Podcast
Questions and Answers
What is a key factor that determines a game's complexity?
What is a key factor that determines a game's complexity?
What is a potential reason for features being cut from a video game?
What is a potential reason for features being cut from a video game?
How do dynamics contribute to a game's complexity?
How do dynamics contribute to a game's complexity?
Which statement best describes a complicated rule in a game?
Which statement best describes a complicated rule in a game?
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Which of the following best describes the relationship between complexity and accessibility in gaming?
Which of the following best describes the relationship between complexity and accessibility in gaming?
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What does the phrase 'easy to learn, difficult to master' suggest about a game's design?
What does the phrase 'easy to learn, difficult to master' suggest about a game's design?
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In the context of sequels, how are undesirable features generally addressed?
In the context of sequels, how are undesirable features generally addressed?
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What is one benefit of computers in game mechanics and rules?
What is one benefit of computers in game mechanics and rules?
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What does it mean if a game requires a steeper learning curve?
What does it mean if a game requires a steeper learning curve?
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In the context of gameplay, what does an increased range of player actions indicate?
In the context of gameplay, what does an increased range of player actions indicate?
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What common misconception about game complexity is addressed in the discussion?
What common misconception about game complexity is addressed in the discussion?
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What role do permutations and combinations play in gaming?
What role do permutations and combinations play in gaming?
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Seeing the example of games like Genshin Impact, what can be inferred about different game designs?
Seeing the example of games like Genshin Impact, what can be inferred about different game designs?
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What aspect primarily differentiates complex games from simpler ones?
What aspect primarily differentiates complex games from simpler ones?
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Which of the following games exemplifies complexity in its mechanics?
Which of the following games exemplifies complexity in its mechanics?
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How can old computers still contribute effectively to gaming?
How can old computers still contribute effectively to gaming?
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What is one example of added complexity that can be beneficial in games?
What is one example of added complexity that can be beneficial in games?
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Which characteristic is primarily associated with role-playing games?
Which characteristic is primarily associated with role-playing games?
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What aspect is often compared in discussions of game designs such as SimCity and Cities: Skylines?
What aspect is often compared in discussions of game designs such as SimCity and Cities: Skylines?
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In games, what does 'the MDA framework' refer to?
In games, what does 'the MDA framework' refer to?
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How is the average damage per attack calculated when considering critical hits?
How is the average damage per attack calculated when considering critical hits?
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What impact does personal haste have on the swing timer?
What impact does personal haste have on the swing timer?
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When calculating DPS, how is the swing timer adjusted with a 10% personal haste?
When calculating DPS, how is the swing timer adjusted with a 10% personal haste?
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In terms of average damage calculations, what does a 90% chance to hit imply for the remaining hit chances?
In terms of average damage calculations, what does a 90% chance to hit imply for the remaining hit chances?
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What is the approximate DPS calculated with a base damage of 650-950, a 95% hit chance, and a 20% personal haste?
What is the approximate DPS calculated with a base damage of 650-950, a 95% hit chance, and a 20% personal haste?
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What is the main focus of theorycrafting in MMORPGs?
What is the main focus of theorycrafting in MMORPGs?
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How is damage-per-second (DPS) calculated?
How is damage-per-second (DPS) calculated?
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What does complexity in gaming primarily refer to?
What does complexity in gaming primarily refer to?
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Why is complexity considered a prerequisite for meaningful play?
Why is complexity considered a prerequisite for meaningful play?
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In the scenario where a weapon deals 250 damage every 3.2 seconds, what is the DPS?
In the scenario where a weapon deals 250 damage every 3.2 seconds, what is the DPS?
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What impact does weapon damage variance have on DPS calculations?
What impact does weapon damage variance have on DPS calculations?
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What is the result of a weapon that does 80-120 damage every second in terms of average DPS?
What is the result of a weapon that does 80-120 damage every second in terms of average DPS?
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Which aspect is NOT related to theorycrafting?
Which aspect is NOT related to theorycrafting?
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Study Notes
Complexity in Games
- Complexity is a central argument in game design.
- Complexity is sometimes erroneously blamed for player frustration with accessibility.
- Meaningful, complex gameplay involves both player agency and clear outcomes.
Lecture Time
- Complexity is often used as a scapegoat for accessibility issues.
- Meaningful play is potentially related to complexity.
- Game design theory principles are being overviewed.
Case Study: Maze Navigation
- A maze-navigation game demo was shown (likely in person or via a demonstration).
- There is a discussion about why puzzle games become boring rapidly.
Review: MDA Framework
- Complexity is present within games, even already completed and playable games.
- This specific consideration of complexity is within the context of a game that is already functional.
- The framework involves relating game elements to that complexity.
Features
- Ideal game design includes matching design documents and final product implementations.
- Feature updates should add content without new bugs or problems.
Features (Real World Considerations)
- Resources limit features, meaning not all initially planned features will be included for practical rather than artistic reasons.
- Features not integral to the core gameplay may be cut due to development or time constraints.
- Complex features require increased player knowledge to understand and interact with them successfully
Then Why's It In The GDD?
- Game design discussions regarding variations within popular game series are explored.
- This likely looks at how similar games in a series can use the same basis but still differ greatly.
Fear of Sequels
- Sequels typically aim to improve on existing games.
- Updates might involve addressing problems (ex. bugs or poor design) or adding new aspects.
- Expansions usually add new content to existing games.
