Monday 14 November 2011

Week 7 Reading - Space of Possibility and Pacing in Casual Game Design – A PopCap Case Study

Abstract: The subject of casual game design is far too vast to be discussed in a work of this magnitude, only the aspects relevant to 'pacing' will be emphasized, paving the way to follow up works that are able to connect all other elements of electronic game design related to this matter.

Keywords: Game Design, Casual Gaming, Pacing Space of Possibility

Introduction:
"Accessibility", "Family - Friendly" --> In Games

"A casual revolution", from Jesper Juul [2009, to Appear] --> Back to basics

There's a lot to learn between games like tetris/peggle in understanding what makes games special.

John Rose [2008] - Player experience

This paper is about Casual Games: = Critical vocabulary
Types of Casual Games.

Stated that "Games that genreally involve less complicacted game controls and overall complexity in terms of gameplay or investment required to get throught the game"

- 'Casual Gamer' term
- Not necessarily of smaller complexity - Plants Vs Zombies became considerably complex.

Casual Games = 'Pick up and play'

Pacing and Complexity as presented
* Smaller objects in the system that the casual game build its own kind of complexity [Zimmerman]

Peggle went though 9 months of playing/prototyping an additional year for full scale production and then an addition 9 months for polishing.

Establishing a Critical Vocabulary:


5:1 Pacing - Crafting Player Experience:
Is the concept related to the overall rhythm of a game, the relative speed at which the different moving parts of the system are put in motion. By indirectly crafting the player experience - through mechanics, aesthetics and dynamics to create relaxation, tension and repition the designer "paces the game"
- Relaxation
- Tension
- Repetition

5:2 Related Concepts:
Lower arch of pacing...
- Movement Impetus
- Tension
- Threat and Tempo

Upper Arch of pacing...
- Player & Game (relationship)
- In how much time the user is willing to invest before getting bored etc.

"Perceived Danger" overcoming the "Real Danger".

*Threat is generated on a level game mechanics *3ptL2
- As a sense of peril the player believes that he is under belongs to the "real" threat is mechanical and genreated by the direct conflict between players and system or players and opponents.

6:1 Space of Possibility and Player Experience:
Space invaders Example: Patterns of enemy ships and movements

"The natural instinct of a game player is to make the game more predictable because then they are more likely to win"

No surprises = No fun.

- Hard games, the play can't play it "right", not able to figure out the patterns required by the system.

Relation to tempo space and possibility.

Space of Possibility (Diagram)

Tempo (Diagram)

6:2 Replacing instead of Adding:

The idea is to replace some non-core mechanics and sometimes even the core itself in a perceptibly constant rhythm.
Day/Night and Rooftop/Pool Mechanics (PvsZ)

6:3 Peggle

Plants Vs Zombies 6:4

6:5 Creating a Perceivable Pattern of Continuous Learning:

Additional Notes:
- Complexity is hidden
- From the player
- Really good visual/sound feedback to players
- Short bursts of play.
- Very easy and varied access to these Games