11_10_2022

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Mechanical Engineering

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Jan 9, 2024

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Overwhelming Solution Often when a game feels overwhelming, there is an inclination to cut things out o Less is more If the game is well designed, then the answer is to not remove anything o If it ain`t broke The key is to organize the experience so it doesn`t feel like too much at once o How do you eat an elephant? One at a time Making more feel like less To make mechanical complexity feel more manageable, mechanics must be layered Mechanical complexity should be introduced in layers: o Methodically o Intentionally o With a true knowledge of your game Do you know your game? Meet your mechanics Each of the mechanics should be considered in several regards: o Contextuality o Accessibility o Complexity Difficulty Precision Accuracy Each should be considered independently and also as a whole
Contextuality How aware of the environment must a player be to effectively use the mechanic? If the mechanic requires a high level of attention, then the game needs to be talking Communication to the players must be clear, frequent, and distinct The more extraneous cognitive load a game presents, the lower the mechanic`s potential successful dependency on contextuality Accessibility How readily can the mechanic be used? A more difficult to execute/access mechanic requires at least one of two things o A game that leans into strategic decision making o A player that ha a high capacity for contextual awareness Choosing to make a mechanic inaccessible should come from one of two reasons o There is a larger need for other systems to be more readily available o The mechanic needs to be guarded from the player Complexity How much must the player do, in order to execute the mechanical action? Complexity ca be measured several connected ways o Difficulty – operational usage o Precision – effectiveness in consistent usage o Accuracy – effectiveness in correct usage Each consideration can break an experience, but all of them are needed to pull it off Difficulty What aspects must the player master to be effective? Initiation vs Responsive dynamics o Initiation demands the layer know when to use the ability to begin a response chain, requiring system knowledge and contextual awareness o Response dynamics require the player have comprehensive contextual awareness, as the systems prompt reciprocal interaction The player may take caution if risk of failure is relatively likely or costly
Precision What level of predictability will the player assume in using the mechanic? (Bubble hit in Vermintide) Using a mechanic that behaves erratically reduces the layer`s interest in using it Using a mechanic that behaves perfectly consistently, reduces exploration The demand of precision can be on the interaction as well as the usage of a mechanic Accuracy How much grace is given to the player when they use the mechanic? Timing o The reliance of the player on the proper tempo of observation and interaction Does using a mechanic provide the player with a sense of intentionality? Meaningful reliability Layering the system If you know your game, then you can write an introduction to the player What elements are mixed in with the mechanics? o Narrative o Levels o Learning Layering the narrative Introducing a mechanic as necessary for the story imbues organization and purpose If a character is understood, their actions are justified by the player If something is innate to a character, it isn`t something to be remembered o It is understood Organizing the narrative in a meaningful way, reduces perceived complexity Levels Merely a container for gameplay Levels compartmentalize the context and application of gameplay Smaller chunks of exposure, in unique contexts, help comprehension o As well as contextualizing application Learning
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Learning in a game is most easily broken inro three areas o Tutorialization – there a concept is introduced o Training – Where a concept is practiced and explored o Testing – where a concept`s mastery is evaluated a necessary Mechanics should be at least trained before they are tested It is generally bad form to tutorialize two different things back-to-back Blending by Pace Don`t give the player too much to learn too quickly Don`t starve the player for new content Don`t assume a player is done learning a new toy before moving on Consider the player`s emotional and attentive state (both before and after) Blending by attribute Knowing a game means that a player should be wooed before complete exposure Growing the volume of content exposure gradually is challenging A choice must be made about associated or relevant mechanics Blending by Usage A truly dynamic game gives players mechanics, when they want to have them Non-arbitrary gating is hard to build, and easier to mess up In a perfectly procedural game, an introduction of mechanics would be viable, but it generally ends with confusion or knowledge gaps Summary A player shouldn`t feel overwhelmed That doesn`t mean a game must be simple