game design and theory - will wright class
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game design takes inspiration from other disciplines
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balance
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design is constraint
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what's the win state?
- e.g. a competitive game is 0 sum (+1 win, -1 loss, 0 tie)
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story-tellers
- will thinks the coolest stories come from the player
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games are based on agency (i did something - something happened)
- broforce - the enemy kills you, they giggle
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emotional pallet
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maslovs pyramid - what's the motive of the character?
- connecting base motives to larger aspirations
- abstractions/schema = (what's the difference between a dog or a cat - this is often things that are things we don't really actively think about but they typically have defined behavior)
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Player schema (how it operates/ how it behaves)
- classification
- causality
- empathy
- agency
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Player's mental model
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Enable player communities
- every player is different
- have the player see themselves (i.e. identity)
- recognition (online communities around games)
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Player flow state (edge of abilities)
- failure is interesting and understandable
- building ability to problem solve and strategize
- the player is the one adjusting the difficulty - player paced
- more advanced systems use automation (dda?) to adjust difficulty automatically
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failure accelerates learning
- the classic pottery class anecdote
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design need loops of successes and failures
- ramp model up smoothly and gradually
- simple model that gets more complex over time
- variety of failure states can be humorous
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capturing metrics
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rewards and incentives
- some of the more interesting rewards are those that players think they came up with themselves (discoveries)
- exploits
- purple cow
- rewards are mechanisms to guide players
- incentives are internal to the player