Difference between revisions of "Gameplay Experience"

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<h2>Gameplay Experience</h2>
 
<h2>Gameplay Experience</h2>
  
*'''Linear:''' game has a specific beginning, middle, and end, with limited replayability (Myst, Portal, Tomb Raider, Planescape)
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*'''Linear:''' game has a specific beginning, middle, and end, with potentially limited replayability (Myst, Portal, Tomb Raider, Planescape)
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**'''Single ending:''' game has a single primary ending--player action doesn't significantly alter how the game ends
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**'''Multiple Endings:''' game has multiple primary endings, based on player action
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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)
  
*'''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(?))
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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)
  
*'''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, Skyrim, MS Flight Simulator, Civilization(?)))
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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"))

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"))