The document discusses various factors that contribute to fun in games, including surprise, anticipation, progress, rewards and punishments, meaningful choices, and avoiding issues like micromanagement, stagnation, and arbitrary events. It also examines specific examples of fun mechanics in games like Monopoly, Tetris, and World of Warcraft. Game designers are advised to get feedback from playtesters and address issues that are preventing their games from being fun.
In this presentation we introduce the game balance "interesting strategies". It is especially important as games with a single dominant strategy are boring. No strategy must be much better than others and without drawbacks.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Tutorial and workshop from the Games for Health 2014 conference. Covers common problems, failings of gamification, elements of player experience, paper prototyping, and essential concepts in game design.
In this presentation we introduce the game balance "interesting strategies". It is especially important as games with a single dominant strategy are boring. No strategy must be much better than others and without drawbacks.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Tutorial and workshop from the Games for Health 2014 conference. Covers common problems, failings of gamification, elements of player experience, paper prototyping, and essential concepts in game design.
Pixel-Lab / Games:EDU / Matt Southern / Graduating Gamespixellab
"The film industry was just a century of preparation for what we do", said Matt Southern of game developers while talking about development practices at Evolution Studios and the future of video games.
For more information visit:
http://www.pixel-lab.co.uk
http://www.gamesedu.co.uk
First Seminar about game design and game development: introduction to formal elements of the games, different game genres based on their mechanics and some concepts about gamification
Topic includes:
Fairness
Challenge versus success
Meaningful choices
Skill vs chance
Head vs hands
Competition vs cooperation
Short vs long
Rewards
Punishment
Freedom vs controlled experiences
Simple vs complex
Detail vs imagination
Since the narrative has a fundamental role for engagement in games, the design of the gameplay cannot underestimate a prerequisite of aesthetic coherence: the player's actions in the game can't conflict with those of avatar in the story.
Because of this, the theme of the game, which is the semantic nucleus of experience, must be the permanent reference of design.
In this game design talk, Vincenzo Santalucia, game/narrative designer of the official game of Netflix series Suburra, tells about the approach and the design process followed to construct a ludonarrative experience as much as possible recognizable and coherent.
In this presentation we introduce the game balance type 'sustained uncertainty'. Uncertainty is usually understood as related to randomness and difficulty. It is essential to keep the game interesting to the user.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Game Studies Download 2009 - Top 10 Research FindingsJane McGonigal
Ian Bogost, Mia Consalvo, and Jane McGonigal present a curated list of the top 10 most interesting, surprising, and useful findings from game studies research over the past year. Presented at the 2009 Game Developers Conference
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
Ethnobotany and Ethnopharmacology:
Ethnobotany in herbal drug evaluation,
Impact of Ethnobotany in traditional medicine,
New development in herbals,
Bio-prospecting tools for drug discovery,
Role of Ethnopharmacology in drug evaluation,
Reverse Pharmacology.
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
We all have good and bad thoughts from time to time and situation to situation. We are bombarded daily with spiraling thoughts(both negative and positive) creating all-consuming feel , making us difficult to manage with associated suffering. Good thoughts are like our Mob Signal (Positive thought) amidst noise(negative thought) in the atmosphere. Negative thoughts like noise outweigh positive thoughts. These thoughts often create unwanted confusion, trouble, stress and frustration in our mind as well as chaos in our physical world. Negative thoughts are also known as “distorted thinking”.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
The Indian economy is classified into different sectors to simplify the analysis and understanding of economic activities. For Class 10, it's essential to grasp the sectors of the Indian economy, understand their characteristics, and recognize their importance. This guide will provide detailed notes on the Sectors of the Indian Economy Class 10, using specific long-tail keywords to enhance comprehension.
For more information, visit-www.vavaclasses.com
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
4. The Fun Factor
Play
Living Out Fantasies
Story
Social Interaction
Exploration and Discovery
Collection
Stimulation
Self Expression and Performance
5. The Fun Factor
Challenge
Reaching and Exceeding Goals
Competing Against Opponents
Stretching Personal Limits
Exercising Difficult Skills
Making Interesting Choices
Construction / Destruction
6. Surprise
Jesse Schell defines “fun” as
“pleasure with surprises”.
Surprise is one of the most powerful
tools in a game designer’s toolbox.
