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Understanding the Nature of Games

Updated

How to Enter the Fun Zone

  • High Game Difficulty + Low Player Skill = Frustration Zone
  • Low Game Difficulty + High Player Skill = Boredom Zone
  • Low Game Difficulty + Low Player Skill = Fun Zone
  • High Game Difficulty + High Player Skill = Fun Zone

Methods to Enter Flow

Prerequisites

  • Challenges that Require Skill Practice
  • Clear Goals
  • Clear Feedback
  • A Sense of Control

Outcomes

  • Autotelic (Self-Purposive)
  • Intense Focus
  • Temporary Loss of Self-Consciousness
  • Loss of Sense of Time

Providing Diverse Pleasures

Physical Pleasures

  • Survival
  • Combat and Warfare
  • Hunting

Social Pleasures

  • Teamwork and Community
  • Self-Expression
  • Other Types of Relationships

Mental Pleasures

  • Fulfilling Fantasies
  • Story Immersion
  • Puzzles and Discovering New Things

Core Components of Games

  • Aesthetics
  • Gameplay Process
  • Game Narrative
  • Interactivity

Decision-Centric Design Approach

  • Providing Dilemmas
  • Measurable Outcomes
  • Implicit Choices vs. Explicit Choices

How to Deconstruct Game Design (Reverse Engineering)

  • Theme
  • Game Modes
  • Victory Conditions
  • Interface and Information Layout
  • Gameplay Process
  • Interaction Between Protagonist and Environment
  • Level of Information Disclosure
  • Conflict and Methods of Overcoming It
  • Resource Planning and Management