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Is the relationship between the player’s inputs via the input devices and the resulting
actions in the game world. Basically, how the game is played.
Button presses
and other real
world actions.
Game world
activities
Core Mechanics
 Avatar-based
 Omnipresent
 Party-based
 Contestant
P1 describe elements of gameplay used in game design with some appropriate use of subject
terminology.
M1 explain elements of gameplay used in game design with reference to detailed illustrative
examples and with generally correct use of subject terminology.
D1 critically evaluate elements of gameplay used in game design with supporting arguments and
elucidated examples, and consistently using subject terminology correctly.
P1 describe elements of gameplay used in game design with some appropriate use of subject
terminology.
M1 explain elements of gameplay used in game design with reference to detailed illustrative
examples and with generally correct use of subject terminology.
D1 critically evaluate elements of gameplay used in game design with supporting arguments and
elucidated examples, and consistently using subject terminology correctly.
The player’s actions consist of controlling an
avatar – the player acts upon the world,
influencing only the region of the game
world that the avatar inhabits.
As this is analogous to the human body (i.e.
we have to physically go to the place we
want to do something) this interaction
model will centre on navigation, with either
scree-orientated or avatar-orientated
steering.
P1 describe elements of gameplay used in game design with some appropriate use of subject
terminology.
M1 explain elements of gameplay used in game design with reference to detailed illustrative
examples and with generally correct use of subject terminology.
D1 critically evaluate elements of gameplay used in game design with supporting arguments and
elucidated examples, and consistently using subject terminology correctly.
The player can act upon several different
parts of the game world at a time.
This requires a camera model that permits
the player to see the various areas that can
be changed, typically an aerial perspective.
Implementing this is usually through point-
and-click navigation.
P1 describe elements of gameplay used in game design with some appropriate use of subject
terminology.
M1 explain elements of gameplay used in game design with reference to detailed illustrative
examples and with generally correct use of subject terminology.
D1 critically evaluate elements of gameplay used in game design with supporting arguments and
elucidated examples, and consistently using subject terminology correctly.
This type of interaction model is most
commonly found in RPGs and constitutes of
small groups of characters remaining
together.
It will usually employ an point-and-click
navigation system and an aerial
perspective.
P1 describe elements of gameplay used in game design with some appropriate use of subject
terminology.
M1 explain elements of gameplay used in game design with reference to detailed illustrative
examples and with generally correct use of subject terminology.
D1 critically evaluate elements of gameplay used in game design with supporting arguments and
elucidated examples, and consistently using subject terminology correctly.
Navigation here is not
necessary as the player is
answering questions as if on a
game show. Different decision
options are assigned to
different buttons.
P1 describe elements of gameplay used in game design with some appropriate use of subject
terminology.
M1 explain elements of gameplay used in game design with reference to detailed illustrative
examples and with generally correct use of subject terminology.
D1 critically evaluate elements of gameplay used in game design with supporting arguments and
elucidated examples, and consistently using subject terminology correctly.
Multiplayer games can be arranged in the following ways:
• Multiplayer local – Two or more players in one place. They have their own controller
but share a screen, which can be split. This is usually for co-operative or versus
gameplay.
• Multiplayer distributed (networked play) – people playing against each other over a
network, therefore in distributed locations. Synchronous games mean everyone has
to be logged on together. Asynchronous games mean that players can be logged on
at different times, not interacting in real time. This lends itself to MMOs, as well as
turn based social media games, such as those found on Facebook.
• LAN parties – Each player has their own computer but in the same room. They are
connected by a local area network (LAN), being able to talk to each other but not see
other’s screens.
P1 describe elements of gameplay used in game design with some appropriate use of subject
terminology.
M1 explain elements of gameplay used in game design with reference to detailed illustrative
examples and with generally correct use of subject terminology.
D1 critically evaluate elements of gameplay used in game design with supporting arguments and
elucidated examples, and consistently using subject terminology correctly.
