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Questions and Answers

What is a key factor that determines a game's complexity?

  • The graphics quality of the game
  • The number of players involved in the game
  • The age of the game being played
  • The mechanics and their interactions (correct)
  • What is a potential reason for features being cut from a video game?

  • The feature was deemed boring by players
  • Insufficient resources for implementation (correct)
  • All features are kept regardless of complexity
  • The feature was less entertaining than anticipated
  • How do dynamics contribute to a game's complexity?

  • By limiting player choices to a few options
  • By increasing the number of graphics assets
  • By simplifying the basic rules of the game
  • Through interactions among rules and player actions (correct)
  • Which statement best describes a complicated rule in a game?

    <p>It may lead to increased interactions that heighten game complexity</p> Signup and view all the answers

    Which of the following best describes the relationship between complexity and accessibility in gaming?

    <p>Adding complexity may enhance accessibility in certain cases</p> Signup and view all the answers

    What does the phrase 'easy to learn, difficult to master' suggest about a game's design?

    <p>The basic mechanics are simple but deeper strategies are complex</p> Signup and view all the answers

    In the context of sequels, how are undesirable features generally addressed?

    <p>They are removed or modified</p> Signup and view all the answers

    What is one benefit of computers in game mechanics and rules?

    <p>They enable faster number-crunching and action resolution</p> Signup and view all the answers

    What does it mean if a game requires a steeper learning curve?

    <p>The game has more complex mechanics</p> Signup and view all the answers

    In the context of gameplay, what does an increased range of player actions indicate?

    <p>A wider variety of possible gameplay situations</p> Signup and view all the answers

    What common misconception about game complexity is addressed in the discussion?

    <p>Even complex games can maintain a strong audience</p> Signup and view all the answers

    What role do permutations and combinations play in gaming?

    <p>They contribute to the complexity of possible game scenarios</p> Signup and view all the answers

    Seeing the example of games like Genshin Impact, what can be inferred about different game designs?

    <p>Different games serve varied player preferences and complexities</p> Signup and view all the answers

    What aspect primarily differentiates complex games from simpler ones?

    <p>The depth of strategy and rule interactions</p> Signup and view all the answers

    Which of the following games exemplifies complexity in its mechanics?

    <p>Minecraft</p> Signup and view all the answers

    How can old computers still contribute effectively to gaming?

    <p>By performing millions of operations per second, despite age</p> Signup and view all the answers

    What is one example of added complexity that can be beneficial in games?

    <p>Changing a static boost to a dynamic rating system</p> Signup and view all the answers

    Which characteristic is primarily associated with role-playing games?

    <p>They allow for extensive player creativity and complex rules</p> Signup and view all the answers

    What aspect is often compared in discussions of game designs such as SimCity and Cities: Skylines?

    <p>Complexity of features</p> Signup and view all the answers

    In games, what does 'the MDA framework' refer to?

    <p>A framework for analyzing game mechanics, dynamics, and aesthetics</p> Signup and view all the answers

    How is the average damage per attack calculated when considering critical hits?

    <p>AvgDmgPerAtk = AvgBaseDmg * (1 - chance to hit) + AvgBaseDmg * 2 * (chance for critical hit)</p> Signup and view all the answers

    What impact does personal haste have on the swing timer?

    <p>It affects the swing timer multiplicatively, reducing it by the combined haste percentages.</p> Signup and view all the answers

    When calculating DPS, how is the swing timer adjusted with a 10% personal haste?

    <p>SWT = Old swing timer / (1 + 0.1)</p> Signup and view all the answers

    In terms of average damage calculations, what does a 90% chance to hit imply for the remaining hit chances?

    <p>There is a 81% chance to hit and a 9% chance to critically hit.</p> Signup and view all the answers

    What is the approximate DPS calculated with a base damage of 650-950, a 95% hit chance, and a 20% personal haste?

    <p>704.11 DPS</p> Signup and view all the answers

    What is the main focus of theorycrafting in MMORPGs?

    <p>Maximizing damage-per-second (DPS)</p> Signup and view all the answers

    How is damage-per-second (DPS) calculated?

    <p>Damage per attack multiplied by attack speed</p> Signup and view all the answers

    What does complexity in gaming primarily refer to?

    <p>The way parts relate within a game system</p> Signup and view all the answers

    Why is complexity considered a prerequisite for meaningful play?

    <p>It creates opportunities for decision-making.</p> Signup and view all the answers

    In the scenario where a weapon deals 250 damage every 3.2 seconds, what is the DPS?

    <p>78.125 DPS</p> Signup and view all the answers

    What impact does weapon damage variance have on DPS calculations?

    <p>It necessitates the consideration of average values.</p> Signup and view all the answers

    What is the result of a weapon that does 80-120 damage every second in terms of average DPS?

    <p>100 DPS</p> Signup and view all the answers

    Which aspect is NOT related to theorycrafting?

    <p>Developing character backgrounds</p> Signup and view all the answers

    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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