Game Decisions

Robert Byrne Brimage B00089106

This weeks reading consisted of learning about the relationship between player and system. This sets video games apart from traditional media. You deal with flow theory and decision making as a systems designer.

A games coziness translates as how strong a game can evoke the feeling of safety, softness and abundance. A game that comes to mind for me when I think of these feelings is: Nintendogs for the Nintendo DS. A game about caring for dogs. There is no losing in this game.
When considering safety, there will be no danger or risk. No losing is implemented in the game. Abundance means there is quality in the content that is present. Softness refers to the game using a strong aesthetic environment and letting players know they are in a stress free game.

There are bad decisions that can be made in a game. These are: Meaningless decisions, they have no effect on game play... therefore meaningless. Obvious decisions: where the decision should at least have an effect on the game. Blind decisions: Are hard to find for the player, the player must have enough knowledge to find these decisions. If not, they are essentially random decisions.

Good decisions to take into consideration for game development are: Resource trades. The player gives up one possession for another in an upgrade essential manner. Risk V reward, One choice is safer but the other choice is riskier but the pay off is better i.e. Double or Nothing. Choice of actions: The player must balance immediate needs against long term goals. Short term V long term: The player balances immediate needs VS Long term goals.

A good example of a game with VITAL decision making throughout the experience is "The Wolf Among us" By Telltale games.

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Comments

  1. Hey Rob,
    Just thought I'd comment on another one of your blogs because they're so great to read. Don't know about you but I really like games that make the player make big decisions. I am always left thinking to myself did I make the right choice when a game forces me to make a decision. "The Wolf Among Us" is a perfect example as the game is nothing but making decisions.

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