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game_design.theory.txt
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game_design.theory.txt
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GAME DESIGN
/=+===============================+=\
/ : : \
)==: REWARDS/RULES :==(
\ :_______________________________: /
\=+===============================+=/
CONTINGENCY ==> #Rule to get a reward:
# - fun comes from the condition, i.e. that is only applies if certain circumstances fulfilled
#Ratio vs intervals:
# - ratio: happens when action happened NUM times
# - intervals: happens when NUM seconds passed
# - i.e. action performed by user is e.g. to wait or check a specific place where reward would appear
#Fixed vs variable:
# - fixed: NUM is constant
# - low incentive to start (which leads to initial pause), but big incentive to fulfill while started
# - variable: NUM has some random variation
# - higher incentive to start (less initial pause), but less incentive to fulfill
# - usually better for steady high activity
# - less engaged user (e.g. early in the game) need lower NUM
EXTINCTION ==> #When contingency stops (without user knowing):
# - will continue behavior at an ever slower pace
# - leads to frustration
# - might be that the reward system changed but user does not know yet
BEHAVIORIAL CONTRAST ==> #When reward is lesser that it used to be:
# - leads to frustration
# - should have a steady increasing rate instead
AVOIDANCE ==> #When reward is to prevent a negative thing to happen:
# - good to keep activity high without introducing new features
INTEREST ==> #Reward lose interest over time:
# - should have several contingencies at same time to keep interest
/=+===============================+=\
/ : : \
)==: PAYMENT :==(
\ :_______________________________: /
\=+===============================+=/
WHAT TO BUY ==> #Progress gate:
# - new levels
# - types:
# - hard: can only pay
# - soft: can also spend more time instead
# - can make it so it feels spending extra time is waste,
# e.g. by capping max amount of resources until gate passed, so resource generated during that time is wasted
#Boosters:
# - new abilities
# - types:
# - soft: ephemeral
# - hard: persistent
# - can merge hard boosters to make people pay big amount by making them pay several smaller ones
# - mix: hard if you keep paying, including by merging it into other boosters
#Reward removal:
# - give reward that user takes for granted
# - then later threaten to withdraw because of a given failure, unless payment
SKILL VS MONEY GAME ==> #Skill game: success is determined by skill
#Money game: money helps winning
#Can slowly transition from skill games to money games by progressively introducing boosters
VIRTUAL CURRENCY ==> #Hiding real purchase feeling by introducing intermediate virtual currency