IAT 210 Chapter Notes - Chapter 5: List Of Playstation Home Game Spaces, Social Skills

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IAT 210 - Textbook - Chapter 5
Game Mechanics
Core of what game truly is, interactions & relationships remaining when aesthetics,
technology, story are stripped away
No universally agreed upon taxonomy of game mechanics
Reas - mechanics of gameplay tend to be quite complex & diff to disentangle
One one level, game mechanics are very objective, clearly stated sets of rules
On another level, involve something more mysterious
Mechanic 1 - Space
Space is “magic circle” of gameplay
Defines various places existing in game & how places related to one another
As game mechanic, space is mathematical construct
Need to strip away all visuals, all aesthetics & simply look at abstract
construction of game’s space
No hard & fast rules for describing but generally spaces are
Either discrete/continuous
Have some number of dimensions
Have bounded areas which may/may not be connect
Even though players can make marks in infinite number of places in continuous two-
dimensional space, there are only certain number of discrete places w/ any actual
meaning in game
Nested Spaces
Spaces within spaces
Player travelling space sometimes encounters towns, caves, castles, etc
Players can enter these as completely separated spaces, not really connected in any
way to outdoor space
Zero Dimensions
For game where no board & nothing moves, e.g. game where only people talking, can
be argued that game has no space
Mind of answerer contains secret object
Mind of questioner is where all weighing of previous answers goes on & convo space
b/w them is how they exchange info
Every game has some kind of information/state & has to exist somewhere
Even if game takes place in single point of 0 dimensions, can be useful to think of it as
space
Mind of answerer → conversation space → mind of questioner
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Mechanic 2 - Objects, Attributes, States
Space without anything is just a space
Game space will have objects
Characters
Props
Tokens
Scoreboards
Anything that can be seen/manipulated in game
“Nouns” of game mechanics
Space can be considered object but usually space of game is diff enough from other
objects that it stands apart
Objects generally have one or more attributes
One of which is often current position in game space
Attributes - categories of info about an object
Each attribute has current state
If objects are nouns of game mechanics, attributes & their states are adjectives
Attributes
Can be static
Can be dynamic
Secrets
Important decision about game attributes & states - who is aware of which ones
In many board games, all info is public
In card games, hidden/private state is big part of game
In video games, state is only known by game
Games forcing players to be aware of too many states to play can confuse & overwhelm
Mechanic 3 - Actions
“Verbs” of game mechanics
Operative actions - base actions player can take
Resultant actions - actions meaningful only in larger picture of game
Have to do with how player using operative actions to achieve goal
List of resultant actions generally longer than list of operative actions
Resultant actions often involve subtle interactions within game & are often very strategic
moves
Ways to increase chances of interesting resulting actions appearing
Add more operative actions
More actions that can act on more objects
Goals can be achieved in more than one way
More subjects
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Document Summary

Core of what game truly is, interactions & relationships remaining when aesthetics, technology, story are stripped away. No universally agreed upon taxonomy of game mechanics. Reas - mechanics of gameplay tend to be quite complex & diff to disentangle. One one level, game mechanics are very objective, clearly stated sets of rules. On another level, involve something more mysterious. Defines various places existing in game & how places related to one another. As game mechanic, space is mathematical construct. Need to strip away all visuals, all aesthetics & simply look at abstract construction of game"s space. No hard & fast rules for describing but generally spaces are. Have bounded areas which may/may not be connect. Even though players can make marks in infinite number of places in continuous two- dimensional space, there are only certain number of discrete places w/ any actual meaning in game. Player travelling space sometimes encounters towns, caves, castles, etc.

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