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Is the relationship between the player’s inputs via the input devices and the resulting actions in the game world. Basically, how the game is played. Button presses and other real world actions. Game world activities Core Mechanics Avatar-based Omnipresent Party-based Contestant P1 describe elements of gameplay used in game design with some appropriate use of subject terminology. M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology. D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly.
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Page 1: Gameplay

Is the relationship between the player’s inputs via the input devices and the resulting actions in the game world. Basically, how the game is played.

Button presses and other real world actions.

Game world activities

Core Mechanics

Avatar-based

Omnipresent

Party-based

Contestant

P1 describe elements of gameplay used in game design with some appropriate use of subject terminology.M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology.D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly.

Page 2: Gameplay

P1 describe elements of gameplay used in game design with some appropriate use of subject terminology.M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology.D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly.

The player’s actions consist of controlling an avatar – the player acts upon the world, influencing only the region of the game

world that the avatar inhabits.

As this is analogous to the human body (i.e. we have to physically go to the place we want to do something) this interaction

model will centre on navigation, with either scree-orientated or avatar-orientated

steering.

Page 3: Gameplay

P1 describe elements of gameplay used in game design with some appropriate use of subject terminology.M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology.D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly.

The player can act upon several different parts of the game world at a time.

This requires a camera model that permits the player to see the various areas that can be changed, typically an aerial perspective.

Implementing this is usually through point-and-click navigation.

Page 4: Gameplay

P1 describe elements of gameplay used in game design with some appropriate use of subject terminology.M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology.D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly.

This type of interaction model is most commonly found in RPGs and constitutes of

small groups of characters remaining together.

It will usually employ an point-and-click navigation system and an aerial

perspective.

Page 5: Gameplay

P1 describe elements of gameplay used in game design with some appropriate use of subject terminology.M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology.D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly.

Navigation here is not necessary as the player is

answering questions as if on a game show. Different decision

options are assigned to different buttons.

Page 6: Gameplay

P1 describe elements of gameplay used in game design with some appropriate use of subject terminology.M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology.D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly.

Multiplayer games can be arranged in the following ways:

• Multiplayer local – Two or more players in one place. They have their own controller but share a screen, which can be split. This is usually for co-operative or versus gameplay.

• Multiplayer distributed (networked play) – people playing against each other over a network, therefore in distributed locations. Synchronous games mean everyone has to be logged on together. Asynchronous games mean that players can be logged on at different times, not interacting in real time. This lends itself to MMOs, as well as turn based social media games, such as those found on Facebook.

• LAN parties – Each player has their own computer but in the same room. They are connected by a local area network (LAN), being able to talk to each other but not see other’s screens.

Page 7: Gameplay

P1 describe elements of gameplay used in game design with some appropriate use of subject terminology.M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology.D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly.

Narrative is onscreen advice used to talk the player through the back story of the game or to advise and guide on what to do next during gameplay. It can also display important feedback to the player on their progress.

It is non-interactive and presented through narrative events. These are written by the designer and built into the software. They are separate from action and core mechanics.

These usually take the form of FMV (full motion video), cut scenes, scrolling text or voice-over commentary.

Linear stories

Nonlinear:• Branching stories• Foldback stories• Emergent narrative

Story Types

Page 8: Gameplay

P1 describe elements of gameplay used in game design with some appropriate use of subject terminology.M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology.D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly.

This is an example of a branching story structure.

This allows the player to experience the story differently every time they play the game.

Page 9: Gameplay

P1 describe elements of gameplay used in game design with some appropriate use of subject terminology.M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology.D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly.

This is an example of a foldback story.

These are a compromise between branching stories and traditional linear ones.

Emergent Narratives are when the player actions and in-game events are the sole producers of the narrative. The story emerges from the act of playing.

This is still an experimental technique.

Page 10: Gameplay

P1 describe elements of gameplay used in game design with some appropriate use of subject terminology.M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology.D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly.

Physical

Temporal

Environmental

Emotional

Ethical

Page 11: Gameplay

P1 describe elements of gameplay used in game design with some appropriate use of subject terminology.M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology.D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly.

Spatial

dimensionality

Scale

Boundaries

2D 2.5D 3D 4D

Page 12: Gameplay

P1 describe elements of gameplay used in game design with some appropriate use of subject terminology.M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology.D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly.

