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Level 10
David Mullich
Game Mechanics
The Los Angeles Film School
Single-Player Game Balancing
 Single-Player Balancing
 Difficulty
 Complexity
 Smooth Learning Curve
Multi-Player Game Balancing
 Multi-Player Balancing
 Balancing Effects
 Symmetry
 Rock-Paper-Scissors
 Handicaps
 Team Balance
Game Mastery
 Game Mastery
 Smooth Learning Curves
 Empowerment
Boss Battle Time!
There will now be a test on Levels 7-9!
Replayablity
The level to which a game provides new
challenges or experiences when played again.
Why Designers Want Replayablity
 Promotes Game Mastery
Warning! Can conflict with:
 Exploration
 Memorization
 Surprises
 Tension
 Puzzle Solving
 Narrative Structures
 Unknown Goals
Replayable Challenges
 Variety of Challenges
 Asymmetric Goals
 Player-Selected Goals
Replayable Solutions
 Asymmetric Abilities
 Optional Goals
 Reversibility
 Experimenting
Trans-Game Information
 Scores
 High Score List
 Near Miss Indicators
 Strategic Information
Replayablity Design Considerations
 Are challenges different between game
instances?
 Can challenges be solved in different
ways?
 Can players compare results between
games?
Varied Gameplay
The game provides variety in gameplay, either
within a single play session or between different
game sessions.
Why Designers Use Varied Gameplay
Encourages:
 Replayablity
 Freedom of Choice
 Competency Areas
Balances:
 Level of Difficulty
 Narrative Structures
 Game Mastery
Warning! May conflict with:
 Sensory-Motoric Immersion
 Game Mastery
 Quick Games
Varying Actions
 Budget Action Points
 Converters and Producer-Consumer
Chains
 Sets of Skills
 Transfer of Control of Tools and Controllers
 Dynamic Alliances
 Ability Losses
Varying Goals
 Selectable Goals
 Supporting Goals
 Games within Games
Varied Gameplay Within Sessions
 Can players perform different actions?
 Can players choose between different
goals?
Varied Gameplay Between Sessions
 Does the game world change between
instances?
 Does the player’s goals change between
instances?
 Can players choose what type of
asymmetric abilities they have?
 Can players develop characters?
 Can players form teams?
Meta Games
A game based on the effects and outcomes of
other games.
Meta Games That Are Part Of The
Game
 Optional Goals
 Easter Eggs
 Scores and High Score Lists
 Scores of Game within Games
 Handicap
Meta Games That Are Independent Of
Game
 Best of 3 in Rock-Paper-Scissors
 Guessing the Outcome
 Betting
 Ownership of Trophies and other Real-
World Objects
 Team Development
Why Designers Like Meta Games
 Provides Extra-Game Consequences
 Results in Trans-Game Information
 Changes Single-Player into Multiplayer
 Minimizes Luck
 Modifies Risk-Reward Choices
 Allows Spectators to become Players
Meta Games Design Configurations
 Is the meta game designed to be an part of
the underlying game?
 Is the meta game independent of the
underlying game?
Student Course Evaluation
https://tinyurl.com/lafs-game-dec17
Group Quest
Conduct playtesting at Game Fair for the
game you balanced in the last class session.
Use the LMS to report on what you learned
from Game Fair playtesting.
LAFS Game Mechanics - Replayability

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LAFS Game Mechanics - Replayability

  • 1. Level 10 David Mullich Game Mechanics The Los Angeles Film School
  • 2.
  • 3. Single-Player Game Balancing  Single-Player Balancing  Difficulty  Complexity  Smooth Learning Curve
  • 4. Multi-Player Game Balancing  Multi-Player Balancing  Balancing Effects  Symmetry  Rock-Paper-Scissors  Handicaps  Team Balance
  • 5. Game Mastery  Game Mastery  Smooth Learning Curves  Empowerment
  • 6. Boss Battle Time! There will now be a test on Levels 7-9!
  • 7. Replayablity The level to which a game provides new challenges or experiences when played again.
  • 8. Why Designers Want Replayablity  Promotes Game Mastery Warning! Can conflict with:  Exploration  Memorization  Surprises  Tension  Puzzle Solving  Narrative Structures  Unknown Goals
  • 9. Replayable Challenges  Variety of Challenges  Asymmetric Goals  Player-Selected Goals
  • 10. Replayable Solutions  Asymmetric Abilities  Optional Goals  Reversibility  Experimenting
  • 11. Trans-Game Information  Scores  High Score List  Near Miss Indicators  Strategic Information
  • 12. Replayablity Design Considerations  Are challenges different between game instances?  Can challenges be solved in different ways?  Can players compare results between games?
  • 13. Varied Gameplay The game provides variety in gameplay, either within a single play session or between different game sessions.
  • 14. Why Designers Use Varied Gameplay Encourages:  Replayablity  Freedom of Choice  Competency Areas Balances:  Level of Difficulty  Narrative Structures  Game Mastery Warning! May conflict with:  Sensory-Motoric Immersion  Game Mastery  Quick Games
  • 15. Varying Actions  Budget Action Points  Converters and Producer-Consumer Chains  Sets of Skills  Transfer of Control of Tools and Controllers  Dynamic Alliances  Ability Losses
  • 16. Varying Goals  Selectable Goals  Supporting Goals  Games within Games
  • 17. Varied Gameplay Within Sessions  Can players perform different actions?  Can players choose between different goals?
  • 18. Varied Gameplay Between Sessions  Does the game world change between instances?  Does the player’s goals change between instances?  Can players choose what type of asymmetric abilities they have?  Can players develop characters?  Can players form teams?
  • 19. Meta Games A game based on the effects and outcomes of other games.
  • 20. Meta Games That Are Part Of The Game  Optional Goals  Easter Eggs  Scores and High Score Lists  Scores of Game within Games  Handicap
  • 21. Meta Games That Are Independent Of Game  Best of 3 in Rock-Paper-Scissors  Guessing the Outcome  Betting  Ownership of Trophies and other Real- World Objects  Team Development
  • 22. Why Designers Like Meta Games  Provides Extra-Game Consequences  Results in Trans-Game Information  Changes Single-Player into Multiplayer  Minimizes Luck  Modifies Risk-Reward Choices  Allows Spectators to become Players
  • 23. Meta Games Design Configurations  Is the meta game designed to be an part of the underlying game?  Is the meta game independent of the underlying game?
  • 25. Group Quest Conduct playtesting at Game Fair for the game you balanced in the last class session.
  • 26. Use the LMS to report on what you learned from Game Fair playtesting.

