Game Elements

In this blog I need a way to analyze a game by talking about their component parts and how they will all fit together. This is useful for talking about other people’s created games and also in designing my very own games. After all, how can I design a game if I actually do not know how all the different parts can and will fit together?

Just remember that:

  • Games are systems.
  • Playboy Domino
    Understanding a game is much easier if you have played it or around it.
  • Analyzing a game requires looking at all of the game’s working parts, and figuring out how they fit together and how a play experience comes from them.
  • Designing a game requires some creation of all of the given game’s parts. If you haven’t
    defined the formal elements in your game in some way, then you do not really have a game… you just have a little bubble of an idea. But to make your idea into a game you must actually design it.

What are the Atomic Elements of Games?

Like the definition of game, is not perfect, but by looking at all of them we can see some emerging themes that can shed light on the kinds of things that we need to create as game designers if we are to make games.

What follows are some parts of games, and some of the things designers may consider when looking at these atoms. 

  • Game Stick
    Players 
  • Objectives (goals) 
  • Rules 
  • Resources and Resource Management 
  • Game State 
  • Information 
  • Sequencing  
  • Player Interaction  
  • Theme (Narrative, Backstory, Setting)  
  • Games as Systems


What makes a good game?

Games are meant to be interactive. They are a way for a person to immerse themselves in a different setting or world. Unlike a movie where you're just along for the ride, a game gives the player complete control. If the control is clunky or not fun to play, you won't have a great game.


Some questions to ask during a critical analysis at various stages:

  • What challenges do the players face in the game? What actions can players take to overcome those challenges?
  • How do players affect each other?
  • Is the game perceived by the players as fair?
  • Is the game replayable? Are there multiple ways to victory, or different causes that can be experienced each time?
  • Is the game appropriate for that audience?

What is the core of the game the one thing you do over and over that represents the main fun part?


Some Elements to include in your game:

Conflict.
For a game to be interesting, there should be some sort of conflict to present a challenge for the player to overcome. The challenge could be a physical obstacle, combat with another player, or a puzzle that has to be solved. There are various types of conflict that can be built in game-based learning. 
Timmy Turner on X Game Mode

Strategy and chance.

Strategy based games put a lot of control into the players’ hands in the form of decisions they can make that affect game play or their odds of achieving the goal. On the other hand, games that are heavily based on chance put the player in a highly reactive mode where they have little control over the outcome. The blend of both chance and strategy gives the learners something to do and also provides required relief.

Rewards.
Rewards are things that players earn through game play. There is a thing towards giving lots of rewards, but when designing games you have to use them effectively.  For example, giving someone a badge for completing a section may excite learners to hit completion even without understanding the concepts within the game. 

That is all I have got Guys. Bye πŸ‘‹
- Tochi

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