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]]
https://youtu.be/Nj7EaryBgak crafting !!!
- collecting < exploring need to be
- lab -
- skill base controll
- purpose of things
- -
CASINO
- oportunity - get sth of valu
- unpredictable rewards - you have no ida when
- quick repetibility -
variable reinfocement loop
- near misses
- losses disguises wins - whenn you win less than you put but it can be stil thought as a win.
mechanics - how game works dynamics - how player acts asthetics - how player feels
thrill of unknow struggle to survive can be also feeling > relax (flowe) experience - comanding a strship character
how to reflect growht in mechanics
Structure
Mechanics should be part of narration - We’ve now gone from just having a really simplistic puzzle about opening a door to an entire story experience. Justification of gameplay mechanics written in to the lore
- Enable narrative through systems
- Use mechanics as metaphor how rules incentivize to act stories.
Systems
Game as system
- Interaction with system
- Control
- Feedback
Random Encounters
Beacons - random dice rolls for multiplayer. posted publicly over time for later verification + link to previous number (like posting time & date)
Emergent systems
Emergence - phenomena where Entirety of system exhibit properties that parts of system don’t have. emerge arise from complexity. World is build upon its emergence. Enable larger possibilities with simpler components
Modeling techniques:
- Explicitly pre-determined - calculation is linear > linear story
- Emergent Systems - simulation parallel > parallel gameplay
- Systemic emergent - when rules of system can be combined in novel outcomes
- Narrative emergence - sequence of event .
Structure dynamics:
| |Topologies (how elements are connected. relationship between objects. Linear, tree, network, )| |-|-| |Agents | (very flexible, sims) |Network | (longer time boundaries - sims online, or structures like city) |Layers | (SimCity). Physics, Chemistry, Biology, Mind Overall, the concept of a social network with flexible agents and rigid layers offers a dynamic environment where structure allows for focused interaction, but individuals still have the freedom to adapt and explore.
Complex systems, specifically focusing on networks and group dynamics:
Dynamics | |
---|---|
Propagation | Flow: material(people cargo), information (communication), pattern(compression of traffic). propagate through space and time. Vector fields. Wave. (farther is less amplitude but longer wave) vertical propagation. (like corporate delegation, if actor cannot resolve ask up node), propagation through agents (bees & flowers) |
Growth | (in size or number, more links, network,) s-curve is natural. Faster growth until lack of resources |
Group | Cooperation driven by competition. Depend on economies of scale, enabled by communication and control, encourage specialization (when efficiency of group is better than being alone, breeds network (competing interdependent balanced with cooperation)). Groups of similar items is classification. Group soldiers if to many decision on lower level. / Attraction tend to create groups. Flocks, Gravity/ Group have boundaries (Go) |
Order | |
Allocation | Allocation of time, how to spend time. (game of priorities) |
Mapping | Forming temporary networks, (Tetris), fighting game (what weapon use against sth,..). State machines have inside mapping. Map correct response, |
Specialization | Like town districts. need enough components, strategic allocation of resources, |
Nesting |
Ways topologies are mapped on dynamics:
Paradigms (ways topologies are mapped on dynamics) | |
---|---|
Network Theory | |
Adaptive system | Complex systems like biological (watch not adaptive). Machine learning |
Chaos Theory | Small change in initial condition will have vast change in system. |
Cellular automata | Highly emergent. Conway’s Game of Life |
System Dynamics |
Competitions > growth > Grouping > specialization > propagation > allocation > network > boundaries >nesting, level up (can start competition again on higher level)
Will Wright’s Dynamics for Designers 2003 GDC
Generative systems
Potential of generative stories depend on how elements of mechanics are connected together If you generating the whole story your mechanics must include loss and recovery
- repeated consents (non procedural) is where you cannot do otherwise
Structure
- Relationships
- Ecosystem
Puzzles
A food puzzle
- Tells you how to solve it, inherent in its design
- Doesn’t relay on outside knowledge
- is also adjustable in difficult by adding or reducing information
types:
- find clues with key parts
- puzzle
game eg. with simple rules with costs. of building : offence - 2 defence - 1 production - 5 maping decisions how to play (what build next).
