Elements and Types
True or False
Balance of Elements
Elemnts of Engagement
100
Elements of a Game: It takes a certain insight to solve a puzzle. A puzzle that uses techniques or patterns that match other games and therefor the player knows how to solve it before playing, that game lacks novelty.
Element:Novelty
100
True or False: Ease of entry is Puzzle should actively react to player input that feels physical, active, and energetic.
False: The player should understand how to play the game within a minute.
100
What is Balance of Elements?
Refers to the techniques of keeping your audience engaged and interested.
100
Are engagement and immersion related?
True they are related.
200
Elements of a Game: The difficulty of the game should match the skill level of the target audience. The game should push the player to a certain level of frustration, but not so far that they give up. The best game is one that the player perceives to be easy so they will be less likely to give up on it.
Elements: Appropriate difficulty
200
True or False: Crystal-clear goals is player should understand what the primary goal of the game is.
True.
200
What is Automation of Tasks?
Balanced tasks between what the game completes and what the player completes.
200
Genre element.
What type of game? How can this be used in the design of said game?
300
Type of Puzzle: Action
Time pressured but allows the player to fix their mistakes
300
True or False: Implicit challenges are task that the player interprets and discovers on his or her own.
True.
300
Parts of Reward and Praise.
A game not makes it through each level the first try. Let the player fail every so often. Error messages should be positive and encourage the player to try again. Investing an interest into the game.
300
Story Element.
Does the game need a story? How will a storyline further engage your player?
400
Type or Element: Puzzles that help a player progress through the plot and explore the environment.
Type:Story
400
True or False: Playability Testing is testing to verify that the theme of the game is consistent through all components.
False: Testing to check if the level difficulty is appropriate for a human player, make sure the story flows, and verify that objectives can be achieved.
400
Elements that increase frustration?
Red herring Dead end Cookie-Cutter design
400
What should you consider in Challenges?
Consider the physical and mental abilities of the audience. Determine what challenges are obtainable and interesting to the audience.
500
Elements or type: A puzzle should cause the player to shift their perspective and find another way to solve it. Once the solution has been found, a player should still feel that solving the puzzle will require skill.
Element: Tricky
500
True or False: Balance of elements refers to the techniques of not keeping your audience engaged and interested.
False: It is techniques of keeping your audience engaged and interested.
500
What happens when the game doesn't maintain interest?
Failure to produce a game that meets the quality and expectations of the player will cause the player to just stop playing the game.
500
Is success and escalation critical?
It is critical part of engagement and should be determined by the player's successes in challenges and the level.
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