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LAFS Game Mechanics - Progression Mechanics

  1. Level 2 David Mullich Game Mechanics The Los Angeles Film School
  2. Mechanics ACTION Actual Action of the Mechanic REWARD Reward for Executing the Action TRIGGER Event that Triggers the Action
  3. Extrinsic Rewards
  4. Intrinsic Rewards Novelty The Five Domains Of Play Challenge Stimulation Harmony Threat
  5. Movement vs. Maneuvering
  6. Movement Limitations  Obstacles  Deadly Traps  Inaccessible Areas  Privileged Abilities  Budgeted Action Points
  7. What Are Progression Mechanics?
  8. Progression The ongoing procedures after the game’s set- up, leading to a desired resolution.
  9. Progression Mechanics Design Analysis: What are the progression mechanics in these two games?
  10. Difficulty  The amount of skill a player needs to achieve the game’s goals.
  11. Progression Stair
  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. 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. Progression Systems Extra Credits: How Good Games Avoid Skinner Boxes
  15. What Was The Main Message Of This Video?
  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. 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. Score The numerical representation of the player’s success in the game, often not only representing the success but also defining it.
  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. Why Designers Use Scores  Progress Indicator  Supports Race Goal
  21. High Score Lists Give players the chance to rank themselves against other players who have previously played the game.
  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. Why Designers Use High Score Lists  Replayability  Competition in Single-Player Games
  24. Levels Part of a game in which all player actions take place until a certain goal or end condition has been fulfilled.
  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. Why Designers Use Levels  Progress Indicator  Game World Boundary  Closure Point  Narrative Structure  Promotes Exploration  Balances Complexity and Difficulty
  27. Improved Abilities The player’s chance of succeeding with an action, or its calculated effect, is increased.
  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. New Abilities Gaining new abilities during gameplay.
  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. 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. Gain Competence Gaining the ability to perform a certain action in a game.
  33. Why Designers Use Gain Competence Goals  Intrinsic Reward  Smooth Learning Curve  Varied Gameplay  Character Development
  34. Gain Competence Considerations  What is the action obtained?  How is the action obtained?  Is the action limited?
  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. 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. Why Designers Use Race Goals  Conflict and Competition  Supports Delivery, Stealth and Rescue Goals  Prevents Eliminate and other goals
  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. 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. 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. Why Designers Use Pick-Ups  Progression for Collecting Goals  Promotes Maneuvering and Races to Get Tool  Resources for Actions
  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. 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. Why Designers Use Tools  New, Improved and Privileged Abilities  Progression for Gain Competence Goals  Balances Players, Avatars and Units
  45. Power-Ups Game elements that give limited-time advantages to the player that picks them up.
  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. 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. How Are Tools and Power-Ups Different?
  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. 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. Why Designers Use Controllers  Obstacle  Level Completion
  52. Chargers Locations in the game world that affect the player’s resources when they are on the location.
  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. Why Designers Use Chargers  Resource Generator for fueling Actions  Supports Gain Competence, Traverse and Race Goals
  55. How Are Controllers and Chargers Different?
  56. Group Quest Design an analog game prototype using mechanics supporting one of the following goals:  Gain Competence  Race
  57. Research and use the LMS to report on games using progression tracking elements discussed in class.

Notas del editor

  1. The mechanics that directly lead to the game’s successful resolution.
  3. Progression Systems don’t have to be Skinner Boxes as long as they are part of the experience and not just tacked on.
  4. Pondering on a decision about strategic path. Reducing the game’s complexity Encourage Players to Master New Mechanics Personality grows or changes with progression Turn individual battles into campaigns
  5. EXAMPLE: PAC-MAN provides three different ways to earn points: eating pills, capturing ghosts or collecting bonus objects. Having a score value for EACH PLAYER allows them to easily determine the LEADER or WINNER in a game.
  6. DIFFERENT WAYS to Earn Score promotes different TACTICS and allows for STIMULATED PLANNING, VARIED GAMPLAY and REPLAYABILITY. Reaching a Pick-Up first,, completing a Dexterity or Time Based Action. More complex Score calculation might include Resource Management HOW MANY WHEN: You may want to give DIFFERENT POINTS for the SAME ACHIEVEMENTS based on WHEN in the game they are achieved to ensure FLOW. RELOAD: May make scores irrelevant, as players repeat parts of game until they achieve a score they are happy with. HIDDEN: If KNOWN, give rise to DYNAMIC ALLIANCE in which players work together to DEFEAT THE LEADER but can lead to ANALYSIS PARALYSIS. If HIDDEN, provide TENSION and SURPRISE about who Is the leader. TIE BREAKERS: Require Procedures for breaking ties.
