Functional Game Design Theory
Functional Game Design Theory Quick Jump / Table of Contents
As games in their current form, reach the age of f more than 40 years we can begin to ask ourselves about how the design and patterns, the mechanics and rules, and the functional abilities have progressed over that time. Overall we have made a significant improvements to graphics technologies, input devices and turn on connectivity, and we are still looking towards a future of virtual and augmented reality.
Video games exist in a subjective space, in which the definition of a game is also subject to its creators, and the consumers intent, and intended or otherwise. Games exist as collections of many systems, and it is critical to understand the fundamental differences between various kinds of systems, as games share many mechanics across many genres. It should also be mentioned that there are games in which there exist distinct systems, mechanics or gameplay unique to that specific environment, or title.
John Van Neumann, Developer of game theory, expressed that most things could be solved like chess, checkers, and tic-tac-toe, are not games; because once they have been solved their play becomes mechanical, attributed to the most dominant strategy, and can be computed.
Types of interactive systems
Interactive systems encompass the entire ready of their interactive systems. Puzzles, are the first interior layer and they provide the problem in which the participant is proposed. Contests, introduce competition for which multiple participants have shared mutual risk and shared mutual stake. Games, introduce decisions in which strategy and optimal decision making can influence the outcome.
Functional game design is not the same as functional based game programming. Functional game design is the application of mechanics to a process or interactive system that allows the player or participant to express themselves within the experience. By introducing these mechanics, such as interactive chat windows, inventories and banking vaults, character customization, time or rhythm-based mechanics, or competition or gambling mechanics, setting windows and input remapping. Functional game design is about expanding the set of available actions to the player, and only those that truly serve the purpose of the game’s experience.
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Explore high-level game design and production courses that will bring you closer than ever to the game design pipeline. Learn from real industry veterans the secrets and tips of navigating the Design world. Expand your portfolio and design skills to be used in industries beyond Game Development. Game Design is a huge field, leveraging parts […]
Game feel is entirely a subjective construct, it is the idea, the essence, and the soul of what makes a game feel, Good, Awesome, and overall, fun. It is hard to describe, as it changes from game to game. Game Feel is not just the mechanics, it takes literally any form of a particular games' […]
Functional Game Design Theory
As games in their current form, reach the age of f more than 40 years we can begin to ask ourselves about how the design and patterns, the mechanics and rules, and the functional abilities have progressed over that time. Overall we have made a significant improvements to graphics technologies, input devices and turn on […]
In scenarios where there is only one player, there can still be dominant and dominated strategies. For example, consider a situation where you are walking along a street, and you know that you need to cross the road. As you reach the first of two possible (and identical) crosswalks that you can use, the light […]
If you're looking for an article describing Micro vs Macro as a study of Cursed Problems Game Mechanics and player strategy, check out our Optimizing Player Strategies page. Macro Approach In the initial days of a project, a Macro vision approach to game design should be the first step. It is like observing something on […]
What can we do to Improve Overall Accessibility? Accessibility means avoiding unnecessary barriers that prevent people with a range of impairments from accessing or enjoying your output. Preserve depth of the core mechanics: Those game remove the fat down to what matters. Expansion of core while keeping accessibility: drifting and snaking as an example, in Mario Mart […]
Video game pacing can be thought of in two main categories, the first being in which the playtime is expected or estimated by the designer of the game, or by which the speed and action potential of the game change or increase over time. Expected player play time As we designed a game we must […]
Consider that most RPG’s today required quick inputs, and a memorization of the skill set of the character in use. As designers take more experimental approach is to video games, a one button RPG, or any other genre, for that matter it is an interesting concept in and of itself. Usually the point behind making […]
Almost every game relies heavily on extrinsic rewards. You accomplish a task and the game gives you a reward (sometimes). These rewards work very well in a simple game like Bejeweled or Peggle — Many will play Bejeweled for hours trying to beat their high scores, and many would wonder if there had been no […]
The hitpoint system is simple. That's why it works. I once played a shooter that simulated realistic injuries. Different parts of your body could be damaged. If your arm got injured your accuracy suffered if you got a leg injury your movement speed declined. Eventually without aid from a team member bullets wounds would cause […]
All games have goals. Used properly, achievements can provide an alternative set of "success" criteria to the main game mission, providing incentives to play the game in different ways. Different ways which are, hopefully, also fun. For years, video games have been a fringe market, traditionally viewed as "for kids" or "for nerds". Now, we […]
When most games provide a playable character, they exist as a "blank canvas" for the player to impart their own idealisms into. A Character that thinks for themselves. There are, however, games in which your avatar can communicate to you, thus showing some degree of intelligence. While subversive to the game's end goal of winning, […]
First off, why would you want to do this? Why make things so abstract and obtuse? Three reasons: Writing is hard. Bad writing is worse than no writing, in the same way, that saying something dumb is often worse than saying nothing at all. This gives you more flexibility in what happens in the story […]
How do we describe what a game is? More specifically, how do we describe what our game is? If a games experience could be accurately described with words, why make the game? If we don't agree that games are art, then there's no need for a creator's statement because there isn't any underlying meaning to […]
This article is based and researched from Alex Jaffe's Cursed Problems in Game Design for GDC 2019. Players Expectations in Video Games. As designs become implemented into a game’s core mechanics, they also augment the audience's understanding of the rules. These essential experiences must be in line with how the player continues and expects their […]
Most Efficient Strategy for Winning Games First Order Optimal (FOO) Strategies are the lowest effort strategies that reap the greatest reward. They’re what experts of the game would consider beginner strategies. They’re typically (but not always–as we’ll see) the first thing that new players gravitate towards, and they’re the easiest strategies to execute and still […]
Game Design Documents So now that we've thought about what our game might be like, it is critical that we begin to document and solidify our ideas. Whether or not we're a one-person army, or are planning to gather a team, this document will serve as the Vade-Mecum of our journey. Keeping ourselves on track […]
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Indie video game studios are usually run by a small number of people, and usually, don’t have very much capital or resources to work with. Regardless of this many Indie Studios have been known to create beautiful, engaging, and groundbreaking/ world-changing video games over the past many years. Some of the most influential and transformational […]
What do Video Game Publishers do? Real publishers can offer a wide range of services including funding, localization, hardware compatibility, market expertise, marketing, communication, etc. It really depends on the services you are after, but you should try to get a contractual quantification for every aspect (if PR, for example, number of articles in x […]
Game Design & Development courses provided by GAMEBIN.tv are one of a kind, up-to-date, and sourced from real industry Game Developers. We cover the theory and practice of the fundamentals of Game Design & Development as well as an introductory to major concepts and ideas. Making Video Games as a Hobby Whether it's just you, […]
What would we say if we could say anything about the gaming industry? Look how much it’s grown. There was a time long ago when some people believed that the games industry would be a passing fad and fade into obscurity. They turned out to be incredibly wrong, as consumers spent $108.9 billion in the games […]
Making a video game for the first time can seem just as hard as climbing a mountain before we've written the even first lines of code. If we follow the right steps, though, any task is doable. Here are the crucial steps we should follow when making our first video game. The Idea and Prototyping […]