs the RESOURCE FLOWS within the game.
  2. They are the representation of a COMMODITY that is used in the game to FUND ACTION or is DEPLETED by OTHER PLAYER”S ACTIONS. EXAMPLES: Money, Properties, Houses, Hotels, Dice (Movement Points) in MONOPOLY. EXAMPLES: Health, Ammo, Armor in FIRST-PERSON SHOOTERS EXAMPLES: SCORE, UNITS, CLUES, TIME LIMITS, ACTION POINTS, TURNS
  3. CONSUMABLE: CONVERTIBLE: Promotes STRATEGIC KNOWLEDGE SYMMETRICALLY DISTRIBUTED: PLAYER BALANCE ASSYMETRICALLY DISTRIBUTED: HANDICAPS STORAGE: Does Player need a CONTAINER? Is there a MAXIMUM NUMBER?
  4. DESTROYED through DAMAGE.
  5. No, they don’t fuel actions. They are an attribute of properties, used as a wider faucet deeper in the game.
  6. Yes!
  7. Energy Systrms used wrong. Get you into using them daily, through a compulsion to take the most logical path.
  8. Scoring Risk/Rewards Strategic Planning and Knowledge
  9. EXAMPLE: Almost all STRATEGY GAMES have a Resource component. EXAMPLE: Professional sports teams like FOOTBALL have high-level RESOURCE MANAGEMENT for managing Team Composition. In Team-Oriented MULTIPLAYER GAMES, PLAYERS are a RESOURCE.
  10. LIMITED: Determines DIFFICULTY RENEWABLE: Determines LEVEL OF COMPLEXITY NON-RENEWABLE: Promotes STIMULATED PLANNING go get it from the GAME WORLD, RESOURCE GENERATORS, or CHARGERS. RISK/REWARDS: TRADEOFFS make Resource Management interesting.
  11. Supports Gain Ownership Goals
  12. Governs the RESOURCE FLOWS within the game.
  13. EXAMPLE: In ASTEROIDS: Rocks are PRODUCED BY LEVEL and CONSUMED BY SHOOTING. EXAMPLE: In CIVILZATIION, Units are PRODUCED IN CITIES and CONSUMED IN BATTLE. Games usually have overlapping and interconnected Producer-Consumers.
  14. CONTROL: Promotes VARIED GAMEPLAY and ILLUSION OF INFLUENCE. LAYERED: Determines LEVEL OF COMPLEXITY.
  15. Can also apply to Goals, Information and Player-to-Player Relationships. EXAMPLE: In CHESS, COLOR determines ownership of PIECES, and Pieces determine ownership of BOARD GRIDS. EXAMPLE: In SETTLERS OF CATAN, players have ownership of RESOURCES, which can be used to build ROADS and buy special development CARDS. USE: Provide GOALS for Players, RESOURCES for Actions, PRIVILEGED ABILITIES through Tools.
  16. ATTAIN: CONFER: SHARE: Used through NEGOTIATION or INDIRECT CONTROL? PERMANENT: Often used in games with NON-RENEWABLE RESOURCES. BEYOND: META-GAMING (TRADING) or EXTRA-GAME CONSEQUENCES (BETTING)
  17. EMOTIONAL IMMERSION: especially if elements produced were under PLAYER CONTROL. TENSION: If Loss of Ownership is a Threat, TENSION. GAIN OWNERSHIP, CAPTURE, GUARD, RESCUE all involve TRANSFER OF CONTROL. MUTUAL GOALS
  18. Objects can be introduced through PLAYER ATIONS, but when perceived as ORGANIZING THE ENVIRONMENT, it can be framed as CONSTRUCTION. EXAMPLE: Building villages and towns in SETTLERS OF CATAN. EXAMPLE: Building houses and decorating them in THE SIMS. ALLOWS: NEW Objects as the result of PRODUCERS rather than SPAWNING, CONSTRUCTIVE PLAY, and often, SURPRISES. .
  19. OBJECTS HOW RESOURCES: CHANCE: Linking to a SKILL encourages Construction as a COMPETENCE AREA. VARIATIONS: Large variations give FREEDOM OF CHOICE and CREATIVE CONTROL to EXPERIMENT and select PLAYER DEFINED GOALS.
  20. Competence Areas Freedom of Choice
  21. When game Actions allow players to construct COMPOUND GAME ELEMNTS or to SET THEIR OWN GOALS. EXAMPLE: THE INCREDIBLE MACHINE is based on putting together dynamic elements to SOLVE PUZZLES. EXAMPLE: MOUSE TRAP CREATED BY: CONSTRUCTION Actions, Requiring TEAM PLAY, supporting COOPERATION and COLLABORATIVE actions, giving Players CREATIVE CONTROL.
  22. COMPLEXITY: RIGHT LEVEL OF COMPLEXITY to support non-obvious Constructions. (example: LEGOS). DYNAMIC: Allows COGNITIVE IMMERSION, since Player cannot predict outcome without EXPERIMENTATION. ASSYMETRIC ABILITIES help create dynamic systems.
  23. SENSORY-MOTORIC IMMERSION (if elements are physical) EXAMPLE: SIM CITY: Players engage in Constructive Play even in defining their own goals.
  24. Provides player with goal of changing ownership states of game elements. EXAMPLE: Trading in the game SETTLERS OF CATAAN. .
