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The dynamic elements
1. Provide a consistent challenge2. Provide the player with a perceivably fair
playing experience3. Avoid stagnation4. Avoid trivialities5. Allow setting of difficulty level
(Adams & Rollings 2003, p. 272)
Low
Low
High
HighAbilities/skills
Anxiety
Boredom
1
2
3
Provide a consistent challenge
Provide the player with fair playing experience
Avoid stagnation
Avoid trivialities
Allow setting of difficulty level
Challenges
Low
Low
High
HighAbilities/skills
Anxiety
Boredom
1
2
3
Provide a consistent challenge
Provide the player with fair playing experience
Avoid stagnation
Avoid trivialities
(Allow setting of difficulty level)
Challenges
How and why is the placement of the elements changed?• Different player types – different situations• Every player contains elements from each player type
The Fair ground-level
• Find your associate• Ghost town-alike scene• Moving objects, strange sounds• No enemies!
The Explorer
• Not disturbed by enemies• Many things to explorer• Only exploring the surroundings• Experiencing the level as fair• Not stagnating
The Achiever
• Chaotic• Many things to investigate• Feel a consistent challenge• New way to solve a level
The Killer
• Fair play experience• “You can fool some of the people all of
the time, and all of the people some of the time” (Adams & Rollings p. 276)
• Provides an atmosphere, that appeals to the killer
• Shooting as a reflex• Challenge will fall during the level• Only make this scene once