  7. GOALS: Race (first player to reach a certain score). Also Gain Information and Collection. TRANS-GAME INFORMATION (comparing scores of different games) EXTRA-GAME CONSEQUENCES (Tournaments and High Score Lists)
  8. EXAMPLE: The first game to have High Score Lists was ASTEROIDS. META GAMING: Trans-Game Information allows for PLAYER DEFINED GOALS of ranking themselves against previous achievements and gaining GAME MASTERY.
  9. HOW MANY: HANDLES: Allow players to IDENTIFY with their own scores and know that other players will RECOGNIZE them, promoting SOCIAL STATUS. TIES: Unless there are TIE BREAKERS, need to show that players with TIED RESULTS are EQUALS.
  10. REPLAYABILY: Goal of performing better than in the previous game.
  11. Levels may vary by content and/or aesthetics. EXAMPLES: MARBLE MADNESS has different routes, obstacles and color schemes. EXAMPLE: ASTEROIDS has faster and more numerous asteroids.
  12. HOW MANY RELATE: Should all adhere to the same CONSISTENT REALITY LOGIC but some LOCAL VARIATION. DIFFERENCES: Themes, End Conditions, Primary Activities, Goals, allowing for VARIED GAMEPLAY. COMPLETION: Typically TRAVERSE to a GOAL POINT, such as a CONTROLLER or BOSS MONSTER .
  13. Players can PROGRESS in games when the chances of effect of actions are improved. Note that this does NOT have to do with the physical or mental abilities of PLAYERS. EXAMPLE: SKYRIM gives improved abilities to character classes when they LEVEL UP.. EXAMPLE: Racing games have POWER-UPS and CHARGERS.
  15. Additional actions players can perform AFTER they have STARTED playing. Difference between IMPROVED ABILITIES is more SCALE or PERSPECTIVE. EXAMPLE: Role-playing games give new abilities to character classes when they LEVEL UP.. EXAMPLE: Strategy games provide new units with new abilities.
  16. WHAT: Does it affect the same parts of the GAME STATE as existing Abilities? How does the Ability fit into the ALTERNATE REALITY? Does it give PRIVILEGED ABILITIES? TEMPORARY: CHARGERS or POWER-UPS with TIME LIMITS. FOCUS LOCI: AVATARS are like PLAYERS, unless it is LOST with LIFE. UNITS can be made MORE VALUABLE and allows for UNIT DIFFERENTIATION. CHOOSE: If Player can choose, gives FREEDOM OF CHOICE and makes PLANNED CHARACTER DEVELOPMENT possible. GIVE UP: ABILITY LOSS forcing player to choose RISK/REWARD, .
  17. INTRINSIC REWARD: EWPOSERMENT: PERCEIVED CHANCE TO SUCCEED and ILLUSION OF INFLUENCE Also Gain Ownership Goals Balances Avatars, Skills, Competence Areas COMPETENCE AREAS. Form of CHARACTER DEVELOPMENT and TEAM DEVELOPMENT. Balances Characters, Units and Team Members
  18. Either by enabling a Game Element to perform an action or by gaining control of a game element that can perform that action, NOT for a Player to perform an action skillfully. EXAMPLE: QUAKE goals that are linked to acquiring weapons. EXAMPLE: SKYRIM ability to cast Spells. : .
  19. Promote Tactics Supports Gain Ownership, Overcome, Race
  20. WHAT: HOW: Through PRIVILEDGED or NEW ABILITIES through pick-ups or leveling up. LIMITED: Is there a time limit or number of uses? Used to BALANCE the Competency.
  21. EXAMPLE: Candy Land, first to reach CANDY CASTLE. EXAMPLE: PIG, the first person to get a specified number of points. EXAMPLE: GOLF is a form of RACE, with time measured by FEWEST STROKES. .
