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LAFS Game Mechanics - Progression Mechanics

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Level 2 of the Los Angeles Film School's Game Mechanics class.

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LAFS Game Mechanics - Progression Mechanics

  1. 1. Level 2 David Mullich Game Mechanics The Los Angeles Film School
  2. 2. Mechanics ACTION Actual Action of the Mechanic REWARD Reward for Executing the Action TRIGGER Event that Triggers the Action
  3. 3. Extrinsic Rewards
  4. 4. Intrinsic Rewards Novelty The Five Domains Of Play Challenge Stimulation Harmony Threat
  5. 5. Movement vs. Maneuvering
  6. 6. Movement Limitations  Obstacles  Deadly Traps  Inaccessible Areas  Privileged Abilities  Budgeted Action Points
  7. 7. What Are Progression Mechanics?
  8. 8. Progression The ongoing procedures after the game’s set- up, leading to a desired resolution.
  9. 9. Progression Mechanics Design Analysis: What are the progression mechanics in these two games?
  10. 10. Difficulty  The amount of skill a player needs to achieve the game’s goals.
  11. 11. Progression Stair
  12. 12. Flow Flow is the mental state in which a person performing an activity is fully immersed in the game. Over time, game challenges increase as the player’s skills increase.
  13. 13. Flow Most games tend to build up each level to a boss battle of some type to test if they are ready for more difficult challenges. When players pass this test, they progress through the game.
  14. 14. Progression Systems Extra Credits: How Good Games Avoid Skinner Boxes
  15. 15. What Was The Main Message Of This Video?
  16. 16. Making Progression More Meaningful  Add a Strategic Component  Shaping Learning Curve  Reward Most Engaging Way To Play  Enhance Narrative and Character Development  Provide Cohesion and Consistency
  17. 17. Analyzing Progression Are your choke points appropriately difficult? Are users getting stuck on certain levels unexpectedly? Which levels are users having the most fun playing and repeating?
  18. 18. Score The numerical representation of the player’s success in the game, often not only representing the success but also defining it.
  19. 19. Score Design Considerations  Which actions or goals give points?  How many points are awarded?  Are points based on when they are achieved?  Can players reload saved games?  Are player scores hidden?  Are there tie breakers? Design Analysis: Score Characteristics
  20. 20. Why Designers Use Scores  Progress Indicator  Supports Race Goal
  21. 21. High Score Lists Give players the chance to rank themselves against other players who have previously played the game.
  22. 22. High Score List Design Considerations  How many scores are saved?  How are handles supported?  How are ties displayed? Design Analysis: High Score Characteristics
  23. 23. Why Designers Use High Score Lists  Replayability  Competition in Single-Player Games
  24. 24. Levels Part of a game in which all player actions take place until a certain goal or end condition has been fulfilled.
  25. 25. Level Design Considerations  How many levels in the game?  How do they relate to each other?  How are they different?  How are they completed?
  26. 26. Why Designers Use Levels  Progress Indicator  Game World Boundary  Closure Point  Narrative Structure  Promotes Exploration  Balances Complexity and Difficulty
  27. 27. Improved Abilities The player’s chance of succeeding with an action, or its calculated effect, is increased.
  28. 28. Improved Abilities Design Considerations  What ability is improved?  How is it improved?  Is the chance to succeed improved?  Is the effect improved? Design Analysis: Improved Ability Characteristics
  29. 29. New Abilities Gaining new abilities during gameplay.
  30. 30. New Abilities Design Considerations  What ability is given?  Is the ability temporary?  What focus loci is it given to?  Can player choose the ability?  Does player have to give up a current ability? Design Analysis: New Ability Characteristics
  31. 31. Why Designers Use New and Improved Abilities  Intrinsic Reward  Empowerment  Smooth Learning Curves  Varied Gameplay  Character and Team Development  Progression for Gain Competence Goal
