Dr. Richard Bartle identified four main gamer types: Killers, who enjoy competing with and fighting other players; Achievers, who seek in-game rewards and accomplishments; Socializers, who primarily enjoy interacting and forming relationships with other players; and Explorers, who take pleasure in discovering hidden areas and learning about game worlds. Each type tends to prefer different genres of games that cater most directly to their motivations, such as first-person shooters for Killers, MMORPGs for Achievers, casual games for Socializers, and adventure games for Explorers.
1) The document discusses game balancing and focuses on fairness and difficulty. It outlines various techniques for balancing games, including avoiding dominant strategies, managing perceived versus absolute difficulty, and using positive and negative feedback loops.
2) Factors that influence balancing are discussed, such as setting consistent difficulty levels in PvE games and ensuring symmetry in PvP games.
3) The summary provides an overview of the main topics and goals covered in the document relating to fundamental aspects of game design and balancing.
LAFS Game Design 1 - Structural ElementsDavid Mullich
This document discusses key concepts in game design such as players, objectives, procedures, rules, resources, conflict, boundaries, and outcomes. It provides examples and tips for how to effectively incorporate each concept into game design. Players can include single player, multiplayer, and different player roles. Objectives should be clear, challenging but achievable goals. Procedures define allowable actions and gameplay. Rules establish boundaries and restrictions. Resources are assets used to achieve objectives. Conflict creates competition or obstacles. Boundaries separate the game world. Outcomes determine a winner or end state. Good design maximizes choices within clear but not overly complex rules.
My presentation focuses on explaining the correlations between military science and game design. I will showcase the reasons I believe modern game / level designers should study military science principals by presenting how I use them in my own work including at AAA studios especially in designing open world missions.
1) The document discusses game balancing and focuses on fairness and difficulty. It outlines various techniques for balancing games, including avoiding dominant strategies, managing perceived versus absolute difficulty, and using positive and negative feedback loops.
2) Factors that influence balancing are discussed, such as setting consistent difficulty levels in PvE games and ensuring symmetry in PvP games.
3) The summary provides an overview of the main topics and goals covered in the document relating to fundamental aspects of game design and balancing.
LAFS Game Design 1 - Structural ElementsDavid Mullich
This document discusses key concepts in game design such as players, objectives, procedures, rules, resources, conflict, boundaries, and outcomes. It provides examples and tips for how to effectively incorporate each concept into game design. Players can include single player, multiplayer, and different player roles. Objectives should be clear, challenging but achievable goals. Procedures define allowable actions and gameplay. Rules establish boundaries and restrictions. Resources are assets used to achieve objectives. Conflict creates competition or obstacles. Boundaries separate the game world. Outcomes determine a winner or end state. Good design maximizes choices within clear but not overly complex rules.
My presentation focuses on explaining the correlations between military science and game design. I will showcase the reasons I believe modern game / level designers should study military science principals by presenting how I use them in my own work including at AAA studios especially in designing open world missions.
2. Bartle’s Gamer Types
Dr. Richard Bartle
(Like acting on players)
(Like interacting with the environment)
(Like acting in the environment)
(Like interacting with players)
4. Killers
Thrive on competition with other players, and prefer fighting humans vs. scripted computer-controlled opponents
Some things they like….
● Action*
● Carnage / Mayhem
● Destructible Environments
● Being the “Bad Guy”
● Competition
● Feeling of Control / Power / Dominance
● Player Ranks
● Leaderboards
*** First Person Shooters (FPS) and Fighting games cater heavily to the “Killer” type ***
5. Achievers
Go to great lengths to achieve rewards simply for the prestige of having it.
Some things they like….
● High Scores
● Player Levels
● Impressive Collections (Equipment, for example)
● Titles / Badges / Achievements / Trophies
● “Beating” Games
● 100% Completion
● Extra Endings*
*** MMORPGS cater heavily to the “Achiever” type ***
6. Socializers
Gain the most enjoyment from a game by interacting with other players. The game is merely a tool they use
to meet others in-game or outside of it.
Some things they like….
● Online games
● Friend lists
● Guilds
● Chat features
● Sharing
● Trading
● Gifts
*** Casual Games cater heavily to the “Socializer” type ***
7. Explorers
Players who prefer discovering areas, creating maps and learning about hidden places. Feel restricted by
linear paths or time limits in games
Some things they like….
● Discovering areas / hidden places
● Easter Eggs*
● Hidden tricks*
● Backstory and lore
● Interesting characters
*** Adventure Games cater heavily to the “Explorer” type ***