Narrative is onscreen advice used to talk the player
through the back story of the game or to advise and
guide on what to do next during gameplay. It can also
display important feedback to the player on their
progress.
It is non-interactive and presented through narrative
events. These are written by the designer and built into
the software. They are separate from action and core
mechanics.
These usually take the form of FMV (full motion video),
cut scenes, scrolling text or voice-over commentary.
Linear stories
Nonlinear:
• Branching stories
• Foldback stories
• Emergent narrative
Story Types
P1 describe elements of gameplay used in game design with some appropriate use of subject
terminology.
M1 explain elements of gameplay used in game design with reference to detailed illustrative
examples and with generally correct use of subject terminology.
D1 critically evaluate elements of gameplay used in game design with supporting arguments and
elucidated examples, and consistently using subject terminology correctly.
This is an example of a
branching story
structure.
This allows the player
to experience the
story differently every
time they play the
game.
P1 describe elements of gameplay used in game design with some appropriate use of subject
terminology.
M1 explain elements of gameplay used in game design with reference to detailed illustrative
examples and with generally correct use of subject terminology.
D1 critically evaluate elements of gameplay used in game design with supporting arguments and
elucidated examples, and consistently using subject terminology correctly.
This is an example of a foldback story.
These are a compromise between
branching stories and traditional linear
ones.
Emergent Narratives are when the player actions
and in-game events are the sole producers of the
narrative. The story emerges from the act of
playing.
This is still an experimental technique.
P1 describe elements of gameplay used in game design with some appropriate use of subject
terminology.
M1 explain elements of gameplay used in game design with reference to detailed illustrative
examples and with generally correct use of subject terminology.
D1 critically evaluate elements of gameplay used in game design with supporting arguments and
elucidated examples, and consistently using subject terminology correctly.
 Physical
 Temporal
 Environmental
 Emotional
 Ethical
P1 describe elements of gameplay used in game design with some appropriate use of subject
terminology.
M1 explain elements of gameplay used in game design with reference to detailed illustrative
examples and with generally correct use of subject terminology.
D1 critically evaluate elements of gameplay used in game design with supporting arguments and
elucidated examples, and consistently using subject terminology correctly.
 Spatial
dimensionality
 Scale
 Boundaries
2D 2.5D 3D 4D
P1 describe elements of gameplay used in game design with some appropriate use of subject
terminology.
M1 explain elements of gameplay used in game design with reference to detailed illustrative
examples and with generally correct use of subject terminology.
D1 critically evaluate elements of gameplay used in game design with supporting arguments and
elucidated examples, and consistently using subject terminology correctly.
 Spatial
dimensionality
 Scale
 Boundaries
Absolute
Relative
Size of the physical space measured
in units specific to the game world
(meters, miles, light years etc.)
FPS, Sports or driving games =
realistic.
Aerial/isometric perspective =
distorted
P1 describe elements of gameplay used in game design with some appropriate use of subject
terminology.
M1 explain elements of gameplay used in game design with reference to detailed illustrative
examples and with generally correct use of subject terminology.
D1 critically evaluate elements of gameplay used in game design with supporting arguments and
elucidated examples, and consistently using subject terminology correctly.
 Spatial
dimensionality
 Scale
 Boundaries
Because video games are immersive, developers
will want to disguise or explain the limitations of
the world. This can be done in many ways…
Natural – sports games and driving games usually
take place in a stadium or on a track.
Physical landscape – islands, mountains etc.
Dangerous enemies
Indoor environments
Wrapping the world – so the world replicates a
sphere, like our planet.
Defining locations – giving options to the player
instead of free roaming.
Procedural level generation – games like
Minecraft create their worlds through software
algorithms, not through prerendered levels and
artwork.
P1 describe elements of gameplay used in game design with some appropriate use of subject
terminology.
M1 explain elements of gameplay used in game design with reference to detailed illustrative
examples and with generally correct use of subject terminology.
D1 critically evaluate elements of gameplay used in game design with supporting arguments and
elucidated examples, and consistently using subject terminology correctly.
