Single Player Games: The game’s difficulty is matched to the player’s skill level throughout the entire game. Difficulty: The skill required to successfully reach a goal. Complexity: The number of actions required to successfully reach a game goal. Smooth Learning Curve: Games designed to provide players with the possibility of smoothly progressing from novice to master.
Multi-Player Games: Multiplayer Games: All players have an equal opportunity to win regardless of their starting position, resources, goals, or skill level. Balancing Effects: Rules and effects that lessen the difference of value used to measure competition between players. Syymmetry Symmetrical relations exist between players regarding the goals, resources, and actions they can perform. Rock-Paper-Scissors: Sets of three or more actions form cycles where every action has an advantage over another action. Handicaps: Making gameplay easier for certain players to ensure that all players have the same chance to succeed. Team Balance: Teams have equal chances of succeeding with actions in a game or winning a game.
Game Mastery: That one can clearly distinguish between skillful and incompetent players when they are using all their skills and abilities in a game. Smooth Learning Curves: Games designed to provide players with the possibility of smoothly progressing from novice to master. Empowerment: Players feel that they can affect the events and final outcome of the game.
Most games are designed to play many times. For these replays to be interesting, the game must give new experiences or offer new challenges that are entertaining enough to continue playing. EXAMPLE: Chess has so many outcomes that players have very little chance of every playing two games that are exactly the same. Battlefield series allows players to choose a character class to play, giving them new abilities beyond the normal variations in gameplay.
Games with COGNITIVE IMMERSION frequently offer different challenges, possibly through a RECONFIGURABLE GAME WORLD.
OPTIONAL GOALS give FREEDOM OF CHOICE about how to solve the overall game.
SCORES and HIGH SCORE LISTS, allowing for GAME MASTERY and SOCIAL STATUS
All games provide a certain amount to be interesting, as the outcome must be different between game instances. However, some games have varying types of actions required in different parts of the game so that players feel that the challenges are quantifiably different. Other games allow players to create characters or select teams with radically different ability. EXAMPLE: Role-laying games provide Varied Gameplay between instances through the changing abilities of their characters. DEUS EX was designed to have different ways of completing each level.
Games with extensive, repetitive actions, so it is hard to combine with SENSORY-MOTRIC IMMERSION GAME MASTERY, since more skills must be mastered QUICK GAMES, since players perform only a few actions.
CONVERTERS and complex PRODUCER-CONSUMER chains allow varied RESOURCE USE ABILITY LOSSES forces players to figure out new ways to solve problems.
RECONFIGURABLE GAME WORLD (or NARRATIVE) * Dynamically changing RED HERRINGS GOAL CHANGES ASSYMETRIC ABILITIES ASSYMETRIC GOALS INCOMPATIBLE GOALS ASSYMETIC ABILITIES CHARACTER DEVELOPMENT PRVILEGED ABILITIES or SKILLS NON-RENEWABLE RESOURCES DIMINISHING RETURNS
EXAMPLE: TOURNAMENTS are a common form of Meta Game were the results of individual games are used as input to the Tournament. BETTING on the outcome of games.
INDEPENDENT: Players can create Meta Games out of any game outside of the game designer’s influence, thereby allowing PLAYER-DEFINED GAOLS Guessing the outcome of games before the session ends: BETTING. Skill of playing the game becomes STRATEGIC KNOWLEDGE. TEAM DEVELOPMENT, planning and trying to develop a team based on planning and trying to develop a team’s skills.
Allows SPECTATORS of one game become PLAYERS in another game.
LAFS Game Mechanics - Replayability
The Los Angeles Film School
High Score List
Near Miss Indicators
Replayablity Design Considerations
Are challenges different between game
Can challenges be solved in different
Can players compare results between
The game provides variety in gameplay, either
within a single play session or between different
Why Designers Use Varied Gameplay
Freedom of Choice
Level of Difficulty
Warning! May conflict with:
Budget Action Points
Converters and Producer-Consumer
Sets of Skills
Transfer of Control of Tools and Controllers
Games within Games
Varied Gameplay Within Sessions
Can players perform different actions?
Can players choose between different
Varied Gameplay Between Sessions
Does the game world change between
Does the player’s goals change between
Can players choose what type of
asymmetric abilities they have?
Can players develop characters?
Can players form teams?
A game based on the effects and outcomes of
Meta Games That Are Part Of The
Scores and High Score Lists
Scores of Game within Games
Meta Games That Are Independent Of
Best of 3 in Rock-Paper-Scissors
Guessing the Outcome
Ownership of Trophies and other Real-
Why Designers Like Meta Games
Provides Extra-Game Consequences
Results in Trans-Game Information
Changes Single-Player into Multiplayer
Modifies Risk-Reward Choices
Allows Spectators to become Players
Meta Games Design Configurations
Is the meta game designed to be an part of
the underlying game?
Is the meta game independent of the