In the mechanics reading Adams talks about various game
mechanics including Space, Objects, Attributes, States, Rules, and Actions.
Space is the “magic circle of gameplay.” It defines the
various places rthat can exist in a game and how those places are related to
one another. Adams says that game spaces are generally discrete or continuous,
have some number of dimensions and have bounded areas, which may or may not be
connected. A game with fancy aesthetics can fool you into thinking that its
functional space is more complex than it really is, think a monopoly board.
Objects are characters, props, tokens, score, or anything
that can be manipulated in your game. Objects are nouns of game mechanics. Objects
generally have one or more attributes of which are often the current position
in the game space.
Attributes are categories of information about an object. A
car has maximum speed and current speed as attributes, and each attribute has a
state. A state helps define that attribute. Actions are the verbs of game
mechanics.
Rules are what define the space objects actions and consequences
and goals. They make possible all the mechanics. Adams defines the most
important rule as the object of the game. You must be able to state your games
goal and state it clearly.
In the Game Balancing Reading Adams goes in and talks about
the difference between fairness and difficulty. As well as what is a balanced
game. Adams defines a balanced game as having meaningful choices. The players
must perceive that the game as fair. The difficulty must be consistent. Then
Adams talks about dominant strategies in video games and the relationships
among player options. Transitive describes a relationship among three or more entitles
with advantages or disadvantages to a choice. Intransitive relationships works
more like rock paper scissors.
Adams talks about PvE (player vs environment) and PvP
(player vs player) and making the games fair. Adams says that PvE games should
be fair, where a stalemate should not occur. Players should not have to do
research outside of the game world to win the games.
A point that Adams talked about was fairness to a game. We
can relate to that whenever we play a game I think that is why we have the
difficulty settings. It is unfair to start out all games on difficult
especially if it is your first time playing.
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