  22. SINGLE GOAL: High-Level Goal requiring the use of underlying goals: TRAVERSE. WHICH ELEMENTS: HOW MANY: START: Starting conditions and goals should be equivalent for all players, otherwise BALANCING with HANDICAPS? MOVEMENT LIMITATIONS: Balancing DIFFICULTY POSTIION: Affects feeling of PARTICIPATION and TENSION. PROGRESS INDICATORS show progress in meeting GOAL, STATUS INDICATORS used for CONTINUOUS GOALS. INTERFERENCE: Promotes MANEUVERING CHARGERS and PICK-UPS: Forces RISK/REWARD Decisions and STRATEGIC KNOWLEDGE TRAILING PLAYER ADVANTAGES: Balancing with HANDICAPS END: 1) Completion of GOAL (Traverse). 2) TIME LIMITS make it a matter of DISTANCE rather than SPEED. If TWO OR MORE Win, is there a TIEBREAKER? TIME LIMIT: it can be applied to almost any type of game by introducing TIME as a determining factor of the OUTCOME.
  23. USE: - Affect Avatar/Units Attributes (Cut-Off Limits or Diminishing Returns for Balance) - Gain advantages in actions against opponents - Increase chances of winning - Several uses: Trade-Offs LOCATION: Design of pick-up is linked to design of resource location. Fixed (Strategic)/Random? PRODUCTION? Used once? Renewable Resource? Fixed//Random? Tied to a Resource Generator? LIMITED?
  24. Risk/Reward Decisions Promotes Strategic Locations Promotes Gain Ownership and Delivery Goals.
  25. Tools and the game elements that use them are separate entities, and they can exist independently of each others, so that they can be picked up, dropped, destroyed, traded, etc. USES: IMPROVED and NEW ABILITIES, REWARDS
  26. ABILITIES: Modify Aim & Shoot? Allow Controllers to be Used? Exploit Enemy’s Achilles Heel? AVATARS/UNITS: SKILL/RESOURCES: How many can be carried? How many times used? COMBINED: Increases DIFFICULTY and COMPLEXITY
  28. Power-ups are a type of Pick-Up. PAC-MAN: Power pill in Pac-Man allows Pac-Man to hunt ghosts for a limited amount of time. QUAKE: Quad damage in Quake quadruples the amount of damage caused by player’s weapons for a limtied amount of time.
  29. ADVANTAGE: The main difference is that Power-Ups give the player’s NEW ABILITIES OR PRIVILEDGE ABILITIES. They can IMPROVE ABILITIES such ass raising Skills. TIME EFFECT: Can increase TENSION if the usefulness depends on other goals, such as locating and avoiding enemies first. LOCATION: Design of pick-up is linked to design of resource location. Fixed (Strategic)/Random? They give an advantage without a disadvantage, so BALANCING is most of an issue than with Pick-Ups PRODUCTION: Used once? Renewable Resource? Fixed//Random? Tied to a Resource Generator? TRADING: Trading BALANCES power-ups.
  30. Tools effects last for as long as you possess them, but Power-Ups last for a limited amount of time.
  31. ABILITIES: WHO: Generally any Avatar or Unit REQUIREMENTS: Do they need constant activation of a player? Balances its uss. SYSTEM: Outside the usual reach of an Avatar’s or Unit’s actions.
  32. Resource Location Strategic Location Area Control Ultra-Powerful Event Supports Gain Ownership Goals
  33. Allows Players to get ABILITIES or RENEWABLE RESOURCES. It can also been seen as a POWER-UP that gives PRIVILEGED ABILITIES EXAMPLE: Speed booster in Super Monkey Ball II: Monkey Race. EXAMPLE: Medicine cabinets and ammunition boxes in Battlefield 1942
  34. PROVIDES: Some may also supply Privileged Abilities. LOCATION: Balanced by OUTSTANDING FEATURES RECHARGE TIME: RISK/REWARD TRADEOFF because FREEDOM OF CHOICE is limited for MOVEMENT.
  35. They are both RESOURCE LOCATIONS and RESOURCE GENERATORS but do not produce any resources unless PLAYER IS IN AREA. Balance Complexity Risk/Reward Decisions Supports Resource Gathering, Gain Competence, Traverse, and Gain Ownership Goals
  36. Controllers allow player to perform a privledged action at that location. Chargers give player resources or abilities they can use away from the location.