Some games do not include the concept of time passing, the
world idles until the player interacts with it. Occasionally the
player is given limited amount of real-world time to accomplish
something, but this usually applies to single challenges.
For game that do include time, it can be part of the game
world, but not part of gameplay. It creates atmosphere and
gives visual variety but doesn’t change the game’s challenges
and actions.
In other games, the concept of time serves a point by
influencing the gameplay. In Minecraft for example, many of
the enemies are inactive during the daytime.
P1 describe elements of gameplay used in game design with some appropriate use of subject
terminology.
M1 explain elements of gameplay used in game design with reference to detailed illustrative
examples and with generally correct use of subject terminology.
D1 critically evaluate elements of gameplay used in game design with supporting arguments and
elucidated examples, and consistently using subject terminology correctly.
For games that do utilise time in gameplay, there are different ways of including this:
• Variable Time
• Anomalous Time
• Player Adjusted Time
Variable Time
In most games, time runs faster than in reality, as well as jumping/skipping periods. In war
games, there isn’t usually night or rest for soldiers, as this would make for less exciting
gameplay. In The Sims, sleep and rest is part of the gameplay, but night is sped up, with
hours passing in seconds until a character wakes up. The game runs approximately 48 times
faster than real life, yet the characters move in real time.
P1 describe elements of gameplay used in game design with some appropriate use of subject
terminology.
M1 explain elements of gameplay used in game design with reference to detailed illustrative
examples and with generally correct use of subject terminology.
D1 critically evaluate elements of gameplay used in game design with supporting arguments and
elucidated examples, and consistently using subject terminology correctly.
Anomalous Time
This is when time seems to move at different speeds in different parts of the game. A
good example is The Settlers: Rise of an Empire, where a tree can grow from a sapling to
full size in the same amount of time it takes for an iron foundry to smelt four or five bars
of iron.
The developer, Blue Byte, has tuned the length of time for tasks to make sure the game
runs smoothly, which means the game is well balanced, although looses some of its
realism.
There is no clock in the game, so there is no way to compare game time to real time,
meaning the world has no obvious time scale.
P1 describe elements of gameplay used in game design with some appropriate use of subject
terminology.
M1 explain elements of gameplay used in game design with reference to detailed illustrative
examples and with generally correct use of subject terminology.
D1 critically evaluate elements of gameplay used in game design with supporting arguments and
elucidated examples, and consistently using subject terminology correctly.
Player Adjusted Time
This mostly applies to sports, driving and flight simulation games. It allows for verisimilitude
(the appearance of reality) but does no require the player to go through an entire match for
example.
In The Elder Scrolls: Skyrim the player can change the speed of game time.
P1 describe elements of gameplay used in game design with some appropriate use of subject
terminology.
M1 explain elements of gameplay used in game design with reference to detailed illustrative
examples and with generally correct use of subject terminology.
D1 critically evaluate elements of gameplay used in game design with supporting arguments and
elucidated examples, and consistently using subject terminology correctly.
If the physical setting defines the properties of the game’s space, the environmental
setting defines what is in that space. It can be split into the cultural context of the
world and the physical surroundings.
Cultural Context
This refers to beliefs, attitudes and values of
then people in the game world as well as their
political and religious institutions and social
organisation. Basically, the way people live.
This is shown through the manufactured items
that appear in the game – clothing, furniture,
architecture etc. This also influences the user
interface.
P1 describe elements of gameplay used in game design with some appropriate use of subject
terminology.
M1 explain elements of gameplay used in game design with reference to detailed illustrative
examples and with generally correct use of subject terminology.
D1 critically evaluate elements of gameplay used in game design with supporting arguments and
elucidated examples, and consistently using subject terminology correctly.
A backstory is important in helping define these cultures, helping to design the game. It
might not necessarily feature in the game itself, but is an important part of the
development process.
For most game worlds, it is not necessary to define the culture or cultures in great detail.
