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Formal Game Elements

Formal Game Elements

Assessment

Presentation

Instructional Technology

12th Grade

Practice Problem

Medium

Created by

Brent Bryant

Used 14+ times

FREE Resource

10 Slides • 7 Questions

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Chapter 3
Formal
Elements
Topics

Players

Objectives

Procedures

Rules

Resources

Conflict

Boundaries

Outcome

2

Multiple Choice

When designing a game, one should consider the number, roles, and interactions of this element

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Players

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Objectives

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Procedures

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Rules

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Multiple Choice

What the players are trying to accomplish.

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Outcome

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Objectives

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Conflict

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Resources

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Multiple Choice

Assets used to accomplish objectives.

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Resources

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Conflict

3

Boundaries

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Outcomes

5

Multiple Choice

This MUST be uncertain

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Resources

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Outcome

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Boundaries

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Conflict

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Multiple Choice

Procedures that drive a game forward

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Core Loop

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Core breach

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Corps Marines

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Space Marines

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Multiple Choice

Can be Physical or Conceptual

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Conflicts

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Resources

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Boundaries

4

Outcomes

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Multiple Choice

Defines allowable actions by players

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Resources

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Conflict

3

Boundaries

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Rules

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Players

Consider the number of players, roles of the players, and player
interaction patterns
Common player interaction patterns:
Simple player versus the game
Multiple individual players versus the game
Player versus player
Unilateral competition (two or more players compete against one player)
Multilateral competition (3 or more players complete directly)
Cooperative play (2 or more players cooperate against the system)
Team competition
Games may implement more than one player interaction pattern or
mode

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Objectives

What are players trying to accomplish within the rules of the game?

Classic categories:

Capture
Chase
Race
Alignment
Rescue or escape
Forbidden act
Construction
Exploration
Solution
Outwit

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Procedures

Who does what, where, when, and how?
Think the procedures in a board game
Are often defined by controls in digital games
Digital games have much more sophisticated system procedures
Procedures are affected by constraints
Not to be confused with rules
Consider the core loop: a set of activities that repeat
to move the game forward.

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Rules

Define game objects and defined allowable actions by players; set
limits on the player procedures
Rules might be implicit or explicit
Rules can address loopholes
Needs a good balance too many rules is too confusing

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Resources

Resources are assets used to accomplish the objective
Must have utility and scarcity in the game system; use playtesting to
test balance
Common resources:
Lives
Units
Health
Currency
Actions
Power-ups
Inventory
Special terrain
Time

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Conflict

Conflict emerges from the players trying to accomplish the goals of the
game within its rules and boundaries
Consider system vs player
Consider player vs player
Need a good balancing act; maintain interest
Three classic sources of conflict:
Obstacles
Opponents
Dilemmas

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Boundaries

Boundaries are what separate the game from everything that is not the
game.
They help to craft the player experience. Can be defined with the help
of the rules.
Some games require strictly defined boundaries; others do not.
Can be physical (e.g. edge of a board) or conceptual (e.g. social
agreement to play)
What if there were no boundaries?
Could add real money in monopoly.
Could run anywhere in a game of football.
Consider Pokémon GO, Zombies, Run!

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Outcome

Must be able uncertain to hold the

attention of the players

Consider zero-sum vs non-zero-sum

Zero-sum – whatever gained by

one side is lost by the other

Non-zero-sum – where one's

gain does not necessarily mean
another's loss

Some games reward player by

winning, others reward by
experiences and stuff

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Using Formal Elements Framework

This framework will help you formalize your game and should be in
your design document eventually in some form.
This is not an all-inclusive list, but it provides a great starting point.
The easy parts are usually the players, objectives (focus on main
objective), and outcomes.
Procedures, rules, resources are where things get tricky... try to limit
these at first
Simple procedures, rules, and resources will help introduce your game to the

player

These will drive the mechanics later on!

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Chapter 3
Formal
Elements
Topics

Players

Objectives

Procedures

Rules

Resources

Conflict

Boundaries

Outcome

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