Here are my 2 methods that I will utilize to design and understand games.
We interpret things in our world like games utilizing our past knowledge and patterns we see. Therefore my methods highlight this
I like noticing patterns and I think the meaning of game mechanics comes from the patterns the player will notice. There's power in maintaining or breaking a pattern.
As an abstraction, I use connections and needs. Connections represent the connections between elements and needs represent conditions formed by the connections. The MDA framework utilizes dynamics to show interactions between game mechanics but personally, I prefer defining the conditions present or not present in the game.
In the graph above, it shows how:
However, Player Bound Needs are what the player *needs* to understand about the game and the wrong game conditions can make the player feel the need to do different things. If keys are required to open doors in a game where there's no doors blocking progress, the player doesn't have a need to collect keys and will understand keys are worthless. The character that can double jump in Method 1's point 1 example breaks the pattern of other established characters but if there is never a need for a double jump, the player might not focus on it.
So using my 2 methods, I can understand what makes mechanics stand out and how to express meaning to the player. Understanding what patterns the player will see and what needs they see in the game. Player Bound Needs drive the experience of games by engaging the player with what they need to understand and what patterns they need to notice. Many theories like the MDA framework state that dynamics elicit player experiences but glance over the how which I believe is caused by the breaking and maintaining of patterns and the needs of the games.
Check out my article on universal factors to consider in games for more on what I think we need to analyze in games: https://itch.io/blog/510118/essential-outside-factors-of-games
Photo by ethan on Unsplash
Changelog:
May 9 2023: published! Wanted to be more direct with the core things that drive my game design analysis.
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