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 ___.
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 ___.
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.
Replayability in games is often linked with ___.
Replayability in games is often linked with ___.
Stories ___ games create different interactions than traditional storytelling.
Stories ___ games create different interactions than traditional storytelling.
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.
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.
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.
The _____ of understanding the story can create a challenge for the audience.
The _____ of understanding the story can create a challenge for the audience.
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.
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.
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.
Once the game is installed, players can ______ the game to start playing.
Once the game is installed, players can ______ the game to start playing.
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.
Players often experience ______ strategies through trial-and-error to improve their gameplay.
Players often experience ______ strategies through trial-and-error to improve their gameplay.
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.
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 ______.
The emotional responses evoked by the game dynamics are called ______.
The emotional responses evoked by the game dynamics are called ______.
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.
Stories in games can be epic tales but can also be incredibly ______.
Stories in games can be epic tales but can also be incredibly ______.
A story is a sequence of ______ told by someone else.
A story is a sequence of ______ told by someone else.
Non-interactive stories have an audience that is ______ passive.
Non-interactive stories have an audience that is ______ passive.
Interactive storytelling refers to 'games with ______.'
Interactive storytelling refers to 'games with ______.'
The participant's ability to take ______ differentiates interactive from traditional storytelling.
The participant's ability to take ______ differentiates interactive from traditional storytelling.
Both games and stories are ______, aiming to provide an engaging experience.
Both games and stories are ______, aiming to provide an engaging experience.
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.
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 ______.
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.
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 ______.
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.
Good game designers must consider all four elements: mechanics, story, aesthetics, and ______.
Good game designers must consider all four elements: mechanics, story, aesthetics, and ______.
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 ______.
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 ______.
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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