Choice, drama, and mechanics

In this lecture we'll consider several sweeping areas of game design


Player rewards and movitation

As discussed in previous lectures, there are many many styles of game, and different players will draw satisfaction from different aspects of each.

Within any given genre, there is also room for a wide range of player numbers and styles, e.g.

The rewards or motivating factor for different players might include

To give players maximum statisfaction during a game, we are interested in balancing three key aspects:

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Ideally these are balanced to allow the player to immerse themselves in the game, without introducing distractions, annoyances, or confusion/inconsistencies that draw a player out of the game world.


Player choice and reasoning

The player is constantly bombarded with choice during a game, and one of the most important aspects of game design is determining how much choice to give the player, under what circumstances, and what information should be available to guide them in making their choices.

Most players need meaningful and interesting choices to find a game fun and relevant over the long haul -- the player needs to feel in control (i.e. making informed decisions) but there still needs to be an element of risk or uncertainty to maintain dramatic tension during the game.

We can make some generalizations about the style of decisions available to a player, and when they might be appropriate:


Drama and tension in the game

The dramatic elements of a game are often those which make the game fun (challenging, exciting, gripping, amusing, ...).

Some of the key components we are interested in include

In general, games follow a very traditional dramatic arc - tension slowly builds as the game unfolds, then starts to increase more rapidly as you approach a climax, rapidly falling off afterwards.

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Tension in the game will generally follow this wavelike pattern, building to key events then subsiding as the player achieves key goals.

Long periods of low tension often lead to boredom on the part of the player, while long periods of high tension may lead to frustration.

Use of foreshadowing and predictable paths can gradually build tension and anticipation, while randomness and surprise can cause rapid changes.

Note: keep in mind that a game doesn't necessarily need extensive premise or storylines to be successful, as long as other elements of gameplay capture and keep the player's interest. Tetris is a prime example - incredibly simple, and yet incredibly successful, with a good use of ebbs and flows in tension as the blocks mount up and disappear.


Putting it all together with game mechanics: examples

Balanced against all the factors above, we need to establish the game mechanics: the underlying rules and implementation that governs and guides the game.

These include the rules defining the actual concepts and objects within the game, the rules governing character and player actions, and the rules governing effects and behaviour, e.g.

A substantial portion of the rest of our game design will focus on game mechanics.

Here we provide a short look at the use/implementation of dramatic tension in a variety of game types.