  32. 32. Gain Competence Gaining the ability to perform a certain action in a game.
  33. 33. Why Designers Use Gain Competence Goals  Intrinsic Reward  Smooth Learning Curve  Varied Gameplay  Character Development
  34. 34. Gain Competence Considerations  What is the action obtained?  How is the action obtained?  Is the action limited?
  35. 35. Race A competition between players to be the first to reach a certain goal, often being the first to a certain location along an approved route.
  36. 36. Race Considerations  Is this the single goal of the game?  Which game elements are racing?  How many players are competing?  Does each player start at the same time?  Are there movement limitations?  Do players’ know each other’s position?  Can players interfere with each other?  Are there chargers or pick-ups?  Are trailing players given advantages?  How is the end determined?  Is there a time limit?
  37. 37. Why Designers Use Race Goals  Conflict and Competition  Supports Delivery, Stealth and Rescue Goals  Prevents Eliminate and other goals
  38. 38. Choose one of the following games to play: GAIN COMPETANCY  Eno (2-5p, 60m)  Power Grid:First Sparks (2-6p, 60m)  Thunderstone (2-5p, 45m) RACE  Around World 80 Days (3-6p, 50-70m)  Aton (2p, 30m)  Ave Ceasar (3-6p, 30-60m)  Can’t Stop (2-4p, 30-40m)  Citadels (2-7p, 20-60m)  Hey, That’s My Fish! (2-4p, 20m)  Snowtails (2-5p, 45m)
  39. 39. Pick-Ups Game elements that exist in the game world and can be collected by the player, usually by moving an Avatar or Units in contact with the Pick-Up.
  40. 40. Pick-Up Design Considerations  What does it do?  Where is it located?  How is it produced?  How limited is it? Design Analysis: Pick-Up Characteristics
  41. 41. Why Designers Use Pick-Ups  Progression for Collecting Goals  Promotes Maneuvering and Races to Get Tool  Resources for Actions
  42. 42. Tools A type of pick-up that grants privileged abilities for as long as the pick-up is possessed by a player or focus loci.
  43. 43. Tool Design Considerations  What new, improved or privileged abilities does it give?  What avatars or units can use it?  What skills/resources are required to use it?  Can it be combined with other tools? Design Analysis: Tool Characteristics
  44. 44. Why Designers Use Tools  New, Improved and Privileged Abilities  Progression for Gain Competence Goals  Balances Players, Avatars and Units
  45. 45. Power-Ups Game elements that give limited-time advantages to the player that picks them up.
  46. 46. Power-Up Design Considerations  What advantage does it give?  How long does its effect last?  Where is it located?  How is it produced?  Can players trade it? Design Analysis: Power-Ups Characteristics
  47. 47. Why Designers Use Power-Ups  New, Improved and Privileged Abilities  Empowerment  Tension  Promotes Strategic Locations  Balances Skills  Promotes Races and Competition to Get Power-Up  Supports Collecting, Maneuvering, Gain Ownership and Gain Competence Goals
  48. 48. How Are Tools and Power-Ups Different?
  49. 49. Controllers Game elements fixed in particular locations in the game world that allow player to perform actions that would not otherwise be possible.
  50. 50. Controller Design Considerations  What privileged abilities does it allow?  Who can use it?  What skills/resources/tools /extended actions are required to use it?  Is it part of a large machine or system? Design Analysis: Controller Characteristics
  51. 51. Why Designers Use Controllers  Obstacle  Level Completion
  52. 52. Chargers Locations in the game world that affect the player’s resources when they are on the location.
  53. 53. Charger Design Considerations  What resources or improved/new/privil eged abilities does it provide?  Where is it located?  How long does it take to charge? Design Analysis: Charger Characteristics
  54. 54. Why Designers Use Chargers  Resource Generator for fueling Actions  Supports Gain Competence, Traverse and Race Goals
  55. 55. How Are Controllers and Chargers Different?
  56. 56. Group Quest Design an analog game prototype using mechanics supporting one of the following goals:  Gain Competence  Race
  57. 57. Research and use the LMS to report on games using progression tracking elements discussed in class.

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