Some games are set in our own culture, such as SimCity, which clearly looks like present
day America.
P1 describe elements of gameplay used in game design with some appropriate use of subject
terminology.
M1 explain elements of gameplay used in game design with reference to detailed illustrative
examples and with generally correct use of subject terminology.
D1 critically evaluate elements of gameplay used in game design with supporting arguments and
elucidated examples, and consistently using subject terminology correctly.
The Physical World
These define what the game looks like and involve both the environment and its
contents, including:
• Buildings
• Vehicles
• Clothing
• Weaponry
• Furniture
• Decorations
• Logos or emblems
• Magical items
• Birds and animals
• Plants and trees
• Rocks
• Hills
• Mountains
• Sky
• Music
• Ambient sounds
• Voices
Game designers will have to consider all of these
elements as they will all have an impact on the tone and
mood of the game and influence how it is played.
Detail – A game should only contain as much detail as is needed for the purpose of
immersing the player in the world. If it gets in the way of playing the game, there is too
much detail.
P1 describe elements of gameplay used in game design with some appropriate use of subject
terminology.
M1 explain elements of gameplay used in game design with reference to detailed illustrative
examples and with generally correct use of subject terminology.
D1 critically evaluate elements of gameplay used in game design with supporting arguments and
elucidated examples, and consistently using subject terminology correctly.
This involves the emotions of the people in the world as well as the emotions the
designer hopes to arouse in the player. This varies, from low emotional impact, light
entertainment games, through emotionally rich single players, such as The Walking
Dead, to enemy and friend making mulitplayer games.
Typical emotional engagement in games can involve the following :
The thrill of victory
The agony of defeat
Risk and reward
Excitement
Anticipation
Ambition/desire for power (simulations)
Suspense/surprise/fear (horror games)
Amusement
P1 describe elements of gameplay used in game design with some appropriate use of subject
terminology.
M1 explain elements of gameplay used in game design with reference to detailed illustrative
examples and with generally correct use of subject terminology.
D1 critically evaluate elements of gameplay used in game design with supporting arguments and
elucidated examples, and consistently using subject terminology correctly.
Through developing interaction between characters and player’s subsequent
identification with them, you can evoke another class of emotions. Love, grief, shame,
jealousy and outrage result from storytelling techniques, creating characters the
player can care about and develop credible relationships with.
Dramatic tension is created when something is at stake – physical danger, social,
emotional or economic risk.
Some games influence feelings by giving the player difficult moral decisions to make,
with varying consequences based on these choices.
In Bioshock you are given the choice of saving
or harvesting Little Sisters. This not only affects
the game, but also has an emotional
resonance to it.
P1 describe elements of gameplay used in game design with some appropriate use of subject
terminology.
M1 explain elements of gameplay used in game design with reference to detailed illustrative
examples and with generally correct use of subject terminology.
D1 critically evaluate elements of gameplay used in game design with supporting arguments and
elucidated examples, and consistently using subject terminology correctly.
The ethical dimension of a game world defines what right and wrong mean within the
context of that world. This is built into the gameplay as it defines how the player is to
behave. A player will perform certain actions to win the game and the designer will
define these actions as good or desirable. Actions which a player must avoid become
defined as bad or undesirable.
Often the ethics of a game world will be part of the environmental dimension, as they
are embedded in the culture and history of the game.
In games where you can choose to be play as an evil character, there are often
consequences for this, such as in MMORPGs where others might not cooperate with
you or even attack you. This offers free moral choices but adds a more sophisticated
way of approaching the issues.
P1 describe elements of gameplay used in game design with some appropriate use of subject
terminology.
M1 explain elements of gameplay used in game design with reference to detailed illustrative
examples and with generally correct use of subject terminology.
D1 critically evaluate elements of gameplay used in game design with supporting arguments and
elucidated examples, and consistently using subject terminology correctly.
The more realistic the game, the more the ethics need to resemble real word morals.
