Game Fun



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http://mud.co.uk/richard/hcds.htm 



Hello again and welcome back to my blog!




Today I was looking at readings. The first one I read was http://mud.co.uk/richard/hcds.htm.
From reading this I have extracted Player Interactions from this. What is player interactions?

Well this is an explanation of how players predominantly of one type view those other players who they perceive to be predominantly one type.

ACHIEVERS VS ACHIEVERS 

Achievers regard other achievers as competition to be beaten (although this is typically friendly in nature, rather than cut-throat). Respect is given to those other achievers who obviously are extraordinarily good, but typically achievers will cite bad luck or lack of time as reasons for not being as far advanced in the game as their contemporaries.

ACHIEVERS V. EXPLORERS

Achievers tend to regard explorers as losers: people who have had to resort to tinkering with the game mechanics because they can't cut it as a player.  They can be irritating, and they rarely tell the whole truth.But they do have a place in the world.


EXPLORERS V. ACHIEVERS

Explorers look on achievers as nascent explorers, who haven't yet figured out that there's more to life than pursuing meaningless goals. They are therefore willing to furnish them with information, although, like all experts, they will never tell the full story when they can. Apart from the fact that they sometimes get in the way, and won't usually hand over objects that are needed for experiments, achievers can live alongside explorers without much friction.
Explorers' numbers aren't affected by the presence of achievers.




 I had also read https://users.cs.northwestern.edu/~hunicke/MDA.pdf all about MDA

What really stood out to me was the dynamics and mechanics. I have never taken notice of any of the greater details in games until now from our recent readings. So first I will explain what Mechanics are- Mechanics are the rules that the games operates from such as a actions and mechanics.  
The Dynamics of the game was harder to comparhand. This is a challenge being created in games by having time pressures for example Grand Theft Auto little time challenges. While a little further into the reading the author begins giving examples of games that give the player a chance to think active.  
Gaming mechanics and dynamics is an important part of gaming design. Its when the designer understands the profile of the target audience when designing the game. For example Tetris is used to explain the game mechanics  which include randomizers,scoring systems etc.



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