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I want to create a discussion on the nature of games as an artistic medium, it’s range of content, and levels of importance in communicating ideas. This first page, is a breakdown of the various pieces that compose a game, and the common gameplay types which can be put into a game.
These are not games, they are activities, which however tend to be confused with games.
have no Rules or Goals, They also don’t have defined choices, or challenges, they are however metaphoric in nature (a toy can be a metaphor for a freeform activity with no goals or rules)
A metaphoric activity where the player is involved in a fictional field with various figures which can be acted upon (figures and field are defined below). Rules goals Choices and Challenges may be presented to the player, but can also be internally set up by the player so they are not always present (a player can play with a toy and set a certain goal or rule to follow by).
have Rules and Goals, but do not have true Choices (the choices presented in puzzles are right and wrong, not true branches which lead to different outcomes) they may be metaphoric or not.
ARE a subset of games, but they are non metaphoric, the rules and goals in sports are literal, same goes for the challenges, and choices you are presented.
A metaphoric play activity composed of a field and figures with defined rules and goals, which presents a player, or multiple players with choices and challenges, the results of which are represented through forms of feedback and rewards to the player
I will try to give a couple of examples from well known games in each category
Metaphoric - This means that games are a non literal activity, and actions taken in a game represent are representative of something else.
Players - Simply the person or people playing the game, usually represented by some sort of figure or multiple figures inside the game.
These are the basic components which make up gameplay, as defined above, they further define what it is that makes up a game.
- The laws the game world must operate according to. Rules are invisible to the player, but the player can have a perception of them, through interaction.
Example - In Doom, if a monster accidentally hits a monster of a different type then the two will then fight each other. In Monkey Island, there is no way for the player to get past an area without having all the necessary items required in the next area.
- A game state which triggers rewards for the player and enables progression. Goals can be stated directly or indirectly, and can be either one-time or ongoing.
Example - In Command and Conquer, the player must destroy the enemy base and any base constructors in order to prevent further unit production. In the Sims, the player must purchase more furniture and belongings to increase his status in the game.
- The play space, the area of the game which the player is given to interact within. At any given time the player exists in only one field, the field cannot be affected by the player, but it is the bounds that the entire game occurs in.
Example - In BaldurΓאשs Gate, the field is the Γא£zonesΓא¥ as well as your characterΓאשs limitations, and the slots which can hold items (inventory, other slots). In Planetfall, a text adventure, The description of areas you are visiting are part of the field, unless they include something which can be used/taken/talked to by the player.
- Any part of a game that is discrete, moving and changing. Figures may affect each other, and can operate on their own.
Example - In Mario, Breakable blocks, enemies, mario himself, and even powerups are all figures. In Zork, the any self contained characters you talk to, any object you can pick up or manipulate are figures.
- All activity the player can interact with in the game. The interface is the playerΓאשs connection to the game, or avatar, and refers to high level interactions, not low level code or visual Γא£buttonsΓא¥ and Γא£knobsΓא¥.
Example - In Warcraft II every single one of the units under the playerΓאשs control, as well as every option at his command comprise the interface. in Monkey Ball, the only interface with the game is the monkey, in the ball.
- An interface action which affects the outcome of the current game state. A choice must have different possible outcomes than victory and loss.
Example - In Resident Evil, Whether or not you shoot certain enemies is a choice. In Curse of Monkey Island you have the choice of whether you want to hear.
- An interface action which affects the outcome of the game state based on a skill of the player. The skills used can be physical, mental, or otherwise.
Example - In Mario Sunshine a Challenge is any time the player must perform complex acrobatics. In Chess, a Challenges is any time the player must both create a winning move, and hide it from the other player.
- Any indication given to the player of the state of the game system. Output which does not affect the player in any way is not feedback.
Example - In Eternal Darkness, the animation style of the player character, as well as the bars showing levels of sanity magic and health are feedback on the player state. In Sim City, the amount of cars on a road is feedback on the state of traffic in a certain area.
- A type of Feedback, which indicates when the player has achieved a goal. A reward is not necessarily positive or given for positive actions.
Example - In Thief, Rewards include money given for items stolen, as well as hearing the guardΓאשs alert level go down. In Tetris, getting points for lines as well as the animation of the lines disappearing are both rewards. Reward Types: Value (points, experience, money), Content (cutscenes, story bits, new items, new levels), Implied (lack of punishment, learning a new skill)
These are types of gameplay that I have identified in games, and examples to illustrate specifically what they mean, I hope this will lead to a more structured understanding of the action the player performs in the various systems which compose games. These elements don’t really make up a modern game on their own, usually, games will employ more than one element working together to create a whole gameplay system.
- The player is presented with a system (field and figure) and a limited knowledge set(rule). the player then plays the game by exploring the entire field and what is present in it.
Example - Everquest (exploring the large world), Mario (finding out secrets), Monkey Island (Exploring the Conversation Trees)
- The player’s status in the game (Reward) is determined by locating and collecting various assets (Figures) from an extensive list.
Example - Magic the Gathering (collecting cards), Diablo (collecting armor/weapons/items), Sims (collecting furniture)
- The player has a limited set of resources, which must be allocated to fuel various mechanisms. There are never enough resources to fill up everything.
Example - Command and Conquer (where to spend the money), Harvest Moon (how to spend your time), Resident Evil (Which monsters to kill with limited bullets)
- The player is presented with problems which require certain skills to surpass, the player must practice those skills, to become better and be able to surpass more complicated problems.
Example - Half life (aiming skills, movement skills), Dance Dance revolution (the ability to follow complex patterns), Mario (mastering various jumps and abilities), Street Fighter (learning to use the right moves at the right time)
- The player is presented with a “lock” which is anything blocking his exploration into the game, and must locate a specific “key” which will open the lock.
Example - Zelda (Getting hookshot to reach high places, getting bombs to blast heavy doors), Doom (blue key, blue door, red key, red door)
- The player gets increased status based on how long they play the game or parts of it. Example - Baldur’s Gate (Leveling up based on experience), Tetris (points for how many lines you get),
- The player Can manipulate figures in the game to complete goals, but those figures can also act on their own independently of the player.
Example - ICO (princess yorda must be constantly watched over), The Sims (Characters act on their own, but can be directed to do things), Warcraft (units will defend themselves but can be commanded)
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