Otherwise, games are liable to get into political trouble, as well as problems with
ratings and regulation.
P1 describe elements of gameplay used in game design with some appropriate use of subject
terminology.
M1 explain elements of gameplay used in game design with reference to detailed illustrative
examples and with generally correct use of subject terminology.
D1 critically evaluate elements of gameplay used in game design with supporting arguments and
elucidated examples, and consistently using subject terminology correctly.
Goals
Rewards
Challenges Actions
Unique, recurring or
continuing.
Rules
Difficulty
Defined by the
interaction model.
Core Mechanics
P1 describe elements of gameplay used in game design with some appropriate use of subject
terminology.
M1 explain elements of gameplay used in game design with reference to detailed illustrative
examples and with generally correct use of subject terminology.
D1 critically evaluate elements of gameplay used in game design with supporting arguments and
elucidated examples, and consistently using subject terminology correctly.
P1 describe elements of gameplay used in game design with some appropriate use of subject
terminology.
M1 explain elements of gameplay used in game design with reference to detailed illustrative
examples and with generally correct use of subject terminology.
D1 critically evaluate elements of gameplay used in game design with supporting arguments and
elucidated examples, and consistently using subject terminology correctly.
Hierarchy of Challenges
Atomic
challenges
• Explicit Challenges
• Implicit Challenges
Usually intermediate-
level challenges
Victory
condition
Challenges
Terminal
condition:
The rule that
determines
when the
game is over
P1 describe elements of gameplay used in game design with some appropriate use of subject
terminology.
M1 explain elements of gameplay used in game design with reference to detailed illustrative
examples and with generally correct use of subject terminology.
D1 critically evaluate elements of gameplay used in game design with supporting arguments and
elucidated examples, and consistently using subject terminology correctly.
A hierarchy of challenges with multiple options
P1 describe elements of gameplay used in game design with some appropriate use of subject
terminology.
M1 explain elements of gameplay used in game design with reference to detailed illustrative
examples and with generally correct use of subject terminology.
D1 critically evaluate elements of gameplay used in game design with supporting arguments and
elucidated examples, and consistently using subject terminology correctly.
Difficulty
Csikszentmihalyi’s flow shows
when people performing tasks
enter an enjoyable state. This
can be directly applied to the
difficulty and balance of a game.
P1 describe elements of gameplay used in game design with some appropriate use of subject
terminology.
M1 explain elements of gameplay used in game design with reference to detailed illustrative
examples and with generally correct use of subject terminology.
D1 critically evaluate elements of gameplay used in game design with supporting arguments and
elucidated examples, and consistently using subject terminology correctly.
Balance
A game is considered balanced when:
The game provides meaningful choices and there isn’t a dominant strategy.
The role of choice is not so great that player skill becomes irrelevant.
The players perceive the game to be fair.
The game’s level of difficulty must be consistent.
Any player that falls behind early in the game gets a reasonable opportunity to
catch up before the game ends.
The game seldom or never results in a stalemate, particularly among players of
unequal ability.
PvP
or
PvE
PvE
PvP
P1 describe elements of gameplay used in game design with some appropriate use of subject
terminology.
M1 explain elements of gameplay used in game design with reference to detailed illustrative
examples and with generally correct use of subject terminology.
D1 critically evaluate elements of gameplay used in game design with supporting arguments and
elucidated examples, and consistently using subject terminology correctly.
Achievement Reward
Power
earns…
eases…
next…
can be
traded for
more…
Positive feedback
relationship loop
Not all games include positive feedback.

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Gameplay

  • 1. Is the relationship between the player’s inputs via the input devices and the resulting actions in the game world. Basically, how the game is played. Button presses and other real world actions. Game world activities Core Mechanics  Avatar-based  Omnipresent  Party-based  Contestant P1 describe elements of gameplay used in game design with some appropriate use of subject terminology. M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology. D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly.