Players Are Not That Stupid
- Complex games can still have large audiences.
- Popular games such as The Sims, The Elder Scrolls, Diablo, Final Fantasy, and The Legend of Zelda are examples.
Players Are Not That Stupid (Accessibility Concerns)
- Complexity is not the single cause of a game's inaccessibility to players.
- Adding complexity to a game might be necessary for a truly engaging experience.
- Often small adjustments increase complexity but retain player interest (ex. percentages to ratings).
OK, Sometimes They Are
- Discussion on the existence of poorly designed or confusing user interface designs or features.
- The notes include links to external sources (likely articles or forums).
Games are NOT New!
- Games existed outside of video games.
- Pen and paper and board games demonstrated engaging rules systems and components.
- Examples provided include RPGs like Dungeons & Dragons and strategy games like Advanced Squad Leader.
Games are NOT New! (Electronic Games and Systems)
- Electronic versions of rule-based games often benefited from computer handling of complex calculations.
- This was an advantage when compared to earlier examples.
Wait, Back Up a Bit
- Discusses the history of game design.
- Reminds the listener of the prevalence of gameplay complexity outside of video games.
Complex Games
- The subject of complications within rules and the game design process is discussed.
- There was discussion on measuring the complexity of game rules.
- There is discussion as to whether a single complicated game rule makes the game complex.
No Man Rule is an Island
- Complex interplay between game elements isn't necessarily dictated by mechanics alone.
- Mechanics, rules and player actions individually do not determine game complexity, but they are connected.
No Man Rule is an Island (Interactions and Dynamics)
- Dynamics refer to interactions between mechanics and systems within the game, not just isolated game rules.
- This interaction leads to complexity.
Meaningful Play VS Complexity
- Meaningful interplay happens between decisions and outcomes and also in the design of the game.
- Increased variety of scenarios is one way that meaningful play can be created.
- What exactly constitutes "easy to learn, difficult to master" is an important concept for designers to consider.
Meaningful Play VS Complexity (Example of Relationship)
- Fireball examples are given to illustrate how a clearly consequential element of a game might contribute to the concept of "meaningful play."
- Specific circumstances are explored to show how mechanics lead to player decisions.
Meaningful Play VS Complexity (Complexity and Decision-Making)
- Complexity is the result of the way different parts of the game system relate.
- A player can make decisions within the game system.
- No complexity may mean that there are no meaningful decisions to make.
And It's Worth Repeating Over and Over
- Complexity in games is essential for generating meaningful play experiences.
Complexity Fuels Meaning
- Complex games lead to more fulfilling play, often with decisions and consequences.
- An absence of complexity frequently limits actual decision-making options available to the player.
Case Study: DPS
- Different players seek to mathematically understand game mechanics.
- This group is often referred to as 'theorycrafters'.
- Theorycrafters use math and data to understand how game systems work
Case Study: DPS (Damage Per Second)
- Damage per second (DPS) is a primary factor in many multiplayer online role-playing games (MMORPGs).
- Players often use theorycrafting techniques to figure out their DPS value optimization in games to get a competitive advantage in gameplay.
Simple Start
- Simple examples of DPS are explored - understanding numerical values like damage per second.
Simple Start (Varying Damage)
- Examples show how damage per second is calculated.
- Weapon damage values are shown to demonstrate how varied attack rates and damage yields influence this calculation.
Introduction of Chance
- Formulas must now take variance (chance) into account.
- Average damage is often the most important concept.
Introduction of Chance (Example)
- The relationship between average damage, time, and DPS is explored with simple examples.
- Damage fluctuations are considered.
More Chance
- Calculating DPS with hit/critical/dodge statistics.
More Chance (DPS Calculation)
- Average damage is calculated as a way to get an efficient calculation of DPS rather than focusing on statistical extremes.
Even More Chance
- DPS calculation variations and examples are further explored.
- Calculations of overall damage output with chance considered (miss or critical hits) is addressed.
Even More Chance (Examples)
- Further examples provide calculations including critical strikes and the effects of additional time constraints.
- A detailed calculation process for these calculations is outlined in the notes.
Uh... (Haste Analysis)
- Weapon speed is affected by the haste mechanic.
- This is explored, using the standard formula for determining how haste influences these statistics.
Uh... (Haste Example)
- Haste is a multiplicative factor, which is shown with an illustration featuring both personal haste and an Aura impact.
But I Hate Division (New Calculation Method)
- Calculating time to attack and total attack/second values.
- Focuses on conversion procedures for determining rate of attacks rather than time between attacks.)
NO I'VE HAD ENOUGH
- A comprehensive real-world example for players is presented.
- Examples demonstrate how to calculate the relevant values with variable factors in mind.
SOMEONE SAVE ME
- A reminder that game designers often use complex calculation techniques, which players occasionally attempt to replicate for game optimization.
- Specific game features (including attacks) are addressed in the notes.
HUHUHU (Healing Calculations)
- Calculating healing, and how to break down the numbers to determine healing-per-second and healing-per-mana values.
HUHUHU (Effective Health Pool Calculation)
- Calculating effective health points is explored with examples.
MAMI (Boss Tuning)
- Calculations for boss health, player damage amounts and time are incorporated into tuning considerations for game design.
No Rule is an Island
- Game planning involves initial game mechanics, dynamic effects to connect these, and aesthetic principles to create the overall feel of the game.
- Game design deliverables are discussed.
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