Pxlink: Ludology Game Design Game Mechanics Game Theory Level Design
Obsidian: [[08-01-01-GameDesign]] [[10-01-01-GameTheory]] [[Classic_Mechanics]] [[05-01-01-MechanicsSingle]] [[09-01-01-Ludology]] [[10-01-01-GameTheory]] [[12-01-01-Lore]]
Mechanics vs Design? Story Symbol Idea Slogan Surprise
in games:
mission relation experience
push pull risk reward stress reliefe https://www.youtube.com/watch?v=TYh5SJb5gWk&list=PLgKCjZ2WsVLScUWJZ7ppkHGlCUIXEj5Io&index=2
https://www.psychologyofgames.com/2011/03/the-unit-effect-and-player-perceptions/
https://youtu.be/_Hjm9LLSICg < rational to emotional https://youtu.be/P4Um97AUqp4 - design withou a pitch
Sid Meiers psychology of game design
choices are only meaningful and reinforces players identity
2 SIDES OF DESIGN
- MECHANICAL
- scripted vs system
- FICTIONAL
extraction / waves / roug /
resources / gune type - speed reload recoil auto aim
scary place /
try and error - souslike
telegraphing attacs
/// dont subvert expectations. to not make player desapointed ///
Exploration loop / Combat loop
=== NEW natural patterns lerners
- whenever we run out of things to lern we get bored match personal interest to easy/dificulty, to fast or slow timing, find way to cheat
paterns: (helpfull in evolution)
- calculating odds and prediction of events
- social status pattern < most addictive
- spatial reasoning < think ahead of time and figure out puzzle
- memory - counting cards
- visceral responses
- teamwork
===
https://pixelprospector.com/#archive The Gamer’s Brain: How Neuroscience and UX Can Impact Design https://www.gamedeveloper.com/blogs/the-cognitive-science-behind-games-user-research https://www.psychologyofgames.com https://www.psychologyofgames.com/2011/03/the-unit-effect-and-player-perceptions/
- power celling - in progression
- resource management - how you budget power over time.
- cost curve
Games putting us in different emotional states and challenge us.
MACRO (proteins fats carbohydrates - energy to function » need more )
- large scale > maps, camps, objectives
MICRO (vitamines amd minerals - micronutrions » need less )
- efficiency of everything u do > easier to acomplish macro
- skillshots, abbilities, position (get less damage)
Patterns across scales m2m like fractals More that feels earn, more satisfyingly - (potential of things going wrong) progress is key. Getting better learning. YT GDC Sid Meier’s Psychology of Game Design
advanced mechanics hidden (those u need skill knowledge timing dexterity )- advanced shooters - strategy + mobility
- Selling point - why you should play it
- Incentive to play - why u should keep playing
- chase a number (rank up). Mastery (self actualization) (level up score leader board)
- story. Novelty (provide experience things that are impossible in normal world)
- exploration & freedom
- emotion: fun, no real world risk / save to fail / - easy creativity / relax / escape
- Competition -
- social
- feel measurable progress
- collecting
- Increasing, more difficult challenges - progression system progression
Long/sort term decisions
risk averse reward
reinforce through mechanics, incentivizes through game systems
Center of gravity in game should be settled in one place
feedback is important
Embrace failure as a chance to create stories
Guided by AI - have high saliency !!
Ludology, Game Mechanics
Gameplay Form a desired experience
Qualia - are defined as individual instances of subjective, conscious experience
How to deal with problem: functionally, narratively and thematically (What is a purpose of the design. )
Why system is important and not a secondary value:
Reaction to action (payoff get new gear / get new info )
synergy - every element compliment each other
excuse
momentum
payoff
Players
Avatar vs Character
- Avatar give mechanical context.
- Character - Emotional context.
Motivation, Characters, Personality
Type of players:
- Rusher
- Sniper
- Ninja
- Opportunist
Players ‘senses’:
- See
- Move
- Shoot/Attack
- Take cover
- Hear
- Get Hurt
Player Character
Bridging player and character more emergent if character can surprise you ? .> characterization - understanding character, to resonate. how much u know about character. what convince us to invest time in them. personality convey thou dialog. what would they really say.