- short / long term
- hi risk hi reward / lo risk
- order (productopn, missions, what to build first)
- Allocation suplay network
- Boudries
Progres
… also by probability with advancement in progression and pacing
Feedback loops (output pushed to input)
Good feedback techniques ! !!!! important part
- Positive: … increase ains to more gains , loses to more loses (loose chest figure mean u weeker)
-
Negative - balance out failures and posit. - Mario carts, those at back get powerful weapons. winners punished and losers are rewarded (keep changes in equilibrium)
- Positive, - help push to conclusion for party game where everyone is equal - frustrating for weaker players (snowball problem)
- Negative - unfair to successful players. - can send mixed signals
Pyre - mix
Achievements
Leveling
leveling curves - rpgs - more u level up, more time takes to level up again
Risk aversion problems:
Grind
Repeated battles for the sole purpose of increasing party level, stats
- czasowy jak w Ogame
Farming
Repeated battles for the sole purpose of finding a rare item drop
Backward pedaling
doom 2016 forward combat - build forward momentum from glory kills
Camping
Like in gears
Economy
Resources
exchanging resources ( Store or use now bust. )
Scarcity
- units, currency, objects, time, terrain
Health Systems
Pool of points that get subtracted from, eventually it reaches zero, and that initializes a game-over function or increments a death counter ( life’s ) and restarts a section of gameplay),
How much punished for mistakes
- regenerating - > reward for hiding!! and not rewarding good play. but get froward momentum. (it equal chances before next encounter). Cannot hurt player a little as punishment, enemies must be able to kill you
- health packs
- boxes with stuff. if u have health u get ammo. Or coins to spend not always on health
-
glory kill reward » offensive system and encourage to play
- mixed:
- regen last few %
- regen when other conditions. Only if the second variable influenced by ie food is at a certain point (Minecraft)
Action Points
mana (actions) - spiritual or magical energy / karma / stamina - Non renevable / renevable
Upgres
- Temporal -
- Permanent - tree.
How to get
- Loot
- Hidden in enviro
Znajdzki
cerst cheast
- economy
-
market supply and demand zelda : chemistry engine
- fuel, raw materials
Stock to Flow
Population - is stock
Births rate - is flow
Economic system
Economies
Ecosystems
Ecologies - balance not reinforce each other . balance in dynamic universe.
Enemies
types and classes .
- short long distance and speed
- difficulty
Encounters
Events with NPCs
Waves
Increase and manipulate amounts / strength
- combat types
- obrona manewrowa
- raidy
Combat
non combat - combat loop fighhting games are rock paper scisors (advanced with reading opponents pre anims to read next move )
Melee > projectiles > hitscan Charge > stay back
szybkosc projectaili - wpływa na dystancs w ktorym jest walka. !
Combat loop
pasing / important elements
- doom dropp all what slow down actions (like aming) peak priorities how much weapons / how get new and ammo … upgread trees pase - of new tools and mechanics 2.
AI
.
- pathfinding
- behaviur trees - selector node / sequence node (queque)
Mele
https://threadreaderapp.com/thread/1358654321303277568.html
Timed
not instant. 3 phases
- anticipation - speed
- contact
- recovery
tacticly distinct !!!!!!!!!!!!!!!!!!!!!!!!!! - could be subtle - Advantages / Disadvantage - (heavy damage slow)
- fast /slow - light 14 frames - heavy 28 frames and u are vonurable beform hit
- wide/ range
- push away/ knock down /air
- work on distance
- stunt - watch for stunt lock (get enemy in loop )
- culdown to not spawning
- player vornuable after use
- required sth
- animation canceling. (no in darksouls) carfeul and commiting
- range distance/snaping (depend how sticky ) in batman lot of snaping (and in other flow quick )- not in dark souls
- distnace - tip of blade more crit than full close.
- charge
combos and controls.
- seq of keys or gesture
- chain of same keys in rythm
parry / counter - block exackly when u block in same time of attack .
- efortless vs
- only in slmall time slot - can damage if not done in time
tactic:
- piking targts - kill the hiller
Shooting
Bullets
Projectiles | stayback | ||
Hit scan | charging |
Projectiles are predictable
Recoil
Reloads
fast assault rifle
shotgun at close
rocket launch - deadly but risky
Aiming
auto aim
https://twitter.com/Fading_Shadow_/status/1540095904643895296
- The Accuracy Cone (= Error Angle) defines an area where your bullet can land. The placement of your bullet within this area is entirely random.
