Game Design Atoms

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Game State, Views, etc.

  • Game state

    • A collection of all relevant virtual information that may change during play.
  • Game view

    • A part of the game state that a player can see.
  • Game space

    • The entire "area" of the game, where game pieces exist.
  • Avatar

    • The thing which represents the player in the game space.
  • Assets, or Game Bits

    • The icons, sprites, models, or physical items required to play the game.

The current condition of all avatars and assets is part of the game state in the overall game space.

Info

The formal game description shows the role of the game state.

Mechanics

Game Mechanic is another term for "rule".

  • What really makes the game space a very interesting place to be are game mechanics.

  • Mechanics act upon the players, avatars and game bits, game state and game views, ...

  • ...and describe all of the ways to change the game state.

  • A mechanic makes every game designer ask, "What can I make with this?"; It is all about possibility.

Mechanics and the Game State

Here are some common classes of mechanics that are usually found in games:

  • Setup

    • There must always be at least one rule that describes how the game begins.
  • Victory conditions

    • There must always be at least one rule that describes how the game is won.
  • Progression of play

    • Rules that answer "Who goes first, and how?" or "Is the game turn based?"
  • Player actions

    • Sometimes referred to as "verbs," some of the most important mechanics describe what players can do and what effect those actions have on the game state.
  • Game views

    • The mechanics that define exactly what information each player knows at any given time.

Dynamics

  • Game Dynamic
    • The pattern of play that comes from the mechanics once they're set in motion by players.

The dynamics are part of the play experience, but not all are explicitly defined or enforced by the mechanics.

Goal and Theme

Layered on top of all things are game goals.

  • Goals can also be called "missions" or "quests" and provide rewards to motivate the player.

  • The ultimate game goal is, of course, the victory condition.

What the game is "about" goes by many names: theme, colour, etc.

  • It describes the aspect of games that lies outside of the mechanics and yet somehow, when chosen well, can make the mechanics feel more natural.

  • None of the theme information is strictly necessary to the gameplay.

What Comes First?

Game state, avatars, mechanics, dynamics, theme...where does a designer begin?

  • A theme. If a game is going to be heavily themed, the designer might set the mechanics and core around that theme.

  • An individual mechanic. In this case further rules, the core, levels, etc. can be designed to further explore that specific mechanic.

Putting It All Together

At first, you won't get much of a game.

  • The point is to get a basic game, and then make it more interesting to the player through the addition of elements of strategy or chance, or by adding or removing mechanics to strengthen the game.

  • Learn to experiment and take joy in your designs and in the process of design.

  • Remember that you can make a game about anything.

  • It's normal to feel intimidated by the process at first.

Design a game and be hooked.