Non Player Character NPC’s
- bring satisfaction, don’t stole moments from player or be burden u must carry on.
OUD - Orthoigonal unit differentiation to make dynamic play space
villains - what mean to be offended by villain force
Enemies
queue of killing. Archer healer, normals dela with me first deal wieh me last high hp low famage
Attribute differentiation timing. of damage. sometimes take close/ long range attack movement
immune to some actions local vulnerability
AI
good AI let u know what is intended to do
p- predictable > player can plan
predictable actions / unpredictable consequences. (someone run but u never know where)
personal AI’s that have RNG stats (na stałe wylosowane) - & remembering interactions with player ecosystems for ai
Rafał Tyl - Uncommon sense: a systemic approach to beliefs of AI agents
AI cheating AI lack of situational awareness
perception > belief building (reasoning about inf from past) its hard cause data is heterogenious > decision makeing > action
barbara dunin-kęplicz Andrzej Szałas MIMUW
- epistemic profiles = rule-based resoning with belied structure
- 4QL language
-
Group beliefs
- lack of data (hidden)
- wrong answer
https://youtu.be/hoHE2QhMMuk?list=PLqUbLv3b1v3cDIo9LCgcsZ3A0whWixGe6 differences (,1. false, 2. unknown (false or true), 3. inconsistent (false and true), 4. true)
dynamic organization building and repairing
villains with procedural goals
Space
Objectives
to get meta paterns.
side quests vs main plot
Interactions
Aim, Arcade skills,
Chase, Run, Race, Hide,
Align, Forbiden Act , Construct, Explore, Solve,
Resources to escape,
…
Restriction
turn based | |
real time | |
time limits | |
keys and barriers > progress | |
rpg - freedom > expand network / models for ai behavior’s and diplomacy, | |
strategy - field (resource allocation > use ) - are mapping puzzles | |
match 4 dynamics in strategy games. | |
strategies - Managing points to use to win |
Strategies
- Skill
- action
- Smart
- diplomacy
- stealth
Rules
- defining objects and concepts
- restricting actions
- determining effects
Conflict
enemies dont need to kill
War , sport - a lot of similar drama structure
Motivation
- care about story: imply meaning, to enable discover meaning
- Give 2+2 (simple deduction)(connect the dots) - Invite Questions!!! motivation for character
- inretnal change sth inside person. Overcoming grive / block
-
external: change sth in world outside / travel / fulfill emotions
- obstacle, desire
Tension
crisis and climax dyolemat niejednoznaczne rozwiazanie balance between: anxiet and boredom
- overpowered to much , no tention
Obstacles, Opponents, Dilemmas
Relationships
all vs player all for all
Boundaries
Outcome
Victory condition:
- 1 winner - else looses
-
no explicit win conditions - sandboxes
- Traither mechanics.
- working toghether towards one goal and smiultaniously win (not enough hairs when music stops) Semicoop
- highest scores after time
win loose state is important or just engagement is ok too ..
Video Games Don’t Need to Be Fun - GameSpot
Controls
- where is locus of controll… play character directly or just give direction or control one character at a time in team
Cognition (choices)
Movement
Mirrors Edge, Spiderman, Tony Hawk, Mario
https://www.youtube.com/watch?v=tAE2H5qJ8A8
movement: feadback to inputs
acceleration
,max
,deceleration
- short acc,decc - character stiff
- long line supre meat boy or uncontrolable or hard to stop , runing on ice 6 frames to full speed - start - 3 frames stop 6x 4 - meat boy have longet stop 3 frames is x9 times faster than mario.
