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Formal Game Elements

Formal Game Elements

Assessment

Presentation

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Instructional Technology

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12th Grade

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Practice Problem

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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

4

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

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Outcomes

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Multiple Choice

Defines allowable actions by players

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Resources

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Conflict

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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!

pattern-tertiary
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Chapter 3
Formal
Elements
Topics

Players

Objectives

Procedures

Rules

Resources

Conflict

Boundaries

Outcome

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