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.
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
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.
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
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
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
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
CONSUMABLE: CONVERTIBLE: Promotes STRATEGIC KNOWLEDGE
SYMMETRICALLY DISTRIBUTED: PLAYER BALANCE
ASSYMETRICALLY DISTRIBUTED: HANDICAPS
STORAGE: Does Player need a CONTAINER? Is there a MAXIMUM NUMBER?
DESTROYED through DAMAGE.
No, they don’t fuel actions. They are an attribute of properties, used as a wider faucet deeper in the game.
Yes!
Energy Systrms used wrong. Get you into using them daily, through a compulsion to take the most logical path.
Scoring
Risk/Rewards
Strategic Planning and Knowledge
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.
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.
Supports Gain Ownership Goals
Governs the RESOURCE FLOWS within the game.
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.
CONTROL: Promotes VARIED GAMEPLAY and ILLUSION OF INFLUENCE.
LAYERED: Determines LEVEL OF COMPLEXITY.
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.
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)
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
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.
.
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.
Competence Areas
Freedom of Choice
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.
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.
SENSORY-MOTORIC IMMERSION (if elements are physical)
EXAMPLE: SIM CITY: Players engage in Constructive Play even in defining their own goals.
Provides player with goal of changing ownership states of game elements.
EXAMPLE: Trading in the game SETTLERS OF CATAAN.
.
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.
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
.
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.
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).
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.
.
TURN-BASED GAMES: TURN-TAKING sequences described by the rules.
UPRIVILEGED ACTION: Most commonly found in CARD GAMES.
DELAYED EFFECT: Time can be adjusted for GAME BALANCING.
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
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
.
Bidding
Betting
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.
Tension
Emotional Immersion
Gain Information / Competence
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.
.
WHAT: Points, Resources, Units, Tools.
VARIED: Allows for SELECTIBLE GOALS, FREEDOM OF CHOICE, different TACTICS
SUBGOAL: Can create COMPLEX STRUCTURESS and HIERARCHIES
SINGLE GOAL: Completing a COLLECTION can be the end goal.
SIMILAR GOALS: OWNERSHIP over identical PICK-UPS.
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.
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.
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.
Action Points
Character Development
Resource Management
Strategic Planning
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
INVESTMENT
RATE
Promotes PLAYER BALANCE.
VARIED GAMEPLAY: Force player to try OTHER FACTICS
TENSION: BIDDING