Gameplay

Last updated

Gameplay is the specific way in which players interact with a game, [1] [2] and in particular with video games. [3] [4] Gameplay is the pattern defined through the game rules, [2] [5] connection between player and the game, [6] challenges [7] and overcoming them, [8] and player's connection with it. [6] Video game gameplay is distinct from graphics [9] [10] and audio elements. [9] In card games, the equivalent term is play. [lower-alpha 1]

Contents

Overview

A gameplay of an early version of the puzzle game Edge Edge (video game) edge time, animated.gif
A gameplay of an early version of the puzzle game Edge

Arising alongside video game development in the 1980s, the term gameplay was used solely within the context of video games, though now its popularity has begun to see use in the description of other, more traditional, game forms. Generally, gameplay is considered the overall experience of playing a video game, excluding factors like graphics and sound. Game mechanics, on the other hand, is the sets of rules in a game that are intended to produce an enjoyable gaming experience. Academic discussions tend to favor game mechanics specifically to avoid gameplay since the latter is too vague. [13] The word is sometimes misapplied to card games where, however, the usual term is "play" and refers to the way the cards are played out in accordance with the rules (as opposed to other aspects such as dealing or bidding).

Types

There are three components to gameplay: "Manipulation rules", defining what the player can do in the game, "Goal Rules", defining the goal of the game, and "Metarules", defining how a game can be tuned or modified. [14] In video games gameplay can be divided into several types. For example, cooperative gameplay involves two or more players playing on a team. Another example is twitch gameplay which is based around testing a player's reaction times and precision, maybe in rhythm games or first-person shooters.[ citation needed ] Various gameplay types are listed below.

Ambiguity in definition

The term gameplay can be quite ambiguous to define; thus, it has been differently defined by different authors.

For instance:

Playability

Playability is the ease by which the game can be played or the quantity or duration that a game can be played and is a common measure of the quality of gameplay. [20] Playability evaluative methods target games to improve design while player experience evaluative methods target players to improve gaming." [19] This is not to be confused with the ability to control (or play) characters in multi-character games such as role playing games or fighting games, or factions in real-time strategy games.

Playability is defined as a set of properties that describe the Player Experience using a specific game system whose main objective is to provide enjoyment and entertainment by being credible and satisfying when the player plays alone or in the company of others. Playability is characterized by different attributes and properties to measure the video game player experience. [21]

Playability's facets

The playability analysis is a very complex process due to the different point of view to analyze the different part of video game architecture. Each facet allows us to identify the different playability's attributes and properties affected by the different elements of video game architecture. [22] The playability's facets are:

Finally, a video game's "global" playability will be deduced through each attribute value in the different playability's facets. It is crucial to improve the playability in the different facets to guarantee the best player experience when the player plays the video game.

See also

Footnotes

  1. For examples, see Phillips (1957) [11] or McLeod (2022). [12]

Related Research Articles

<span class="mw-page-title-main">Video game</span> Electronic game with user interface and visual feedback

A video game or computer game is an electronic game that involves interaction with a user interface or input device to generate visual feedback from a display device, most commonly shown in a video format on a television set, computer monitor, flat-panel display or touchscreen on handheld devices, or a virtual reality headset. Most modern video games are audiovisual, with audio complement delivered through speakers or headphones, and sometimes also with other types of sensory feedback. Some video games also allow microphone and webcam inputs for in-game chatting and livestreaming.

<span class="mw-page-title-main">Role-playing game</span> Game in which players assume the roles of characters in a fictional setting

A role-playing game is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting or through a process of structured decision-making regarding character development. Actions taken within many games succeed or fail according to a formal system of rules and guidelines.

A multiplayer video game is a video game in which more than one person can play in the same game environment at the same time, either locally on the same computing system, on different computing systems via a local area network, or via a wide area network, most commonly the Internet. Multiplayer games usually require players to share a single game system or use networking technology to play together over a greater distance; players may compete against one or more human contestants, work cooperatively with a human partner to achieve a common goal, or supervise other players' activity. Due to multiplayer games allowing players to interact with other individuals, they provide an element of social communication absent from single-player games.

Video game design is the process of designing the rules and content of video games in the pre-production stage and designing the gameplay, environment, storyline and characters in the production stage. Some common video game design subdisciplines are world design, level design, system design, content design, and user interface design. Within the video game industry, video game design is usually just referred to as "game design", which is a more general term elsewhere.

