Difference between revisions of "Gameplay Experience"
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*'''Linear:''' game has a specific beginning, middle, and end, with potentially limited replayability (Myst, Portal, Tomb Raider, Planescape) | *'''Linear:''' game has a specific beginning, middle, and end, with potentially limited replayability (Myst, Portal, Tomb Raider, Planescape) | ||
− | **'''Open World:''' game is set in an open world with a large amount of content to extend | + | **'''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) | + | *'''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, | + | *'''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"))