Podcast
Questions and Answers
The designer ___ the game.
The designer ___ the game.
creates
The player ___ the game.
The player ___ the game.
consumes
Games are products, just like movies, books, food, and ___.
Games are products, just like movies, books, food, and ___.
vehicles
Expectations include that food will be eaten and stories in books and movies are ___.
Expectations include that food will be eaten and stories in books and movies are ___.
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Much control and planning is required for execution to be perfect, or even just ___.
Much control and planning is required for execution to be perfect, or even just ___.
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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 linked with ___.
Replayability in games is often linked with ___.
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Stories ___ games create different interactions than traditional storytelling.
Stories ___ games create different interactions than traditional storytelling.
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A story is a sequence of events that someone relates to someone else, often enjoyed by an individual or in a _____ setting.
A story is a sequence of events that someone relates to someone else, often enjoyed by an individual or in a _____ setting.
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Games have many possible _____ that can be enjoyed by a group or an individual.
Games have many possible _____ that can be enjoyed by a group or an individual.
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The eight kinds of fun can also be found in _____, showing a parallel between these two forms of entertainment.
The eight kinds of fun can also be found in _____, showing a parallel between these two forms of entertainment.
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The _____ of understanding the story can create a challenge for the audience.
The _____ of understanding the story can create a challenge for the audience.
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There are enough differences to warrant a closer look at the so-called story/game _____ that defines their unique characteristics.
There are enough differences to warrant a closer look at the so-called story/game _____ that defines their unique characteristics.
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To start playing a game, you need to open the game box or ______ a digital distribution.
To start playing a game, you need to open the game box or ______ a digital distribution.
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After opening the game box or downloading, you must insert the ______ or install the game.
After opening the game box or downloading, you must insert the ______ or install the game.
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Once the game is installed, players can ______ the game to start playing.
Once the game is installed, players can ______ the game to start playing.
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As a beginner, after running the game, it's important to ______ how to play.
As a beginner, after running the game, it's important to ______ how to play.
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Players often experience ______ strategies through trial-and-error to improve their gameplay.
Players often experience ______ strategies through trial-and-error to improve their gameplay.
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According to the MDA Framework, the ______ specifies the rules that form the game as a system.
According to the MDA Framework, the ______ specifies the rules that form the game as a system.
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The run-time behavior of the game as a system is referred to as ______.
The run-time behavior of the game as a system is referred to as ______.
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The emotional responses evoked by the game dynamics are called ______.
The emotional responses evoked by the game dynamics are called ______.
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Most games have some kind of strong story ______, and games with no story element at all are rare.
Most games have some kind of strong story ______, and games with no story element at all are rare.
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Stories in games can be epic tales but can also be incredibly ______.
Stories in games can be epic tales but can also be incredibly ______.
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A story is a sequence of ______ told by someone else.
A story is a sequence of ______ told by someone else.
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Non-interactive stories have an audience that is ______ passive.
Non-interactive stories have an audience that is ______ passive.
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Interactive storytelling refers to 'games with ______.'
Interactive storytelling refers to 'games with ______.'
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The participant's ability to take ______ differentiates interactive from traditional storytelling.
The participant's ability to take ______ differentiates interactive from traditional storytelling.
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Both games and stories are ______, aiming to provide an engaging experience.
Both games and stories are ______, aiming to provide an engaging experience.
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The question 'How do I make a game that is fun for the ______?' is essential during game design.
The question 'How do I make a game that is fun for the ______?' is essential during game design.
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In the MDA framework, mechanics refer to the procedures and rules of your game, including the goal of the ______.
In the MDA framework, mechanics refer to the procedures and rules of your game, including the goal of the ______.
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The ______ component of your game refers to the narrative and the sequence of plot events.
The ______ component of your game refers to the narrative and the sequence of plot events.
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The aesthetics of a game include the look, feel, tone, and even the ______.
The aesthetics of a game include the look, feel, tone, and even the ______.
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Technology in games refers to the materials and ______ that make the game possible.
Technology in games refers to the materials and ______ that make the game possible.
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Good game designers must consider all four elements: mechanics, story, aesthetics, and ______.
Good game designers must consider all four elements: mechanics, story, aesthetics, and ______.
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The player's experience relies on more than just providing input and observing ______.
The player's experience relies on more than just providing input and observing ______.
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In Jesse Schell's Elemental Tetrad, each level of the game should create a unique climate or ______.
In Jesse Schell's Elemental Tetrad, each level of the game should create a unique climate or ______.
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Players must collect items and explore deeper into unexplored ______ to uncover their identity.
Players must collect items and explore deeper into unexplored ______ to uncover their identity.
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Study Notes
Designer-Player Relationship
- Designers create games, while players consume them.
- Games are similar products to movies, books, food, and vehicles.
Games as Products
- Game development involves design, testing, marketing, and user expectations.
- Expectation is to engage with the product as intended (e.g., food is eaten, movies are linear).
Differences Between Games and Traditional Media
- Designers lack control over how, when, or where players engage with games.
- Player experience is crucial in determining the game's success, emphasizing the unpredictability inherent in play.
Stories vs. Games
- Stories provide single-threaded experiences, typically enjoyed solo, while games offer interactive experiences with multiple outcomes.
- Enjoyment is a central theme in both stories and games, raising questions about the kinds of fun present in each medium.
Audience Engagement
- Audience sensation, narrative involvement, and discovery are common in both storytelling and gameplay.
- Fellowship with other audience members can enhance the experience.
Story/Game Duality
- Stories and games follow different rules, but storytelling techniques can enhance game design.
- Interactive storytelling involves games where the narrative is generated through player choices.
Mechanics, Dynamics, Aesthetics (MDA Framework)
- MDA Framework divides game design into three aspects:
- Mechanics: Rules defining the game system.
- Dynamics: Real-time game behavior.
- Aesthetics: Emotional responses evoked by gameplay dynamics.
Player’s Perspective
- Players engage with games through mechanics (tutorials) and dynamics (problem solving).
- The MDA framework focuses primarily on system rules, often neglecting other game elements such as visuals and audio.
Elemental Tetrad by Jesse Schell
- An expanded framework incorporating four elements:
- Mechanics: Procedures and rules of the game.
- Story: The narrative component, including plot events.
- Aesthetics: The overall look, feel, and tone of the game.
- Technology: The materials and interactions that facilitate game experience.
Importance of Elemental Tetrad
- Good game design requires considering the interplay of all four elements.
- Elements must be in harmony to reinforce a common theme and enhance player experience.
Example of Game Design Intent
- A desired player experience may involve exploration and narrative discovery.
- Each element can contribute uniquely:
- Aesthetics: Immersive environments.
- Mechanics: Interactive challenges with collectibles.
- Story: Personal character development through collectible quests.
- Technology: Visual quality supporting the aesthetic vision.
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Description
Explore the intricate relationship between game designers and players, and how this differs from traditional media like movies and books. Understand the unique aspects of interactive experiences in games, including engagement, unpredictability, and enjoyment. Delve into the distinctions between storytelling and gameplay, and their impact on audience involvement.