Spatial

dimensionality

Scale

Boundaries

Absolute

Relative

Size of the physical space measured in units specific to the game world (meters, miles, light years etc.)

FPS, Sports or driving games = realistic.Aerial/isometric perspective = distorted

Page 13: Gameplay

P1 describe elements of gameplay used in game design with some appropriate use of subject terminology.M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology.D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly.

Spatial

dimensionality

Scale

Boundaries

Because video games are immersive, developers will want to disguise or explain the limitations of the world. This can be done in many ways…Natural – sports games and driving games usually take place in a stadium or on a track.Physical landscape – islands, mountains etc.Dangerous enemiesIndoor environmentsWrapping the world – so the world replicates a sphere, like our planet.Defining locations – giving options to the player instead of free roaming.Procedural level generation – games like Minecraft create their worlds through software algorithms, not through prerendered levels and artwork.

Page 14: Gameplay

P1 describe elements of gameplay used in game design with some appropriate use of subject terminology.M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology.D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly.

Some games do not include the concept of time passing, the world idles until the player interacts with it. Occasionally the player is given limited amount of real-world time to accomplish something, but this usually applies to single challenges.

For game that do include time, it can be part of the game world, but not part of gameplay. It creates atmosphere and gives visual variety but doesn’t change the game’s challenges and actions.

In other games, the concept of time serves a point by influencing the gameplay. In Minecraft for example, many of the enemies are inactive during the daytime.

Page 15: Gameplay

P1 describe elements of gameplay used in game design with some appropriate use of subject terminology.M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology.D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly.

For games that do utilise time in gameplay, there are different ways of including this:• Variable Time• Anomalous Time• Player Adjusted Time

Variable TimeIn most games, time runs faster than in reality, as well as jumping/skipping periods. In war games, there isn’t usually night or rest for soldiers, as this would make for less exciting gameplay. In The Sims, sleep and rest is part of the gameplay, but night is sped up, with hours passing in seconds until a character wakes up. The game runs approximately 48 times faster than real life, yet the characters move in real time.

Page 16: Gameplay

P1 describe elements of gameplay used in game design with some appropriate use of subject terminology.M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology.D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly.

Anomalous TimeThis is when time seems to move at different speeds in different parts of the game. A good example is The Settlers: Rise of an Empire, where a tree can grow from a sapling to full size in the same amount of time it takes for an iron foundry to smelt four or five bars of iron.

The developer, Blue Byte, has tuned the length of time for tasks to make sure the game runs smoothly, which means the game is well balanced, although looses some of its realism.There is no clock in the game, so there is no way to compare game time to real time, meaning the world has no obvious time scale.

Page 17: Gameplay

P1 describe elements of gameplay used in game design with some appropriate use of subject terminology.M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology.D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly.

Player Adjusted TimeThis mostly applies to sports, driving and flight simulation games. It allows for verisimilitude (the appearance of reality) but does no require the player to go through an entire match for example.

In The Elder Scrolls: Skyrim the player can change the speed of game time.

Page 18: Gameplay

P1 describe elements of gameplay used in game design with some appropriate use of subject terminology.M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology.D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly.

If the physical setting defines the properties of the game’s space, the environmental setting defines what is in that space. It can be split into the cultural context of the world and the physical surroundings.

Cultural ContextThis refers to beliefs, attitudes and values of then people in the game world as well as their political and religious institutions and social organisation. Basically, the way people live. This is shown through the manufactured items that appear in the game – clothing, furniture, architecture etc. This also influences the user interface.

Page 19: Gameplay

P1 describe elements of gameplay used in game design with some appropriate use of subject terminology.M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology.D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly.

A backstory is important in helping define these cultures, helping to design the game. It might not necessarily feature in the game itself, but is an important part of the development process.

For most game worlds, it is not necessary to define the culture or cultures in great detail. Some games are set in our own culture, such as SimCity, which clearly looks like present day America.

Page 20: Gameplay

P1 describe elements of gameplay used in game design with some appropriate use of subject terminology.M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology.D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly.

The Physical WorldThese define what the game looks like and involve both the environment and its contents, including:• Buildings• Vehicles• Clothing• Weaponry• Furniture• Decorations• Logos or emblems• Magical items

• Birds and animals• Plants and trees• Rocks• Hills• Mountains• Sky

• Music• Ambient sounds• Voices

Game designers will have to consider all of these elements as they will all have an impact on the tone and

mood of the game and influence how it is played.

