SMF - Just Installed!
Started by droqen, April 15, 2023, 08:00:30 AM
QuotePlayers don't play to complete games, just as readers don't read to finish book. Players play to feel emotions. Game design is experience crafting for the purpose of emotion engineering. . . . The game designer produces rules for interaction that, with the participation of the player, generate game states that themselves induce emotions in the player.
Quote Since the players and their playing experiences are so different from one another, one cannot guaranty[sic] that a given player will feel a given emotion at a given point in the game.
Quote However, from our understanding of physiology, psychology, cognition or culture, we can identify situations that create the proper context for the expression of such an emotion.
Quote Game design works backwards . . . trying to predict player emotions from changes in the interactive system. . . . most changes require testing.
QuoteI'm looking for abstract game variables that could measure any game in any genre.
Quote. . . a choice is only real if it is informed, meaningful, and irreversible.
QuoteOtherwise, his choice is random since he cannot predict its consequences.
QuoteIf there are neither costs nor contexts, choices don't matter.
QuoteOtherwise, this means that the cost paid is meaningless.
QuoteAction is the level of the body, the visceral, immediacy and short feedback loops.
QuoteFreedom deals with measuring choices and opportunities for choices.
QuoteFreedom at the Action level: Everything that empowers or hinders the player while making short-term choices. Action opportunities (An enemy presenting its weak spot, Finding a key in a Zelda dungeon). New tools allowing new interactions (Zelda's boomerang or grappling hook, Mario's flying cap). New abilities (Increased health, Increased strength).
Quote I seem to be able to describe the effect of any game interaction I can think of as variations in one or several variables belonging to these categories.
Quote I hope that like Mendeleev's periodic table of elements, this or a different model will help game designers establish a common language devoid of fuzziness and interpretations.
Quote such a model might even lead us to predict the existence of yet unknown elements, unexplored territories in the game design space.