-
- jump jump height to body size mario - x4 meatboy 6x
climb
hang
, fall
-
air friction. if you stop stic it will fall
- dash -
- can controll in air or static
- dash canceling CELESTE
- dash cancel in last sek turned to massive jump with momentum of dash
- do with crouch
- separate dash and jump to modify
- second dash
- climb
Build tools not features
systemic stories - can be wider (as biproduct of system) or just complicated narratives (cannot return to town after robbing bank) risk of crappy uunsatisfaing story - foreshadow , justification , character ark, redemption, pase -
mastery -
retreat to safty - shift tempo between atack and deense -
Movement
controlls ? // move to mechancs ???
mario, movements, and combos other approach, use enviro - repeal yourself from projectiles or enemiies timeing - bust speed by shooting - rythmic action whtn delease - (pathless) keep momentu by chaining - / hook, slide hop, (titabfall) / quake - bunny hopping / mirrots efge
horizontal gameplay vs vertical
Camera (Gamatography)
(user think in euler look up down or on sides)
- Yaw, Pitch and roll
- distance from pivor
- laterral and vertical offset for framing
- fov
FOV
- FOV values can be different. 60 vertical FOV equaled 75 HOR+ FOV which is based in 4:3 aspect ratio, equals to 90 HOR- FOV which is based 16:9 aspect ratio or higher.
- 85 HOR+ FOV and not 90 is the maximum FOV that gives you peripheral vision without making a fisheye effect on 16:9 aspect ratio which is the standard now.
- competitive gamers that need the most FOV so they can see everything
- For simracers, 1:1 world accurate FOV is vitally important, and what a 1:1 FOV with no distortion is is completely dependent on how big your monitor is and how far away it is from your eyes. Think of your monitor like
- https://dinex86.github.io/FOV-Calculator/
https://www.theastronauts.com/2019/04/the-secrets-of-fov/
FPS
simple
TPS fixed:
2d scroller
camera locked (rails)
top wiev: rts-top
slajdy
TPS dynamic:
thgird person - hardest to design (fixed angels are easier to make)
- automatic gudience to not controll cam and character by player
- cam and level work toghether
- line of sight must be small enough to fit throuhgh level
- swing away from obstacles (detected earlier)
- camera must satisfy lot of constraints
- you can change distance to player depend on angle
- see player and enviroment
- depth perception and distance judgeing is preaty week
Accessibility , easy of use
Degree of representation vs abstracion
- fixed angle thrid person
- dynamic angle - colision on distance problems / many design constraints at a time. need to organize
- never pivot in space (orbit around avatar)
- level design and camera must cooperate
- global coords or quaternions to persist state (players think in eulers)
yaw
,pitch
, (optionallyroll
)distance
,latteral
andvertical offset
for framing,fov
- prevent break line of site (all cam cuts should be more than 30 angle )
- can swing (rotate, detect by raycast)
- pushing away from an obstacle while player is trying to swing toward it. (then must push cam toward)
- organize constrain in way of degree of freeedom u need. and prioretixe
- -
- fps https://youtu.be/C7307qRmlMI ——————–
UI
Diedests - in world non Diagetic - not in the fiction
Use existing mental models and make to be more intuitive
Perception
information is 3 lvl processes
- sensations
- preception
- cognition
but sometimes if u have signs (icons) it can influate how u see (gestalt) perception is subjective
input is processed by brain (not raw)
Memory
- sences - sensory (part of perception)
- attention »> then it go to short time memory
- then go to long term mem
forgeting curve - after 20 min 60% lost
Attention
Inputs
Mouse, suit, brain sensors
UI: https://www.gameuidatabase.com/index.php?scrn=160
.
Onboarding
- tutorials
“PICK UP THAT CAN.” If you do, he lets you go. If you don’t, he beats you. This accomplishes two things at once. It establishes story: you’re living in an oppressive society and must do what this cop says for fear of death. Second, on a more basic level it teaches you the basic mechanics of picking objects up and throwing them in the game.. .#gamasutra.
- rewards
- accessibility
- gamification
Accessibility
- Ability to remap controls
- Subtitles - Large and contrast
- UI visuals should be clear
##Loading bar https://www.psychologyofgames.com/2019/10/loading-when-were-willing-to-wait/
Overview
a-b mission Endgame
Cycles (gameplay loop )
Second to second - micronarrative (momentary) core mechanics
Minute to minute - events, tactics and problem-solving puzzles
Hour to Hour - (structural) game premise goal. why where
- Compulsion loops.