Detail – A game should only contain as much detail as is needed for the purpose of immersing the player in the world. If it gets in the way of playing the game, there is too much detail.

Page 21: Gameplay

P1 describe elements of gameplay used in game design with some appropriate use of subject terminology.M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology.D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly.

This involves the emotions of the people in the world as well as the emotions the designer hopes to arouse in the player. This varies, from low emotional impact, light entertainment games, through emotionally rich single players, such as The Walking Dead, to enemy and friend making mulitplayer games.

Typical emotional engagement in games can involve the following :The thrill of victoryThe agony of defeatRisk and rewardExcitement AnticipationAmbition/desire for power (simulations)Suspense/surprise/fear (horror games)Amusement

Page 22: Gameplay

P1 describe elements of gameplay used in game design with some appropriate use of subject terminology.M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology.D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly.

Through developing interaction between characters and player’s subsequent identification with them, you can evoke another class of emotions. Love, grief, shame, jealousy and outrage result from storytelling techniques, creating characters the player can care about and develop credible relationships with.Dramatic tension is created when something is at stake – physical danger, social, emotional or economic risk.

Some games influence feelings by giving the player difficult moral decisions to make, with varying consequences based on these choices.

In Bioshock you are given the choice of saving or harvesting Little Sisters. This not only affects the game, but also has an emotional resonance to it.

Page 23: Gameplay

P1 describe elements of gameplay used in game design with some appropriate use of subject terminology.M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology.D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly.

The ethical dimension of a game world defines what right and wrong mean within the context of that world. This is built into the gameplay as it defines how the player is to behave. A player will perform certain actions to win the game and the designer will define these actions as good or desirable. Actions which a player must avoid become defined as bad or undesirable.

Often the ethics of a game world will be part of the environmental dimension, as they are embedded in the culture and history of the game.

In games where you can choose to be play as an evil character, there are often consequences for this, such as in MMORPGs where others might not cooperate with you or even attack you. This offers free moral choices but adds a more sophisticated way of approaching the issues.

Page 24: Gameplay

P1 describe elements of gameplay used in game design with some appropriate use of subject terminology.M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology.D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly.

The more realistic the game, the more the ethics need to resemble real word morals. Otherwise, games are liable to get into political trouble, as well as problems with ratings and regulation.

Page 25: Gameplay

P1 describe elements of gameplay used in game design with some appropriate use of subject terminology.M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology.D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly.

Goals

Rewards

Challenges ActionsUnique, recurring or

continuing.

Rules

Difficulty

Defined by the interaction model.

Core Mechanics

Page 26: Gameplay

P1 describe elements of gameplay used in game design with some appropriate use of subject terminology.M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology.D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly.

Page 27: Gameplay

P1 describe elements of gameplay used in game design with some appropriate use of subject terminology.M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology.D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly.

Hierarchy of Challenges

Atomic challenges

• Explicit Challenges

• Implicit Challenges

Usually intermediate-level challenges

Victory condition

Ch

alle

nge

s

Terminal condition:

The rule that determines when the

game is over

Page 28: Gameplay

P1 describe elements of gameplay used in game design with some appropriate use of subject terminology.M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology.D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly.

A hierarchy of challenges with multiple options

Page 29: Gameplay

P1 describe elements of gameplay used in game design with some appropriate use of subject terminology.M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology.D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly.

Difficulty

Csikszentmihalyi’s flow shows when people performing tasks enter an enjoyable state. This can be directly applied to the difficulty and balance of a game.

Page 30: Gameplay

P1 describe elements of gameplay used in game design with some appropriate use of subject terminology.M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology.D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly.

Balance

A game is considered balanced when:

The game provides meaningful choices and there isn’t a dominant strategy.The role of choice is not so great that player skill becomes irrelevant.The players perceive the game to be fair.

The game’s level of difficulty must be consistent.

Any player that falls behind early in the game gets a reasonable opportunity to catch up before the game ends.The game seldom or never results in a stalemate, particularly among players of unequal ability.

PvPor

PvE

PvE

PvP

Page 31: Gameplay

P1 describe elements of gameplay used in game design with some appropriate use of subject terminology.M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology.D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly.

Achievement Reward

Power

earns…

eases…next…

can be traded for

more…

Positive feedback relationship loop

Not all games include positive feedback.