Podcast
Questions and Answers
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 ___.
Signup and view all the answers
Much control and planning is required for execution to be perfect, or even just ___.
Signup and view all the answers
The player’s experience of the game will determine how ‘___’ the game is.
Signup and view all the answers
Replayability in games is often linked with ___.
Signup and view all the answers
Stories ___ games create different interactions than traditional storytelling.
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.
Signup and view all the answers
Games have many possible _____ that can be enjoyed by a group or an individual.
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.
Signup and view all the answers
The _____ of understanding the story can create a challenge for the audience.
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.
Signup and view all the answers
To start playing a game, you need to open the game box or ______ a digital distribution.
Signup and view all the answers
After opening the game box or downloading, you must insert the ______ or install the game.
Signup and view all the answers
Once the game is installed, players can ______ the game to start playing.
Signup and view all the answers
As a beginner, after running the game, it's important to ______ how to play.
Signup and view all the answers
Players often experience ______ strategies through trial-and-error to improve their gameplay.
Signup and view all the answers
According to the MDA Framework, the ______ specifies the rules that form the game as a system.
Signup and view all the answers
The run-time behavior of the game as a system is referred to as ______.
Signup and view all the answers
The emotional responses evoked by the game dynamics are called ______.
Signup and view all the answers
Most games have some kind of strong story ______, and games with no story element at all are rare.
Signup and view all the answers
Stories in games can be epic tales but can also be incredibly ______.
Signup and view all the answers
A story is a sequence of ______ told by someone else.
Signup and view all the answers
Non-interactive stories have an audience that is ______ passive.
Signup and view all the answers
Interactive storytelling refers to 'games with ______.'
Signup and view all the answers
The participant's ability to take ______ differentiates interactive from traditional storytelling.
Signup and view all the answers
Both games and stories are ______, aiming to provide an engaging experience.
Signup and view all the answers
The question 'How do I make a game that is fun for the ______?' is essential during game design.
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 ______.
Signup and view all the answers
The ______ component of your game refers to the narrative and the sequence of plot events.
Signup and view all the answers
The aesthetics of a game include the look, feel, tone, and even the ______.
Signup and view all the answers
Technology in games refers to the materials and ______ that make the game possible.
Signup and view all the answers
Good game designers must consider all four elements: mechanics, story, aesthetics, and ______.
Signup and view all the answers
The player's experience relies on more than just providing input and observing ______.
Signup and view all the answers
In Jesse Schell's Elemental Tetrad, each level of the game should create a unique climate or ______.
Signup and view all the answers
Players must collect items and explore deeper into unexplored ______ to uncover their identity.
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.
Studying That Suits You
Use AI to generate personalized quizzes and flashcards to suit your learning preferences.
Related Documents
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.