Notes de l'éditeur

  1. Single Player Games: The game’s difficulty is matched to the player’s skill level throughout the entire game. Difficulty: The skill required to successfully reach a goal. Complexity: The number of actions required to successfully reach a game goal. Smooth Learning Curve: Games designed to provide players with the possibility of smoothly progressing from novice to master.
  2. Multi-Player Games: Multiplayer Games: All players have an equal opportunity to win regardless of their starting position, resources, goals, or skill level. Balancing Effects: Rules and effects that lessen the difference of value used to measure competition between players. Syymmetry Symmetrical relations exist between players regarding the goals, resources, and actions they can perform. Rock-Paper-Scissors: Sets of three or more actions form cycles where every action has an advantage over another action. Handicaps: Making gameplay easier for certain players to ensure that all players have the same chance to succeed. Team Balance: Teams have equal chances of succeeding with actions in a game or winning a game.
  3. Game Mastery: That one can clearly distinguish between skillful and incompetent players when they are using all their skills and abilities in a game. Smooth Learning Curves: Games designed to provide players with the possibility of smoothly progressing from novice to master. Empowerment: Players feel that they can affect the events and final outcome of the game.
  4. Most games are designed to play many times. For these replays to be interesting, the game must give new experiences or offer new challenges that are entertaining enough to continue playing. EXAMPLE: Chess has so many outcomes that players have very little chance of every playing two games that are exactly the same. Battlefield series allows players to choose a character class to play, giving them new abilities beyond the normal variations in gameplay.
  5. Games with COGNITIVE IMMERSION frequently offer different challenges, possibly through a RECONFIGURABLE GAME WORLD.
  6. OPTIONAL GOALS give FREEDOM OF CHOICE about how to solve the overall game.
  7. SCORES and HIGH SCORE LISTS, allowing for GAME MASTERY and SOCIAL STATUS
  8. All games provide a certain amount to be interesting, as the outcome must be different between game instances. However, some games have varying types of actions required in different parts of the game so that players feel that the challenges are quantifiably different. Other games allow players to create characters or select teams with radically different ability. EXAMPLE: Role-laying games provide Varied Gameplay between instances through the changing abilities of their characters. DEUS EX was designed to have different ways of completing each level.
  9. Games with extensive, repetitive actions, so it is hard to combine with SENSORY-MOTRIC IMMERSION GAME MASTERY, since more skills must be mastered QUICK GAMES, since players perform only a few actions.
  10. CONVERTERS and complex PRODUCER-CONSUMER chains allow varied RESOURCE USE ABILITY LOSSES forces players to figure out new ways to solve problems.
  11. RECONFIGURABLE GAME WORLD (or NARRATIVE) * Dynamically changing RED HERRINGS GOAL CHANGES ASSYMETRIC ABILITIES ASSYMETRIC GOALS INCOMPATIBLE GOALS ASSYMETIC ABILITIES CHARACTER DEVELOPMENT PRVILEGED ABILITIES or SKILLS NON-RENEWABLE RESOURCES DIMINISHING RETURNS
  12. EXAMPLE: TOURNAMENTS are a common form of Meta Game were the results of individual games are used as input to the Tournament. BETTING on the outcome of games.
  13. INDEPENDENT: Players can create Meta Games out of any game outside of the game designer’s influence, thereby allowing PLAYER-DEFINED GAOLS Guessing the outcome of games before the session ends: BETTING. Skill of playing the game becomes STRATEGIC KNOWLEDGE. TEAM DEVELOPMENT, planning and trying to develop a team based on planning and trying to develop a team’s skills.
  14. Allows SPECTATORS of one game become PLAYERS in another game.