Randomness adds a level of drama
in not knowing how an event will turn
out.
7. Surprise
Does the story in your game have
surprises? Do the game rules? The
artwork? The technology?
When do you know when to surprise
the player or to telegraph the
situation? The trick is to find the right
balance between the randomness of
surprise and the importance of
making player choices meaningful.
8. Anticipation
The more clearly you allow players to
see and anticipate the consequences
of their actions, the more meaningful
their choices will be.
Games with closed or mixed
information structures can create
anticipation by giving players quick or
limited information. This can actually
increase the game’s tension.
Fog of War
9. Progress
Nothing is as satisfying as seeing
the choices you make result in
progress, giving the player a sense
of achievement.
One approach for structuring
progress is to design milestones for
players. However, there is no reason
why you cannot measure progress in
several ways at once.
Pace the game’s progress so that
the player achieves a milestone or
has a memorable game event during
each play session.
10. Rewards and Punishments
Operant Conditioning: the
frequency of performing a
given behavior is directly
related to whether it is
rewarded or punished.
The timing and quantity of
rewards is critical. If you
give the player a steady
stream of small rewards, it
becomes meaningless.
Skinner Box
11. Reward Schedules
Fixed interval schedule:
not very effective
Fixed ratio schedule:
more effective
Random ratio schedule:
most effective
The Skinner Box approach
works well for game
mechanics that are repetitive
and likely to become rote.
Skinner Box
12. Rewards in Games
Rewards that are useful in
obtaining victory carry
greater weight.
Rewards that have a
romantic association, like
magic weapons or gold,
appear to be more
valuable.
Rewards that are tied into
the game’s storyline have
added impact.
13. The Resolution
After the player has spent
many hours playing your
game, do you reward them
at the end?
Multiplayer games have the
built-in reward of the
satisfaction of beating the
other players, but in a
single-player game, can you
reward the player with a
meaningful animation?
14. Punishments
Game designers often
emphasizes the rewards while
limiting the punishments.
However, the threat of
punishment, if not the actual
punishment itself, carries
dramatic tension.
Getting killed is not fun, but
sneaking past the guard and
avoiding that threat can be a
lot of fun.
16. Fun in Monopoly
Goal of owning all the property
on the board
Competition among players
Fantasy of being a real estate
tycoon
Socializing with other players
Construction/destruction of
houses and hotels
Collection of property sets
18. Fun in Tetris
Goal of clearing all your line of
blocks
Simulation of catchy music,
colorful blocks
Collection of all the blocks in a
single row
Construction/destruction of
row of blocks
20. Fun in World of Warcraft
Main goal of growing your character with
smaller goals of quests and adventures
Competition among players
Fantasy of being in a sword and sorcery
world
Social interaction with online players
Exploration of huge fantasy world
Stimulation with 3D graphics and sound
Self-expression through role-playing
Huge story and cast of characters
Character construction and monster
destruction
Collection of inventory items
21. Is Your Game Fun?
Here’s how you can tell if your
game is fun:
ASK THE PLAYTESTERS.
If there they say “no”, here are
some things to look at to find
out where your game may be
lacking in the Fun Department.
22.
23. Micromanagement
There is a fine line between
granting your hardcore players
control and burdening your
average player with unwanted
chores.
Micromanagement takes place
when a task becomes repetitive
or tedious to the player. The
best way to find this out is to ask
your playtesters.
24. Micromanagement
Possible solutions:
Simplify your game system by eliminating
lesser decisions
Combine many microdecisions into one
macrodecision
Give the players the choice of automating
certain tasks
25. Stagnation
Stagnation is where nothing new
seems to be happening for a long
period of time and choices stay at
the same level of importance and
impact.
One source of stagnation is when
players are forced to do the same
task over and over. The game
designer needs to find ways of
varying the action and
communicating to the player how
progress is being made.
26. Stagnation
Another type of stagnation is when the balance of power
between players keeps shifting so no one achieves victory. The
solution is to create a condition that tips the balance of power so
far in the favor of the winner that he can defeat the other
players.
A third type is a reinforcing or balancing loop where the player
gets so far behind, he can never catch up. One solution is to
create a random event that can shake things up.
The last type is where it feels like nothing is happening because
nothing is happening due to poorly define goals. The solution is
to make the game’s goals clearer.
