“The successful free to play games are selling positive emotions. Not content.” – Nicholas Lovell
“It should be the experience, that is touching. What I strive for is to make the person playing the game the director.” – Shigeru Miyamoto
SUMMARY
at the end of last week i finished the basic concepts portion of javascript on sololearn.
PRACTICE ROOM (TUTORIALS)
Construct 3 – Javascript
I started the Conditionals and loops portion on sololearn
CLASSROOM (THEORY & ANALYSIS)
MDA Notes
- Mechanics
- A mechanic is the basic part of the game that can let a player move, attack, jump, and any other action.
- Dynamics
- A dynamic is the amount of time it takes for one mechanic to “cooperate” with another mechanic
- Aesthetics
- literally just emotion
LAB (THEORY PRACTICED)
Brainstorm Ideas for Each of the Eight Categories
- Sensation (Game as sense-pleasure): Player enjoys memorable audio-visual effects.
- Good ray-tracing, and realistic audio effects
- Fantasy (Game as make-believe): Imaginary world.
- New, original creatures, some sort of concept that wouldn’t fit on earth
- Narrative (Game as drama): A story that drives the player to keep coming back
- New things to enjoy, not just the same idea re-used
- Challenge (Game as obstacle course): Urge to master something. Boosts a game’s replayability.
- A challenge to overcome like how you have to defeat Bowser many times in Mario
- Fellowship (Game as social framework): A community where the player is an active part of it. Almost exclusive for multiplayer games.
- Have some sort of in game talking system, and don’t make it a bad one like Black Ops 1
- Discovery (Game as uncharted territory): Urge to explore game world.
- Have an infinite world, like Minecraft and have many bosses like in Terraria
- Expression (Game as self-discovery): Own creativity. For example, creating character resembling player’s own avatar.
- Have a wide character creation system, like Cyberpunk 2077
- Submission (Game as pastime): Connection to the game, as a whole, despite of constraints.
OUTSIDE (CREATIVITY, PRODUCTIVITY & THE BRAIN)
STUDIO (CREATIVITY)
CONTROL ROOM (PRODUCTION)
- I learned that people using Construct tend to want to be in a team and work together
WHAT I LEARNED and PROBLEMS I SOLVED
I learned that many concepts are needed to make so many games, but it usually starts with one type of concept