  • 2. P1 describe elements of gameplay used in game design with some appropriate use of subject terminology. M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology. D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly. The player’s actions consist of controlling an avatar – the player acts upon the world, influencing only the region of the game world that the avatar inhabits. As this is analogous to the human body (i.e. we have to physically go to the place we want to do something) this interaction model will centre on navigation, with either scree-orientated or avatar-orientated steering.
  • 3. P1 describe elements of gameplay used in game design with some appropriate use of subject terminology. M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology. D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly. The player can act upon several different parts of the game world at a time. This requires a camera model that permits the player to see the various areas that can be changed, typically an aerial perspective. Implementing this is usually through point- and-click navigation.
  • 4. P1 describe elements of gameplay used in game design with some appropriate use of subject terminology. M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology. D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly. This type of interaction model is most commonly found in RPGs and constitutes of small groups of characters remaining together. It will usually employ an point-and-click navigation system and an aerial perspective.
  • 5. P1 describe elements of gameplay used in game design with some appropriate use of subject terminology. M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology. D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly. Navigation here is not necessary as the player is answering questions as if on a game show. Different decision options are assigned to different buttons.
  • 6. P1 describe elements of gameplay used in game design with some appropriate use of subject terminology. M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology. D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly. Multiplayer games can be arranged in the following ways: • Multiplayer local – Two or more players in one place. They have their own controller but share a screen, which can be split. This is usually for co-operative or versus gameplay. • Multiplayer distributed (networked play) – people playing against each other over a network, therefore in distributed locations. Synchronous games mean everyone has to be logged on together. Asynchronous games mean that players can be logged on at different times, not interacting in real time. This lends itself to MMOs, as well as turn based social media games, such as those found on Facebook. • LAN parties – Each player has their own computer but in the same room. They are connected by a local area network (LAN), being able to talk to each other but not see other’s screens.
  • 7. P1 describe elements of gameplay used in game design with some appropriate use of subject terminology. M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology. D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly. Narrative is onscreen advice used to talk the player through the back story of the game or to advise and guide on what to do next during gameplay. It can also display important feedback to the player on their progress. It is non-interactive and presented through narrative events. These are written by the designer and built into the software. They are separate from action and core mechanics. These usually take the form of FMV (full motion video), cut scenes, scrolling text or voice-over commentary. Linear stories Nonlinear: • Branching stories • Foldback stories • Emergent narrative Story Types
  • 8. P1 describe elements of gameplay used in game design with some appropriate use of subject terminology. M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology. D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly. This is an example of a branching story structure. This allows the player to experience the story differently every time they play the game.
  • 9. P1 describe elements of gameplay used in game design with some appropriate use of subject terminology. M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology. D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly. This is an example of a foldback story. These are a compromise between branching stories and traditional linear ones. Emergent Narratives are when the player actions and in-game events are the sole producers of the narrative. The story emerges from the act of playing. This is still an experimental technique.
  • 10. P1 describe elements of gameplay used in game design with some appropriate use of subject terminology. M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology. D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly.  Physical  Temporal  Environmental  Emotional  Ethical
  • 11. P1 describe elements of gameplay used in game design with some appropriate use of subject terminology. M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology. D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly.  Spatial dimensionality  Scale  Boundaries 2D 2.5D 3D 4D
  • 12. P1 describe elements of gameplay used in game design with some appropriate use of subject terminology. M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology. D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly.  Spatial dimensionality  Scale  Boundaries Absolute Relative Size of the physical space measured in units specific to the game world (meters, miles, light years etc.) FPS, Sports or driving games = realistic. Aerial/isometric perspective = distorted
  • 13. P1 describe elements of gameplay used in game design with some appropriate use of subject terminology. M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology. D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly.  Spatial dimensionality  Scale  Boundaries Because video games are immersive, developers will want to disguise or explain the limitations of the world. This can be done in many ways… Natural – sports games and driving games usually take place in a stadium or on a track. Physical landscape – islands, mountains etc. Dangerous enemies Indoor environments Wrapping the world – so the world replicates a sphere, like our planet. Defining locations – giving options to the player instead of free roaming. Procedural level generation – games like Minecraft create their worlds through software algorithms, not through prerendered levels and artwork.