  25. UNCONTROLLED: Not owned by any Players due to PENALTIES or controlled by the GAME itself. FEW: When there is GEOMETRIC REWARDS FOR INVESTMENT. MANY: When there is PRIVILEGED ABILITIES, DIMINISHING RETURNS, or COLLECTIONS. COLLABORATION: where there is NEGOTIATIONS such as TRADING or BIDDING (and perhaps BETTING). CONFLICT: Where there are OVERCOME and CAPTURE Goals, usually through COMBAT. NON-TOTAL: COLLABORATIVE ACTIONS or DISTRIBUTED REOURCES.
  26. A form of INVESTMENTS. Require players to make choices between completing actions and abandoning them to take other actions. EXAMPLE: Taking PHOTOS in AMERICA’S ARMY takes a period of time, and leaves Player vulnerable to getting killed. EXAMPLE: Production of Units in AGE OF EMPIRE takes time. FOUND IN: COMBOS, AIM & SHOOT .
  27. ONE FOCUS LOCI: DOWNTIME. MULTIPLE FOCUS LOCI: ATTENTION SWAPPING and can lead to GAME MASTERY. NOT-INTERRUPTABLE: ULTRA-POWERFUL EVENTS and IRREVERSIBLE ACTIONS INTERRUPTABLE: CONTINUOUS GOALS. Also allows for BALANCING IMMEDIATE: Have increased effect until completion. ADDITIONAL THRESHOLDS: HOVERING CLOSURES and PERCIEVED MARGINS. Can be COLLABORATIVE ACTIONS.
  28. OTHER USES: Irreversible Actions Ultra-Powerful Events Investments Tension Strategic Planning Balacning Game Mastery PROMOTES:: Requiring Players to commit to action but making continued use easy: STIMULATED PLANNING and BALANCING EFFECTS if more powerful actions require more preparation and resources. Encouraging Players to use actions continuously for additional effects: Increased FREEDOM OF CHOICE by additional ways of using action and making using for a while very valuable. Requiring commitment of Players for a period of time: STIMULATED PLANNING and BALANCING EFFECTS, but TENSION if actions are interruptible. (Example: AREA OF CONTROL).
  29. EXAMPLE: Many fighting games allow players to block and opponent’s attack, making the actions interruptible. EXAMPLE: ROBO-RALLY, programmed robot paths and be interrupted by other robots. .
  30. TURN-BASED GAMES: TURN-TAKING sequences described by the rules.
  31. UPRIVILEGED ACTION: Most commonly found in CARD GAMES. DELAYED EFFECT: Time can be adjusted for GAME BALANCING.
  32. ATTENTION SWAPPING: With many Focus Loci, players may have to perform RISK/REWARD choices about ensuring completion of an EXTENDED ACTION. Risk/Reward Interferable Goals
  33. EXAMPLE: Gain ownership of all the pieces in OTHELLO. EXAMPLE: Weapons, ammunition, and power-ups are all examples of objectives Gain Ownership in FIRST-PERSON-SHOOTERS .
  34. Bidding Betting
  35. ACHIEVED: PROVIDES: Score, Resources, Improved Abilities, New or Privileged Abilities, Information. UNKNOWN OWNERSHIP: May be linked to a GAIN INFORMATION sub-goal, make Ownership Changes more Difficult, or increase Tension. SHARING or NOT CHANGING Ownership may LESSEN CONFLICT. Shared Rewards may help form ALLIANCES. NON-MOVEABLE CONTROLLERS can provide the player with NEW ABILITIES, while WORLD FEATURES can provide GOAL POINTS.
  36. Tension Emotional Immersion Gain Information / Competence
  37. Done through COLLECTION Actions involving TRANSFER OF CONTROL and GAIN OWNERSHIP. A high-level goal requiring the completion of several sub-goals. Gives players a better sense of what goals they will have to full-fill, how they have succeeded so far, and how they goals they are presently trying to complete fit into the overall play of the game. EXAMPLE: Eating all the pills in PAC-MAN EXAMPLE: Collecting a number for each column in BINGO. .
  38. WHAT: Points, Resources, Units, Tools. VARIED: Allows for SELECTIBLE GOALS, FREEDOM OF CHOICE, different TACTICS SUBGOAL: Can create COMPLEX STRUCTURESS and HIERARCHIES
  39. SINGLE GOAL: Completing a COLLECTION can be the end goal. SIMILAR GOALS: OWNERSHIP over identical PICK-UPS.
  40. How Players, and the Game System, can control the transforming of Resources to Higher-Level Resources or to use Resources to Progress in the game.
  41. Players voluntarily let a CONSUMER destroy RESOURCES to gain REWARDS later in the game. EXAMPLE: CIVILIZATION: Investing Resources to BUILD UNITS and RESEARCH TECHNOLOGY. There needs to be PREDICTABLE CONSEQUENCES so players can make difficult decisions based on an uncertain future.
  42. EXAMPLE: TETRIS, Investing BLOCKS for eliminating ROWS in the future. REWARD TYPE: (e.g. Investing EXPERIENCE POINTS to RAISE SKILLS). Chains and Converters impact LEVEL OF COMPLEXITY. MATURATION TIME: Instantaneous, Few Actions, Many Actions Multiple Sessions RATIO: ARITHMETIC or GEOMETRIC, impacts GAME BALANCE. RANDOMNESS: lessens PREDICTABILITY OF CONSEQUENCES.
  43. Action Points Character Development Resource Management Strategic Planning
  44. EXAMPLE: In RPG’s, raising ABILITIES require more and more EXPERIENCE POINTS.. EXAMPLE: The potential gains in BIDDING SESSIONS get smaller and smaller. APPLIED TO: ABILIITES, CHARACTER DEVELOPMENT
  45. INVESTMENT RATE Promotes PLAYER BALANCE.
  46. VARIED GAMEPLAY: Force player to try OTHER FACTICS TENSION: BIDDING