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Video Game Design: Theory: An Open Learning Guide

In this chapter we will go over some theories of game design which are not officially recognized but are reasonable and can be proven. If these theories are correct then it will make designi

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In this chapter we will go over some theories of game design which are not officially recognized but are reasonable and can be proven. If these theories are correct then it will make designing a fun game all the easier.

There are some primary aspects to a fun game, the challenge, the risk, reward, loss, and innovation.

People play a game for the challenge it poses, this challenge is usually set at the beginning of a game. There are 3 types of challenges.

Ultimatum: The initial challenge is too great for the player to take on so the player must gain ability by playing through the game.

Every game presents a risk factor, which is - if the challenge is lost then there is a negative consequence and if the challenge is won then there is a reward. The topics of reward and loss are discussed below.

Without a risk factor there is no point in playing a game. If there is nothing to lose, there is no challenge. If there is nothing to win, there is no point in playing.

To calculate risk use the following equation: R+L=Risk The amount that can be lost (or already has been) added to the amount that can or has been won.

The reward is the positive consequence of conquering the challenge; it can be anything from an increase in score, new items, or a cut-scene.

Tangential reward: A reward that has nothing to do with the eventual completion of the game. These rewards can be things such as cut-scenes that are cool or even unlocking new modes and mini-games.

Compounding reward: A reward that builds on itself. This could be defined as score, or even completion of a level. Therefore the value of the compounding reward increases each time it is attained. These rewards can be completion of a level (which compounds into the completion of the game) or even score.

Source and licence

Text adapted from Video Game Design/Theory by Wikibooks contributors under CC BY-SA 4.0. Paragraphs have been selected and abridged, and formatting adjusted. This adapted text is shared under the same licence. Contributor history.

Sources

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