This Week's reading is different this week, being a video instead. An Video filled with information for 7 minutes. The Video explains the Formal "Game Consumption" Model and show a simple diagram.
The Eight different kinds of Fun is an interesting idea, the eight different kinds of Fun are: 1.Sensation, 2.Fantasy, 3.Narrative, 4.Challenge, 5.Fellowship, 6. Discovery, 7.Expression and 8.Submission. The Eight kinds of fun makes sense as many games critics often describe a game as fun but not how or why.
Models of Game Dynamics is a simple concept, being more analytical nature, with it's examples Random Variables and Feed-back System. A good example for both being the Xcom Enemy Unknown, the 2012 remake, which the shooting is through percentage and the player must manage the council as well. It be argue that one may not have to chose one over the other and instead both system working together similar to Xcom Enemy Unknown ?
Another way of seeing this system in play in via the additional link, Liar Dice, a simple yet engaging game involving dice and chance. It shows how the Random Variable and the system Feed-back work well, though more of the random variable then system Feed-back. Another link is Designing to promote Intentional play. By Clint Hocking, which is really interesting and deserves to be read. The reading talks about the idea of low intentional play and high intentional play, both play are interesting. The Document is 21 pages long, unfortunately I will not talk about the rest of the article but I highly recommend a read.
The Eight different kinds of Fun is an interesting idea, the eight different kinds of Fun are: 1.Sensation, 2.Fantasy, 3.Narrative, 4.Challenge, 5.Fellowship, 6. Discovery, 7.Expression and 8.Submission. The Eight kinds of fun makes sense as many games critics often describe a game as fun but not how or why.
Models of Game Dynamics is a simple concept, being more analytical nature, with it's examples Random Variables and Feed-back System. A good example for both being the Xcom Enemy Unknown, the 2012 remake, which the shooting is through percentage and the player must manage the council as well. It be argue that one may not have to chose one over the other and instead both system working together similar to Xcom Enemy Unknown ?
2012 Xcom's shot Percentage, taken from Here |
2012 Xcom's Council system, taken from here |
Another way of seeing this system in play in via the additional link, Liar Dice, a simple yet engaging game involving dice and chance. It shows how the Random Variable and the system Feed-back work well, though more of the random variable then system Feed-back. Another link is Designing to promote Intentional play. By Clint Hocking, which is really interesting and deserves to be read. The reading talks about the idea of low intentional play and high intentional play, both play are interesting. The Document is 21 pages long, unfortunately I will not talk about the rest of the article but I highly recommend a read.
The Final reading was, Mechanics Dynamics Aesthetics (MDA): The Game Design Theory Behind Games, an article that explains MDA in a more a simplify way to, this should helps one understanding of MDA as it gives examples and images to follow with the information.
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