Exploring the visible and hidden influences of technology on tabletop games. This presentation is the concise and annotated version of the lecture I gave in Google's Campus TLV, August 23, 2017
34. D AMechanics
Model of a Game
Mechanics are the core elements of design:
Cards, dice, capture, elimination, collection, and
hundreds more
35. Dynamics AMechanics
Dynamics are the behaviours derived from the
way Mechanics are structured together:
Competition, cooperation, combat, chase, 4X,
D20 and countless other gameplay constructs
Model of a Game
36. Dynamics AestheticsMechanics
Model of a Game
Aesthetics are the experiences that the player is
intended to undergo during the game: Sensation,
Fantasy, Narrative, Challenge, Fellowship,
Competition, Discovery, Expression, Submission
37. Dynamics AestheticsMechanics
Game designers work with their toolbox. It starts
with creating systems comprising game
mechanics, structured into dynamics in the goal
of achieving a desired set of aesthetics
Model of a Game
38. Dynamics AestheticsMechanics
The player is first experiencing the game, from
the perceived aesthetics, learning the dynamics
gradually and deciphering the mechanics
Model of a Game
41. Dynamics AestheticsMechanics
The way for a designer to achieve a desirable set
of aesthetics, is to constantly iterate, through
play testing
Model of a Game