- Story Shape Ups and downs tension !!!!
- Therefor instead of: Then (a means to an end) (Causality)
- Try and fail. Fail and find new: clue, inspiration, information
plot expansion: instead of twist /u get more than promised not unexpected change
change
.
- life cycle of agents in simulation . Dynamically changing agents
Endgame
fast pase slow pase - time to think
Balancing
BUFF vs NERF
Genre taxonomy
Is flexible. zbieraj i buduj, wskakuj na platformy,
Casual
- Puzzle
- Action, Match3, Trivia, Word Games, Coloring, Hidden Object, Solitude
- Simulation
- Adventure
- Tycoon/Crafting
- Sandbox
- Time management
- Arcade
- Platformer, Idler, Shoot / Beat’em Up, Tower defense, Board Games,
- Roguelike (permadeath, no save of progress) YT
- Hack’n’slash ??
- Haptic - Tap, Steer, Swipe/Drag, AR
- Location Based / AR -
Twin Stick
Midore
- Shooters strzelaj i nie daj się trafić,
- Battle Royale
- FPS/TPS
- tactical
- PvP
- PvE
-
Imersive sims - give stroy and personal solutions to quests . (deusex) systemic anfd rulle based.
- RPG
- Action
- Turn-Based
- Fighting
- MMORPG
- Puzzle
- Idle
- Survival
- Strategies
- 4x
- Build&Battle
- MOBA
- Tactical
- Traversal
- Story driven
- Horror (easly do away with character and plot. tension, shock, monsters)
- Card
Casino
- Bingo, Poker, Slots
Sports
- Sport - Arcade/realistic
- Driving, Flying.
================================
Psychology
morality systems
-
choices like kotor path of doing good/bad things lead to perska
- how decisions are attached to main conflict
- binary system > if u r not polite we will lock dialogs - is no go
[YT How Game Designers Create Systemic Games | Emergence, Dynamic Narrative and Systems in Game Design](https://youtu.be/OrmyLaLCaIo) |
Psychology in games:
Sid Meier’s Psychology of Game Design
Mike Ambinder - Principal Experimental Psychologist
game mechanics advanced game design BOOK !!!!!!!!!!!!!!!!!!!!!!!! ernest adams joris dormans :
a systemic approach advanced game design BOOK:L!!!!!!!!!!!!!!!!! michael selers
persuasive games ian bogost book
Mental models https://quanticfoundry.com/gamer-motivation-model/ https://www.gdcvault.com/play/1025742/A-Deep-Dive-into-the https://www.youtube.com/watch?v=gxJUPfKtg_Q https://quanticfoundry.com/2019/04/11/gdc2019/
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player-facing:
- exposition
- investigation
- action
- reaction / reprisal
---------------
strategic
systematic
narrative
emergent
environmental reconciliation
design by theming.
casual games, requiring players to make time to play, rather than playing opportunistically or sporadically.
Q
What make game meaningful. is it progress save and win screen or experience itself? What game can teach us. What kind of narration. What we are doing why it maters and what are the consequences
how to:
- by connecting main ideas
https://gamedesignconcepts.wordpress.com/
How Game Designers Create Systemic Games | Emergence, Dynamic Narrative and Systems in Game Design https://youtu.be/OrmyLaLCaIo
The Freedom Fallacy: Understanding “Player Autonomy” in Game Design https://www.youtube.com/watch?v=3vct13OhIio&ab_channel=GDC
Rules of the Game: Five Further Techniques from Rather Clever Designers https://www.youtube.com/watch?v=bh5oqH1Dv8g&ab_channel=GDC
Rules of the Game: Another Five Techniques from Particularly Crafty Designers https://www.youtube.com/watch?v=MVq1-y7ailE&ab_channel=GDC
https://youtu.be/3YXGcw1tvtc
https://www.youtube.com/@PeopleMakeGames