- The Aim Assist Cone defines an area around your reticle where the game will look for enemy targets. Once an enemy enters this area (or you move your reticle close to them) Aim Assist will kick in. What Aim Assist does is it snaps your accuracy cone to a target. [cont]…] What’s important about this is that the Aim Assist is factored in first which means that the randomness introduced by the Accuracy Cone will not be corrected for by Aim Assist. So TLDR: Accuracy doesn’t care what’s in front of you, it’s purely RNG
First on that list is the in-air accuracy penalty. ⏬ Fading Shadow
Each archetype of weapon has an intrinsic penalty to accuracy that is activated as soon as your boots leave the ground. This penalty cuts the remaining cone you have in half again leaving you with 1/4 of the original size of your Aim Assist cone.
Types
SMG - Spora szybkostrzelność , pojemny magazynek , niewielki zasięg że mogę się z nimi dość sprawnie poruszać i przez mniejszy DMG per Pocik ale zwiększoną szybkostrzelność powinienem raczej pakować we wroga długie serie ( Spray and pray Jako broń o małym zasięgu ( wydaje mi się mająca pełnić role SMG ) powinna mieć w miarę skuteczny hipfire snip - shotg - pistol -
Balance
Math + syste, + psychology gamebalanceconcepts.wordpress.com/ + GDC Video
Appearance of balance in experience. Math + systems + psychology
Methods:
- Designers intuition and experience
- Playtesting (and changes on exploits)
- Analytic (data from game and drawing statical conclusion )
- Math modeling (model and choose proper One)
trade danger for time for advancemetn … and more
- Economy - balanced
- Ecology - emergent
YT GDC Board Game Design Day: Board Game Design and the Psychology of Loss Aversion
YT GDC Three Statistical Tests Every Game Developer Should Know
YT GDC 2016 MuteA Course About Game Balance
YT GDC 2018 Power Curve
Gamebalanceconcepts
.
Creating/deriving a cost Curve
Balance on skill
Balance between benefit and cost
Can reward certain playstyles
Grim Dice
Deices that beat each other in circle - highest number win
Numeric relationship Between Resources
linear and identity triangular and polynomial exp and log chains of relationships
Probability
balance on chance Dices Cards
Gamble Beating mechanics.
Probability Fallacies and failures
human intuition get probability wrong
Situational balance
Probability recursion
monte carlo
+ avarage
markov chains
- A Markov chain or Markov process is a stochastic model describing a sequence of possible events in which the probability of each event depends only on the state attained in the previous event. ..
https://datagenetics.com/blog.html !!!!,
Metrics
Prevent yourself from opinions, and look how they related to team final goal. Outline golas and define succes. Separate facts (metrics) form opinions and use fact for understanding (analytic). and guide decision making. What you are budling / Why / Who for « this define goals.
Metrics | Analytics |
---|---|
Mathematics | Social science |
Tangible | Intangible |
Past | Future |
Information | Transformation |
Gathering | Asking questions |
Reporting | Analyzing |
Statistical analysis
how to calculate when have probability … you are threat it as probability
statistics is revert probability
mean, mediana standard deviation z test statistic significance
Progression & Reward Curves
also by probability with advancement in progression and pacing
leveling curves
etics !
Intransitive mechanics. game theory
Payoff matrices
transitivity-in-game-theory https://www.belloflostsouls.net/2019/10/the-math-of-games-what-is-transitivity-in-game-theory.html
difficulty
- not only HP or strength but also what u see on screen
https://datagenetics.com/blog.html
statistics
- avarage can be different when sample is small, and sensitive to outliers
- p - chance of being wrong
false positive
- mediana - half
- corelation and association is not causation: direction of causality may be unclear ot there may be a hidden confounding variable.
t-test - mann-whitney test -
Bargaining
game theroy config that preclude domininat solutions - non nash equilibrium games
stelth is a puzzle stelthGamerBR YT
Exapmple mechanics for single player shooters:
- extraction
- rouglike
- survival
etics !
mini games
minigames color words numbers logic zrecznosciowy ./ arcade time