Game Design vs. Traditional Media
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Game Design vs. Traditional Media

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The designer ___ the game.

creates

The player ___ the game.

consumes

Games are products, just like movies, books, food, and ___.

vehicles

Expectations include that food will be eaten and stories in books and movies are ___.

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

Much control and planning is required for execution to be perfect, or even just ___.

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

The player’s experience of the game will determine how ‘___’ the game is.

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

Replayability in games is often linked with ___.

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

Stories ___ games create different interactions than traditional storytelling.

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

A story is a sequence of events that someone relates to someone else, often enjoyed by an individual or in a _____ setting.

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

Games have many possible _____ that can be enjoyed by a group or an individual.

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

The eight kinds of fun can also be found in _____, showing a parallel between these two forms of entertainment.

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

The _____ of understanding the story can create a challenge for the audience.

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

There are enough differences to warrant a closer look at the so-called story/game _____ that defines their unique characteristics.

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

To start playing a game, you need to open the game box or ______ a digital distribution.

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

After opening the game box or downloading, you must insert the ______ or install the game.

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

Once the game is installed, players can ______ the game to start playing.

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

As a beginner, after running the game, it's important to ______ how to play.

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

Players often experience ______ strategies through trial-and-error to improve their gameplay.

<p>in-depth</p> Signup and view all the answers

According to the MDA Framework, the ______ specifies the rules that form the game as a system.

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

The run-time behavior of the game as a system is referred to as ______.

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

The emotional responses evoked by the game dynamics are called ______.

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

Most games have some kind of strong story ______, and games with no story element at all are rare.

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

Stories in games can be epic tales but can also be incredibly ______.

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

A story is a sequence of ______ told by someone else.

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

Non-interactive stories have an audience that is ______ passive.

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

Interactive storytelling refers to 'games with ______.'

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

The participant's ability to take ______ differentiates interactive from traditional storytelling.

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

Both games and stories are ______, aiming to provide an engaging experience.

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

The question 'How do I make a game that is fun for the ______?' is essential during game design.

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

In the MDA framework, mechanics refer to the procedures and rules of your game, including the goal of the ______.

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

The ______ component of your game refers to the narrative and the sequence of plot events.

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

The aesthetics of a game include the look, feel, tone, and even the ______.

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

Technology in games refers to the materials and ______ that make the game possible.

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

Good game designers must consider all four elements: mechanics, story, aesthetics, and ______.

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

The player's experience relies on more than just providing input and observing ______.

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

In Jesse Schell's Elemental Tetrad, each level of the game should create a unique climate or ______.

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

Players must collect items and explore deeper into unexplored ______ to uncover their identity.

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

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.

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