Mapa mental
GAME
Conteúdo do mapa
GAME
VideoGame
- Taxonomy
- A "Good Game" depends on one tase
- Strategy
- Games of Chance
- Educational and Childrens
- Interpersonal
- Complex World
- Motor Skills
- Types
- Adventure
- Skill-and-Action Games
- Combat Games
- Mostly 3D person geometry
- Limited Full Mobility
- Maze Games
- Jawbreak
- PAC-MAN
- More Through laberynth
- Sport Games
- Paddle Games
- Race Games
- Combat Games
- Strategy
- A "Good Game" depends on one tase
- Design
- Goal
- Clear
- Defined
- Emotions
- Fantasies
- Satisfy user & dev
- Topic
- Enviroment of the game
- Main inspiration
- Percepts
- 1. Go with the grain
- 2. Don't Transplant
- 3. Design around the I/O
- 4. Keep it clean
- 5. Stone less and process more
- 6. Branch soptly
- Indirect Algorithms
- Better Branching
- Indirect Algorithms
- 7. Design unity
- Designer -> Programer
- Creative Progress Unified by single mind
- Designer -> Programer
- Sequence
- Manipulability
- Program Structure
- Design Phase
- Research
- I/O Interface
- Digital
- Limitations
- Physical
- Generate a Feeling
- Digital
- Flow Chart
- Evaluation of Design
- Goal
- Taxonomy
PlayTesting Phase
- Fatal Problems
- Non Fatal Problems
- Efficiency
- Critics
- Constructive
- Useless
Subset of Reality
Fundamental to Human Life
Categories
- Board
- Cards
- Involves a simple set of physical equipment
- Many cards
- Each card unique
- Each card possesses a numeric value
- Each card possesses a suit a two bit value
- Selectively revealed
- Easily assignable to an owner
- Involves a simple set of physical equipment
- Athletic
- Computer
- Strenthgs
- Quick to react to the player
- Can change the game's rules on the go
- Refers itself
- Provides opponents in the shape of AI
- Can withold info from the player
- Enables players to play together
- Weaknesses
- Dependent on coherent I/O
- Discourages local multiplayer
- Heavy programming work
- Strenthgs
Closed, formal system
- Explicit Rules
- Autosuficient
- Collections of Parts
Motivation
- Acknowledgement
- 2 players recognize each other
- To Learn (Fundamental)
- Fantasy
- Participating in an unreal world
- Nose-Thumbing
- Overcoming social restrictions
- Proving Oneself
- Demonstrate prowebs
- Exercise
- Mental
- Physical
- Exercise skills
- Appropiate Levels
- Social Lubrication
- Moment for socializing
- Acknowledgement
What's so Special
- What makes one game more fun than another?
- Personalities
- Tastes
- Not Static
- Motivations
- Public
- What makes one game more fun than another?
Postmortem
- Brace Yourself
- Unkown Bugs
- Sells
- Get Known
- Accept or Change Artistic View
Elements
- Interaction
- Puzzle
- Stories
- Toys
- Interpersonal Element
- User adapts cmd reacts
- Safety
- Safeway to experience reality
- Unlimited attemps
- Fake Money
- Lessens the shame of defeat
- Safeway to experience reality
- Conflict
- Obstacles
- Challenges
- Real Life representations
- Interaction
Informações
- Descrição
- Mapa Mental sobre GAME, criado por Mau Yzkr em 14-09-2018.
- Criado por
- Mau Yzkr
- Visualizações
- 0
- Avaliação