Podcast
Questions and Answers
A story is a sequence of events that someone relates to someone else, while games are experiences with many possible ______.
A story is a sequence of events that someone relates to someone else, while games are experiences with many possible ______.
outcomes
One of the kinds of fun that can be found in stories is ______, which refers to the enjoyment of new and ongoing experiences.
One of the kinds of fun that can be found in stories is ______, which refers to the enjoyment of new and ongoing experiences.
discovery
The medium of a story can affect the audience's sense of ______, making the experience distinct based on how it is presented.
The medium of a story can affect the audience's sense of ______, making the experience distinct based on how it is presented.
sensation
In games, the ______ of understanding the story can present a challenge for players.
In games, the ______ of understanding the story can present a challenge for players.
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The so-called story/game duality suggests that stories and games are governed by different ______.
The so-called story/game duality suggests that stories and games are governed by different ______.
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The designer creates the game while the player _____ the game.
The designer creates the game while the player _____ the game.
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Games are products, just like movies, books, food, and _____ .
Games are products, just like movies, books, food, and _____ .
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Much control and planning is required for a theatrical play's _____ to be successful.
Much control and planning is required for a theatrical play's _____ to be successful.
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In games, control is often placed in the player's _____ .
In games, control is often placed in the player's _____ .
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The player's experience of the game will determine how '_____ ' the game is.
The player's experience of the game will determine how '_____ ' the game is.
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Replayability in games is often associated with _____ .
Replayability in games is often associated with _____ .
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Unlike linear stories in films or books, games offer a more _____ experience.
Unlike linear stories in films or books, games offer a more _____ experience.
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The essence of play in games can be described as a lack of _____ .
The essence of play in games can be described as a lack of _____ .
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Players will constantly look to the game's underlying dynamics and ______.
Players will constantly look to the game's underlying dynamics and ______.
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More features mean better ______.
More features mean better ______.
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From the Designer's Perspective, aesthetics help define the player's ______.
From the Designer's Perspective, aesthetics help define the player's ______.
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The dynamics of a game highlight how the ______ will be used.
The dynamics of a game highlight how the ______ will be used.
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Aesthetics from the Designer's Perspective might aim to make players feel ______.
Aesthetics from the Designer's Perspective might aim to make players feel ______.
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The ______ should allow players to perform specific actions in the game.
The ______ should allow players to perform specific actions in the game.
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Experience-driven design starts with ______.
Experience-driven design starts with ______.
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Each level in the example contains many treasure chests, one contains a level-specific ______.
Each level in the example contains many treasure chests, one contains a level-specific ______.
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Awesome graphics and sound help a game, but they don't ______ it
Awesome graphics and sound help a game, but they don't ______ it
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Many people have biases towards ______, preferring complex gameplay mechanics.
Many people have biases towards ______, preferring complex gameplay mechanics.
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The primary purpose of games is still ______.
The primary purpose of games is still ______.
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The video game industry is a multi-billion dollar ______.
The video game industry is a multi-billion dollar ______.
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Education related to gaming can involve ______ for optimal command rotation in games.
Education related to gaming can involve ______ for optimal command rotation in games.
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Wii and Kinect are examples of games that promote ______ as a form of exercise.
Wii and Kinect are examples of games that promote ______ as a form of exercise.
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Some companies use in-game advertising spots for non-game ______.
Some companies use in-game advertising spots for non-game ______.
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Multiplayer games can serve as an ______ for social interaction.
Multiplayer games can serve as an ______ for social interaction.
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In Jesse Schell's Elemental Tetrad, the four elements include Mechanics, Story, Aesthetics, and ______.
In Jesse Schell's Elemental Tetrad, the four elements include Mechanics, Story, Aesthetics, and ______.
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The ______ component of a game refers to the sequence of plot events.
The ______ component of a game refers to the sequence of plot events.
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The rules and procedures defining how a game functions are part of the ______ element.
The rules and procedures defining how a game functions are part of the ______ element.
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The ______ in Jesse Schell's Elemental Tetrad refers to the look and feel of the game.
The ______ in Jesse Schell's Elemental Tetrad refers to the look and feel of the game.
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A good game design ensures that the four elements are in ______ and working together.
A good game design ensures that the four elements are in ______ and working together.
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To improve the player experience, designers must consider what elements ______ from the experience.
To improve the player experience, designers must consider what elements ______ from the experience.
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In the example provided, the player's journey focuses on collecting items and uncovering ______.
In the example provided, the player's journey focuses on collecting items and uncovering ______.
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Visual media accompanying the game should support the graphic quality demanded by ______.
Visual media accompanying the game should support the graphic quality demanded by ______.
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What states that stories and games are governed by different rules?
What states that stories and games are governed by different rules?
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Study Notes
Designer-Player Relationship
- Designers create games, while players consume them.
- Games are comparable to other products such as movies, books, and food.
- Design, testing, marketing, and player experience are integral to game production.
Expectations from Games
- Players expect to use games as intended, similar to how food is eaten or movies have a linear progression.
- Games are unpredictable, adding to the essence of play and player experience.
Control in Game Design
- Designers strive for control over aspects like script, lighting, and acoustics, akin to theatrical plays.
- Unlike plays, designers cannot control when or how often players engage with the game.
Stories vs. Games
- Stories provide linear experiences, while games offer multiple outcomes.
- Both stories and games can elicit enjoyment and fun, drawing parallels in their structures.
Audience Experience
- Audience engagement in storytelling can share commonalities with player experience in games, including narrative, discovery, and fellowship.
- Both narratives and gameplay are influenced by aesthetics, influencing player immersion.
Duality of Story and Game
- Lessons from storytelling can inform game design but also highlight their differences, necessitating thoughtful exploration.
- Player experiences are shaped by how aesthetics, dynamics, and mechanics intersect in gameplay.
Experience-Driven Design
- Experience-driven design begins with desired aesthetics and player experiences rather than merely mechanics.
- Essential components: aesthetics (feel), dynamics (experiential interaction), mechanics (rules of play).
Jesse Schell's Elemental Tetrad
- Mechanics: rules defining gameplay.
- Story: sequence of narrative events.
- Aesthetics: overall look, feel, and ambiance.
- Technology: medium of interaction, such as digital or physical forms.
Importance of All Game Elements
- Designers must consider the harmony of all four elements—mechanics, story, aesthetics, and technology—for a cohesive player experience.
- Individual preferences may bias opinions about which element is most significant.
Games as a Serious Endeavor
- The video game industry is a multi-billion dollar field, highlighting the importance of games in entertainment and commerce.
- Games are not trivial; they serve educational and social purposes as well as therapeutic and health-related applications.
Meaningful Play
- Engaging in games requires strategic thought and decision-making, reinforcing their complexity and potential for deep player engagement.
- Game design draws from various disciplines, integrating aspects of education, marketing, health, and social interaction.
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Description
Explore the fascinating relationship between players and designers in the world of game design. This quiz delves into the MDA Framework and discusses how experiences shape game creation and consumption. Ideal for anyone interested in the mechanics of game design and player engagement.