Read e-book online A Game Design Vocabulary: Exploring the Foundational PDF

By Anna Anthropy, Naomi Clark

ISBN-10: 0321886925

ISBN-13: 9780321886927

Video games have usually taken a critical position in pop culture; in truth, organisations are even trying to 'gamify' conventional company strategies. in spite of the fact that, our language for realizing, discussing, and designing video games has remained primitive - and this has made it more challenging to create nice video games or intelligently overview them. this article fills this hole, supplying an entire shared framework for realizing and comparing video game layout - as creators, as avid gamers, as scholars, as video game decision-makers.

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Additional info for A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design

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4 Jane attempting to dig through clay and through metal. 19 20 CHAPTER 2 VERBS AND OBJECTS In fact, the way the game introduces the rule is this: the player begins by having to dig through three different layers of clay blocks—one of each color in the game. 5 shows the first scene of the game. Each color, when struck, crumbles every touching block of the same color, but not ones of different colors. These are the most basic rules of the game and the things the game teaches first. 5 Opening scene of Tombed.

The problem in these cases is that when the player doesn’t immediately get the joke, the game breaks down, because experimentation is slow. How does the player gain information about the rules of any game? She uses her verbs. In a game that gives the player a hundred verbs, experimentation is a slow and tedious process. The player spends an hour trying each of her verbs on every object in her reach, learning nothing until she finds the correct combination. Are moments of invention possible in games with a concise vocabulary of verbs?

Who then are the most important characters—the main characters? You might be tempted to say the protagonist, the hero, the gladiators in Joust. The nouns, right? Because in linear stories, we’re used to nouns—people—being the ones who develop. But the protagonists of our games, the nouns, aren’t rules. Verbs are a kind of rule; they’re the most important rules of a game. By a “verb,” I’m referring to any rule that gives the player liberty to act within the rules of the game. Any rule that lets the player change the game state.

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A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design by Anna Anthropy, Naomi Clark


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