lafs game mechanics - progression mechanics
TRANSCRIPT
PROGRESSION MECHANICS
Level 2
David MullichGame MechanicsThe Los Angeles Film School
What Are Progression Mechanics?
Progression
The ongoing procedures after the game’s set-up, leading to a desired resolution.
Difficulty
The amount of skill a player needs to achieve the game’s goals.
Progression Stair
FlowFlow is the mental state in which a person performing an activity is fully immersed in the game.
Over time, game challenges increase as the player’s skills increase.
FlowMost games tend to build up each level to a boss battle of some type to test if they are ready for more difficult challenges.
When players pass this test, they progress through the game.
Progression Systems
Extra Credits: How Good Games Avoid Skinner Boxes
What Was The Main Message Of This Video?
Analyzing Progression
Are your choke points appropriately difficult? Are users getting stuck on certain levels unexpectedly? Which levels are users having the most fun playing and repeating?
TRACKING PROGRESS
Score
The numerical representation of the player’s success in the game, often not only representing the success but also defining it.
Why Designers Use Scores Progress Indicator Supports Race, Collection, Gain Ownership
Goals Trans-Game Information for Metagaming Extra-Game Consequences (High Score
Lists and Tournaments)
Score Design Considerations Which actions or goals give points? How many points are awarded? Are points based on when they are
achieved? Can players reload saved games? Are player scores hidden? Are there tie breakers?
More Ways To Balance Scores
Less Difficult Pick-Ups
More Difficult Handicaps
High Score Lists
Give players the chance to rank themselves against other players who have previously played the game.
Why Designers Use High Score Lists Replayability Competition in Single-Player Games
High Score List Design Considerations How many scores are saved? How are handles supported? How are ties displayed?
Levels
Part of a game in which all player actions take place until a certain goal or end condition has been fulfilled.
Why Designers Use Levels Progress Indicator Game World Boundary Closure Point Narrative Structure Promotes Exploration Balances Complexity and Difficulty
Level Design Considerations How many levels in the game? How do they relate to each other? How are they different? How are they completed?
More Ways To Balance LevelsLess Difficulty Clues Save Points
More Difficult Obstacles Enemies Bosses Inaccessible Areas
More/Less Difficult Spawn Points Controllers
MORE ON ACTIONS CONTROL
Improved Abilities
The player’s chance of succeeding with an action, or its calculated effect, is increased.
Why Designers Use Improved Abilities Empowerment Rewards Supports Gain Competence and Gain
Ownership Goals Balances Avatars, Skills, Competence
Areas
Improved Abilities Design Considerations What ability is improved? How is it improved? Is the chance to succeed improved? Is the effect improved?
More Ways To Balance Improved AbilitiesMore Difficult Time Limits Diminishing Returns Decreased Abilities
New Abilities
Gaining new abilities during gameplay.
Why Designers Use New Abilities Empowerment Rewards Varied Gameplay Smooth Learning Curves Competence Areas Supports Gain Competence and Gain Ownership
of Tools Goals Balances Characters, Units and Team Members
New Abilities Design Considerations What ability is given? Is the ability temporary? What focus loci is it given to? Can player choose the ability? Does player have to give up a current
ability?
More Ways To Balance New AbilitiesMore Difficult Budgeted Action Points Time Limits Ability Losses
MORE GAME OBJECTS
Pick-Ups
Game elements that exist in the game world and can be collected by the player, usually by moving an Avatar or Units in contact with the Pick-Up.
Why Designers Use Pick-Ups Resources Risk/Reward Decisions Promotes Strategic Locations Promotes Collecting, Maneuvering, Gain
Ownership, and Delivery Goals
Pick-Up Design Considerations What does it do? Where is it located? How is it produced? How limited is it?
Tools
Game elements that enable a player’s Avatars and Units to perform actions otherwise unavailable to them.
Why Designers Use Tools New, Improved and Privileged Abilities Empowerment Rewards Balances Avatars and Units Promotes Races and Competition to Get
Tool Supports Collecting, Gain Ownership and
Gain Competence Goals
Tool Design Considerations What new, improved or privileged abilities
does it give? What avatars or units can use it? What skills/resources are required to use
it? Can it be combined with other tools?
More Ways To Balance Tools
More Difficult Aim & Shoot to use it Privileged Ability to use it Transfer of Control
Power-Ups
Game elements that give limited-time advantages to the player that picks them up.
Why Designers Use Power-Ups New, Improved and Privileged Abilities Empowerment Tension Promotes Strategic Locations Balances Skills Promotes Races and Competition to Get Power-
Up Supports Collecting, Maneuvering, Gain
Ownership and Gain Competence Goals
Power-Up Design Considerations What advantage does it give? How long does its effect last? Where is it located? How is it produced? Can players trade it?
How Are Power-Ups and Tools Different?
Controllers
Game elements fixed in particular locations in the game world that allow player to perform actions that would not otherwise be possible.
Why Designers Use Controllers Obstacle Resource Location Strategic Location Area Control Ultra-Powerful Event Level Completion Supports Gain Ownership Goals
Controller Design Considerations What privileged abilities does it allow? Who can use it? What skills/resources/tools/extended
actions are required to use it? Is it part of a large machine or system?
More Ways To Balance Chargers
Less Difficult Tips for using it
More Difficult Aim & Shoot to use it Privileged Ability to use it Transfer of Control to other players
Chargers
Locations in the game world that affect the player’s resources when they are on the location.
Why Designers Use Chargers Resource Location Resource Generator Balance Complexity Risk/Reward Decisions Supports Resource Gathering, Gain
Competence, Traverse, and Gain Ownership Goals
Charger Design Considerations What resources or improved/new/privileged
abilities does it provide? Where is it located? How long does it take to charge?
More Ways To Balance Chargers
Less Difficult Tips for using it
How Are Controllers and Chargers Different?
MORE GOALS
Gain Competence
Gaining the ability to perform a certain action in a game.
Why Designers Use Gain Competence Goals Reward Smooth Learning Curve Varied Gameplay Character Development Promote Tactics Supports Gain Ownership, Overcome,
Race
Gain Competence Considerations
What is the action obtained? How is the action obtained? Is the action limited?
Race
A competition between players to be the first to reach a certain goal, often being the first to a certain location along an approved route.
Why Designers Use Race Goals Conflict Competition Supports Delivery, Stealth and Rescue
Goals Prevents Eliminate and other goals
Race Considerations Is this the single goal of the game? Which game elements are racing? How many players are competing? Does each player start at the same time? Are there movement limitations? Do players’ know each other’s position? Can players interfere with each other? Are there chargers or pick-ups? Are trailing players given advantages? How is the end determined? Is there a time limit?
More Ways To Balance Racing
More Difficult Maneuvering Require Strategic Knowledge Handicaps Tie Breakers
Choose one of the following games to play:
+Around World 80 Days (3-6p, 50-70m) Aton (2p, 30m) |Ave Ceasar (3-6p, 30-60m) Candyland (2-4p, 15-30m) *Can’t Stop (2-4p, 30-40m) Citadels (2-7p, 20-60m)
*Eno (2-5p, 60m) Hey, That’s My Fish! (2-4p, 20m) |Power Grid:First Sparks (2-6p, 60m) +Snowtails (2-5p, 45m) *Thunderstone (2-5p, 45m)
Group Quest
Design an analog game prototype using mechanics supporting one of the following goals: Gain Competence Race
Research and use the LMS to report on games using progression tracking elements discussed in class.