  • 14. P1 describe elements of gameplay used in game design with some appropriate use of subject terminology. M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology. D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly. Some games do not include the concept of time passing, the world idles until the player interacts with it. Occasionally the player is given limited amount of real-world time to accomplish something, but this usually applies to single challenges. For game that do include time, it can be part of the game world, but not part of gameplay. It creates atmosphere and gives visual variety but doesn’t change the game’s challenges and actions. In other games, the concept of time serves a point by influencing the gameplay. In Minecraft for example, many of the enemies are inactive during the daytime.
  • 15. P1 describe elements of gameplay used in game design with some appropriate use of subject terminology. M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology. D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly. For games that do utilise time in gameplay, there are different ways of including this: • Variable Time • Anomalous Time • Player Adjusted Time Variable Time In most games, time runs faster than in reality, as well as jumping/skipping periods. In war games, there isn’t usually night or rest for soldiers, as this would make for less exciting gameplay. In The Sims, sleep and rest is part of the gameplay, but night is sped up, with hours passing in seconds until a character wakes up. The game runs approximately 48 times faster than real life, yet the characters move in real time.
  • 16. P1 describe elements of gameplay used in game design with some appropriate use of subject terminology. M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology. D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly. Anomalous Time This is when time seems to move at different speeds in different parts of the game. A good example is The Settlers: Rise of an Empire, where a tree can grow from a sapling to full size in the same amount of time it takes for an iron foundry to smelt four or five bars of iron. The developer, Blue Byte, has tuned the length of time for tasks to make sure the game runs smoothly, which means the game is well balanced, although looses some of its realism. There is no clock in the game, so there is no way to compare game time to real time, meaning the world has no obvious time scale.
  • 17. P1 describe elements of gameplay used in game design with some appropriate use of subject terminology. M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology. D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly. Player Adjusted Time This mostly applies to sports, driving and flight simulation games. It allows for verisimilitude (the appearance of reality) but does no require the player to go through an entire match for example. In The Elder Scrolls: Skyrim the player can change the speed of game time.
  • 18. P1 describe elements of gameplay used in game design with some appropriate use of subject terminology. M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology. D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly. If the physical setting defines the properties of the game’s space, the environmental setting defines what is in that space. It can be split into the cultural context of the world and the physical surroundings. Cultural Context This refers to beliefs, attitudes and values of then people in the game world as well as their political and religious institutions and social organisation. Basically, the way people live. This is shown through the manufactured items that appear in the game – clothing, furniture, architecture etc. This also influences the user interface.
  • 19. P1 describe elements of gameplay used in game design with some appropriate use of subject terminology. M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology. D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly. A backstory is important in helping define these cultures, helping to design the game. It might not necessarily feature in the game itself, but is an important part of the development process. For most game worlds, it is not necessary to define the culture or cultures in great detail. Some games are set in our own culture, such as SimCity, which clearly looks like present day America.
  • 20. P1 describe elements of gameplay used in game design with some appropriate use of subject terminology. M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology. D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly. The Physical World These define what the game looks like and involve both the environment and its contents, including: • Buildings • Vehicles • Clothing • Weaponry • Furniture • Decorations • Logos or emblems • Magical items • Birds and animals • Plants and trees • Rocks • Hills • Mountains • Sky • Music • Ambient sounds • Voices Game designers will have to consider all of these elements as they will all have an impact on the tone and mood of the game and influence how it is played. Detail – A game should only contain as much detail as is needed for the purpose of immersing the player in the world. If it gets in the way of playing the game, there is too much detail.
