Game MechanicsAs described by the first edition of "The Art of Game Design," Game Mechanics are "what a game truly is." They are parts of the game that are left when the aesthetics and story are taken out. They include space, time, objects, actions, rules, etc. Space and Time can be limited, or discrete, or unlimited, also known as continuous. Objects have a certain state. This is represented on a state diagram. A state diagram is a chart that shows what the state of the object is, how it got there, and what will cause it to change. Actions can be represented in two categories: Basic (Operative) Action and Strategic (Resultant) Action. A basic action is an action that a player can take in a game (like moving your piece in Checkers). A strategic action is an action that is only meaningful is the larger scale of a game (like kinging your piece in Checkers). Basic and Strategic actions combine to make "emergent gameplay." You make this by adding more basic actions, allowing basic actions to interact with multiple things, etc. Rules make all other game mechanics possible. They define each and every other mechanic of the game. Prisoner's DilemmaPrisoner's Dilemma is a game of decision that we played. It goes like this. Two inmates are put on trial, and they have a choice. They can confess, or they can keep quiet. If both inmates keep quiet, they go to jail for one year. If both inmates confess, they both get five years. If one confesses and one doesn't, the one who confesses is freed, while the other gets 10 years. It can be a game of both probability and a game of skill. There is a specific strategy to the game that if you choose to confess each time, you have at least a 50% chance of winning, because you will never get 10 years, and if they choose to keep quiet, they get 10 years. Otherwise, you will get up to 5 years each time. Elemental Decision Tree GameThe Elemental Decision Tree Game (EDTG) is a game where we were given Earth, Water, Wind, and Fire, and we had to make a decision game out of it (a game like Rock Paper Scissors). We had to choose what won, what lost, and what tied. We were given a chart as a template, and Chloe and I ultimately made the chart seen below. This is different from Prisoner's Dilemma, because there is almost no skill involved, and there is less of a chance of winning, because there are more choices than Prisoner's Dilemma. In Summary
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AuthorI am Chance Gildart. I am a Junior in Digital Design and Animation II at DSA. Categories
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May 2019
DisclaimerThe views and opinions expressed in this blog are solely those of the author and do not represent those of Durham School of the Arts or Durham Public Schools.
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