27. Insurmountable Obstacles
Insurmountable obstacles are
situations that appear to be impossible
to solve to many players.
The best solution is to make sure that
the game has some way of
recognizing when the player is stuck
and provide them with help for
overcoming the obstacle without
ruining the challenge for them – such
as game characters placed in strategic
spots to provide clues.
28. Arbitrary Events
Arbitrary events are random situations
that disrupt the player experience. Bad
surprises need to fit in with the players’
expectations for the game and be
telegraphed in advance so that they can
make preparations.
A good rule of thumb is to warn the
player at least three times before hitting
them with anything catastrophic.
Random events that have lesser impact
require smaller warnings or even no
warning at all.
29. Predictable Paths
Games that give the player
only one path to victory can
become predictable. Consider
giving each object in the world
a simple set of behaviors and
rules for interaction rather than
scripting each encounter
separately.
Another solution is to give
players a choice from among
several objectives.
30.
31. Consequence
For a game to engage a player,
each choice must alter the course of
the game. The decision needs to
have “risk vs. reward” potential.
What type of decisions are your
players making?
Are those decisions truly
meaningful or are they tangential
to the main objective?
32. Consequence
You shouldn’t have too many choices in your game
that are inconsequential. But not every choice needs
to be life or death either. An engaging game has
peaks and valleys in its tension level.
CRITICAL
IMPORTANT
NECESSARY
MINOR
INCONSEQUENTIAL
Life and Death
Direct and Immediate Impact
Indirect or Delayed Impact
Small Impact. Direct or Indirect.
No Impact or Outcome..
33. Decision Types
Hollow Decision: No real consequences
Obvious Decision: No real decision
Uninformed Decision: An arbitrary choice
Informed Decision: Where the player has ample information
Dramatic Decision: Taps into the player’s emotional state
Weighted Decision: A balanced decision with consequences
on both sides
Immediate Decision: With an immediate impact
Long-Term Decision: Has an impact will be felt down the
road
34. Dilemmas
A dilemma is a decision in
which no matter what the
player chooses, something will
be gained and something will
be lost.
A well-placed dilemma and
tradeoff can resonate
emotionally with a player when
encountered within the
struggle to win your game.
35. Cake Cutting Scenario
The cake cutting scenario
is an example of a zero-
sum game – the chooser
gains the crumb lost by
the cutter. The Minima
Theory states that there
are rational ways to make
choices in a zero-sum
game, and these are
scenarios game designers
need to avoid.
36. Cake Cutting Scenario
Chooser gets
a slightly
bigger piece.
Chooser gets a
slightly smaller
piece.
Chooser gets a
bigger piece.
Chooser gets a
smaller piece.
Cut as
Evenly as
Possible
Cut One
Piece Bigger
Cutter’s
Strategies
Choose Bigger
Piece
Choose Smaller
Piece
Chooser’s Strategies
37. Prisoner’s Dilemma
Neither Rats: Both get 1
year in jail
Both Rat: Each gets 3
years in jail.
One Rats: Rat goes free,
the other gets 5 years in
jail.
38. Prisoner’s Dilemma
Temptation > Reward > Punishment > Sucker
The question put before the two prisoners does not have an obvious or
optimal decision. Games in which players can communicate and negotiate
can make for even more compelling strategic gameplay.
Mario = 3 years
Luigi = 3 years
Mario = 5 years
Luigi = 0 years
Mario = 0 years
Luigi = 5 years
Mario = 1 year
Luigi = 1 year
Rat on
Mario
Don’t
Rat
Luigi’s
Strategies
Rat on Luigi Don’t Rat
Mario’s Strategies
39. How Much Agency do Games Need?
Extra Credits: How Much Agency do Games
Need?
40. The Lens of Meaningful Choices
Which choices am I asking the player to make?
Are they meaningful? How?
Am I giving the player the right amount of choices?
Would more make them feel more power? Would
less make the game clearer?
Are there dominant strategies in my game?
Jesse Schell, Lens #32
41. Course Evaluation
Go to the following link and fill out the
course
https://goo.gl/forms/huWBxcAuGhlSZeqG2
42. 1. Playtest 3 of your fellow students’ games
2. Fill out playtesting form for each