An audio game is an electronic game played on a device such as a personal computer. It is similar to a video game save that there is audible and tactile feedback but not visual.

<span class="mw-page-title-main">Music video game</span> Video game genre

A music video game, also commonly known as a music game, is a video game where the gameplay is meaningfully and often almost entirely oriented around the player's interactions with a musical score or individual songs. Music video games may take a variety of forms and are often grouped with puzzle games due to their common use of "rhythmically generated puzzles".

In tabletop games and video games, game mechanics are the rules or ludemes that govern and guide the player's actions, as well as the game's response to them. A rule is an instruction on how to play, a ludeme is an element of play like the L-shaped move of the knight in chess. A game's mechanics thus effectively specify how the game will work for the people who play it.

Emergent gameplay refers to complex situations in video games, board games, or role-playing games that emerge from the interaction of relatively simple game mechanics.

The following outline is provided as an overview of and topical guide to video games:

<span class="mw-page-title-main">Cooperative board game</span> Type of board game

Cooperative board games are board games in which players work together to achieve a common goal rather than competing against each other. Either the players win the game by reaching a pre-determined objective, or all players lose the game, often by not reaching the objective before a certain event ends the game.

<span class="mw-page-title-main">Nonlinear gameplay</span> Gameplay involving unordered sequences

A video game with nonlinear gameplay presents players with challenges that can be completed in a number of different sequences. Each player may take on only some of the challenges possible, and the same challenges may be played in a different order. Conversely, a video game with linear gameplay will confront a player with a fixed sequence of challenges: every player faces every challenge and has to overcome them in the same order.

<span class="mw-page-title-main">Sandbox game</span> Type of video game encouraging creativity

A sandbox game is a video game with a gameplay element that provides players a great degree of creativity to interact with, usually without any predetermined goal, or alternatively with a goal that the players set for themselves. Such games may lack any objective, and are sometimes referred to as non-games or software toys. More often, sandbox games result from these creative elements being incorporated into other genres and allowing for emergent gameplay. Sandbox games are often associated with an open world concept which gives the players freedom of movement and progression in the game's world. The term "sandbox" derives from the nature of a sandbox that lets people create nearly anything they want within it.

<span class="mw-page-title-main">Game</span> Structured form of play

A game is a structured type of play, usually undertaken for entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work or art.

Dynamic game difficulty balancing (DGDB), also known as dynamic difficulty adjustment (DDA), adaptive difficulty or dynamic game balancing (DGB), is the process of automatically changing parameters, scenarios, and behaviors in a video game in real-time, based on the player's ability, in order to avoid making the player bored or frustrated. The goal of dynamic difficulty balancing is to keep the user interested from the beginning to the end, providing a good level of challenge.

User experience evaluation (UXE) or user experience assessment (UXA) refers to a collection of methods, skills and tools utilized to uncover how a person perceives a system before, during and after interacting with it. It is non-trivial to assess user experience since user experience is subjective, context-dependent and dynamic over time. For a UXA study to be successful, the researcher has to select the right dimensions, constructs, and methods and target the research for the specific area of interest such as game, transportation, mobile, etc.

<span class="mw-page-title-main">Gamification</span> Using game design elements in non-games

Gamification is the strategic attempt to enhance systems, services, organizations, and activities by creating similar experiences to those experienced when playing games in order to motivate and engage users. This is generally accomplished through the application of game design elements and game principles in non-game contexts.

<span class="mw-page-title-main">Art game</span> Genre of electronic structured play intended primarily as creative expression

An art game is a work of interactive new media digital software art as well as a member of the "art game" subgenre of the serious video game. The term "art game" was first used academically in 2002 and it has come to be understood as describing a video game designed to emphasize art or whose structure is intended to produce some kind of reaction in its audience. Art games are interactive and the result of artistic intent by the party offering the piece for consideration. They also typically go out of their way to have a unique, unconventional look, often standing out for aesthetic beauty or complexity in design. The concept has been extended by some art theorists to the realm of modified ("modded") gaming when modifications have been made to existing non-art games to produce graphic results intended to be viewed as an artistic display, as opposed to modifications intended to change game play scenarios or for storytelling. Modified games created for artistic purposes are sometimes referred to as "video game art".

This is a non-comprehensive list that includes terms used in video games and the video game industry, as well as slang used by players.