  • 21. P1 describe elements of gameplay used in game design with some appropriate use of subject terminology. M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology. D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly. This involves the emotions of the people in the world as well as the emotions the designer hopes to arouse in the player. This varies, from low emotional impact, light entertainment games, through emotionally rich single players, such as The Walking Dead, to enemy and friend making mulitplayer games. Typical emotional engagement in games can involve the following : The thrill of victory The agony of defeat Risk and reward Excitement Anticipation Ambition/desire for power (simulations) Suspense/surprise/fear (horror games) Amusement
  • 22. P1 describe elements of gameplay used in game design with some appropriate use of subject terminology. M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology. D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly. Through developing interaction between characters and player’s subsequent identification with them, you can evoke another class of emotions. Love, grief, shame, jealousy and outrage result from storytelling techniques, creating characters the player can care about and develop credible relationships with. Dramatic tension is created when something is at stake – physical danger, social, emotional or economic risk. Some games influence feelings by giving the player difficult moral decisions to make, with varying consequences based on these choices. In Bioshock you are given the choice of saving or harvesting Little Sisters. This not only affects the game, but also has an emotional resonance to it.
  • 23. P1 describe elements of gameplay used in game design with some appropriate use of subject terminology. M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology. D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly. The ethical dimension of a game world defines what right and wrong mean within the context of that world. This is built into the gameplay as it defines how the player is to behave. A player will perform certain actions to win the game and the designer will define these actions as good or desirable. Actions which a player must avoid become defined as bad or undesirable. Often the ethics of a game world will be part of the environmental dimension, as they are embedded in the culture and history of the game. In games where you can choose to be play as an evil character, there are often consequences for this, such as in MMORPGs where others might not cooperate with you or even attack you. This offers free moral choices but adds a more sophisticated way of approaching the issues.
  • 24. P1 describe elements of gameplay used in game design with some appropriate use of subject terminology. M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology. D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly. The more realistic the game, the more the ethics need to resemble real word morals. Otherwise, games are liable to get into political trouble, as well as problems with ratings and regulation.
  • 25. P1 describe elements of gameplay used in game design with some appropriate use of subject terminology. M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology. D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly. Goals Rewards Challenges Actions Unique, recurring or continuing. Rules Difficulty Defined by the interaction model. Core Mechanics
  • 26. P1 describe elements of gameplay used in game design with some appropriate use of subject terminology. M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology. D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly.
  • 27. P1 describe elements of gameplay used in game design with some appropriate use of subject terminology. M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology. D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly. Hierarchy of Challenges Atomic challenges • Explicit Challenges • Implicit Challenges Usually intermediate- level challenges Victory condition Challenges Terminal condition: The rule that determines when the game is over
  • 28. P1 describe elements of gameplay used in game design with some appropriate use of subject terminology. M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology. D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly. A hierarchy of challenges with multiple options
  • 29. P1 describe elements of gameplay used in game design with some appropriate use of subject terminology. M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology. D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly. Difficulty Csikszentmihalyi’s flow shows when people performing tasks enter an enjoyable state. This can be directly applied to the difficulty and balance of a game.
  • 30. P1 describe elements of gameplay used in game design with some appropriate use of subject terminology. M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology. D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly. Balance A game is considered balanced when: The game provides meaningful choices and there isn’t a dominant strategy. The role of choice is not so great that player skill becomes irrelevant. The players perceive the game to be fair. The game’s level of difficulty must be consistent. Any player that falls behind early in the game gets a reasonable opportunity to catch up before the game ends. The game seldom or never results in a stalemate, particularly among players of unequal ability. PvP or PvE PvE PvP
  • 31. P1 describe elements of gameplay used in game design with some appropriate use of subject terminology. M1 explain elements of gameplay used in game design with reference to detailed illustrative examples and with generally correct use of subject terminology. D1 critically evaluate elements of gameplay used in game design with supporting arguments and elucidated examples, and consistently using subject terminology correctly. Achievement Reward Power earns… eases… next… can be traded for more… Positive feedback relationship loop Not all games include positive feedback.