Difference between revisions of "Gameplay Experience"

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<h2>Overview</h2>
 
<h2>Overview</h2>
Before we can get to style of play, an even more abstract question is, what type of gameplay is it?
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Before we can get to style of play, an even more abstract question is, how is the gameplay presented?
  
 
<h2>Gameplay Experience</h2>
 
<h2>Gameplay Experience</h2>
  
*Competitive (Skill-based?): whether against other players, the AI, or even yourself, every time you play you are competing to win.  Play sessions are usually contained in specific maps.  Often action-oriented games where the story is secondary to the actual gameplay, or games with short play sessions meant to be replayed over and over.
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*'''Linear:''' game has a specific beginning, middle, and end, with potentially limited replayability (Myst, Portal, Tomb Raider, Planescape)
**Racing: each time you play, you try and finish as fast as you can
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**'''Single ending:''' game has a single primary ending--player action doesn't significantly alter how the game ends
**Attack & Defend: Fight until you can't fight anymore
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**'''Multiple Endings:''' game has multiple primary endings, based on player action
**Games: Chess, card games, etc
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**'''Open World:''' game is set in an open world with a large amount of content to extend play time, and potentially multiple "win" states (Skyrim, World of Warcraft, Far Cry)
  
*Cooperative (tentative): Similar to Competitive, but instead of fighting for the best score, you're working with other players towards a goal.  But is this distinct enough from "Experiential"?  Is it just that option with a "number of players" facet lumped in?
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*'''Looped:''' gameplay is meant to repeat, either by starting the game again, or by using similar levels/maps as the player progresses (most arcade games; CoD, Fortnite, Hearthstone, Civilization, MS Flight Simulator)
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**'''Single map:''' Every game takes place on the same playing area (Chess, Magic Online, Fortnite)
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**'''Multiple maps:''': There are a specific number of playing areas to choose from (Call of Duty, Battlefield, Team Fortress 2)
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**'''Palette swaps:''' while the playing areas technically change, the differences between them are minor and are functionally the same (Tetris, Donkey Kong, Pac Man)
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**'''Procedurally or randomly generated content:''' there are essentially infinite, substantially different playing areas generated as needed (Roguelikes, No Man's Sky)
  
*Experiential: While there may be an end goal or other "win" state, the game is focused as much on the journey than whether the player "wins" or "loses."  Often story-based games, or games with long campaigns.
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*'''Open-Ended:''' game both allows player choice on how to play, and no specific end state (or no penalty if the player decides to ignore it) (Minecraft, the Sims, VR "experiences"))
**Exploration: the primary goal is to explore or experience the world
 
**Goal: there is a specific goal you're working towards (build your civilization, raise a family, etc)
 
**Story: Gameplay is centered around a story (even if you have the option to ignore it)
 

Latest revision as of 08:44, 18 October 2019

New_Video_Game_Taxonomy/Facets/Gameplay Experience

Overview

Before we can get to style of play, an even more abstract question is, how is the gameplay presented?

Gameplay Experience

  • Linear: game has a specific beginning, middle, and end, with potentially limited replayability (Myst, Portal, Tomb Raider, Planescape)
    • Single ending: game has a single primary ending--player action doesn't significantly alter how the game ends
    • Multiple Endings: game has multiple primary endings, based on player action
    • Open World: game is set in an open world with a large amount of content to extend play time, and potentially multiple "win" states (Skyrim, World of Warcraft, Far Cry)
  • Looped: gameplay is meant to repeat, either by starting the game again, or by using similar levels/maps as the player progresses (most arcade games; CoD, Fortnite, Hearthstone, Civilization, MS Flight Simulator)
    • Single map: Every game takes place on the same playing area (Chess, Magic Online, Fortnite)
    • Multiple maps:: There are a specific number of playing areas to choose from (Call of Duty, Battlefield, Team Fortress 2)
    • Palette swaps: while the playing areas technically change, the differences between them are minor and are functionally the same (Tetris, Donkey Kong, Pac Man)
    • Procedurally or randomly generated content: there are essentially infinite, substantially different playing areas generated as needed (Roguelikes, No Man's Sky)
  • Open-Ended: game both allows player choice on how to play, and no specific end state (or no penalty if the player decides to ignore it) (Minecraft, the Sims, VR "experiences"))