<span class="mw-page-title-main">Game design</span> Game development process of designing the content and rules of a game

Game design is the process of creating and shaping the mechanics, systems and rules of a game. Games can be created for entertainment, education, exercise or experimental purposes. Additionally, elements and principles of game design can be applied to other interactions, in the form of gamification. Game designer and developer Robert Zubek defines game design by breaking it down into its elements, which he says are the following:

References

  1. Lindley, Craig (June 24–26, 2004). "Narrative, Game Play, and Alternative Time Structures for Virtual Environments". In Göbel, Stefan (ed.). Technologies for Interactive Digital Storytelling and Entertainment: Proceedings of TIDSE 2004. Lecture Notes in Computer Science. Vol. 3105. Darmstadt, Germany: Springer. pp. 183–194. doi:10.1007/978-3-540-27797-2_25. ISBN   978-3-540-22283-5. .. gameplay gestalt, understood as a pattern of interaction with the game system." ("A gestalt may be understood as a configuration or pattern of elements so unified as a whole that it cannot be described merely as a sum of its parts."); ".. In general, it [game play gestalt] is a particular way of thinking about the game state from the perspective of a player, together with a pattern of repetitive perceptual, cognitive, and motor operations. A particular gameplay gestalt could be unique to a person, a game, or even a playing occasion. Unique game play gestalts can also be identified across games, game genres, and players.
  2. 1 2 Salen, Katie; Zimmerman, Eric (2004). Rules of Play: Game Design Fundamentals . Cambridge, Massachusetts: The MIT Press. p.  3. ISBN   978-0-262-24045-1. Game play is the formalized interaction that occurs when players follow the rules of a game and experience its system through play.
  3. 1 2 Lindley, Craig; Nacke, Lennart; Sennersten, Charlotte (November 3–5, 2008). Dissecting Play – Investigating the Cognitive and Emotional Motivations and Affects of Computer Gameplay. Wolverhampton, UK: University of Wolverhampton. ISBN   978-0-9549016-6-0. Archived from the original on 2015-09-23. Retrieved 2010-10-04. The experience of gameplay is one of interacting with a game design in the performance of cognitive tasks, with a variety of emotions arising from or associated with different elements of motivation, task performance and completion{{cite book}}: |journal= ignored (help)
  4. Tavinor, Grant (October 5, 2009). The Art of Videogames. Wiley-Blackwell. ISBN   978-1-4051-8788-6. Archived from the original on February 23, 2017. Retrieved September 23, 2016. [T]he interactive involvement typically associated with videogames, that is, the activities that occur when one plays a videogame.
  5. Egenfeldt-Nielson, Simon; Smith, Jonas Heide; Tosca, Susana Pajares (February 19, 2008). Understanding Video Games: The Essential Introduction. Routledge. ISBN   978-0-415-97721-0. Archived from the original on February 23, 2017. Retrieved September 23, 2016. In line with the common use of the term, we will define gameplay as: the game dynamics emerging from the interplay between rules and game geography.
  6. 1 2 Laramée, François Dominic (June 15, 2002). Game Design Perspectives. Charles River Media. ISBN   978-1-58450-090-2. Archived from the original on February 23, 2017. Retrieved September 23, 2016.
  7. Adams, Ernest; Rollings, Andrew (2003). Andrew Rollings and Ernest Adams on game design. New Riders Publishing. ISBN   978-1-59273-001-8. One or more casually linked series of challenges in a simulated environment"; "Gameplay is the result of a large number of contributing elements. .. gameplay is not a singular entity. It is a combination of many elements, a synergy that emerges from the inclusion of certain factors. .. The gameplay emerges from the interaction among these elements, ..
  8. Adams, Ernest (September 23, 2006). Fundamentals of Game Design. Prentice Hall. ISBN   978-0-13-168747-9. Archived from the original on February 23, 2017. Retrieved September 23, 2016. .. defined gameplay as consisting of the challenges and actions that a game offers: challenges for the player to overcome and actions that let her overcome them. .. [T]he essence of gameplay remains the relationship between the challenges and the actions available to surmount them.
  9. 1 2 Concise Oxford English Dictionary (11, Revised ed.). Oxford University Press, US. August 11, 2008. ISBN   978-0-19-954841-5. gameplay (in a computer game) the plot and the way the game is played, as distinct from the graphics and sound effects
  10. Oxland, Kevin (2004). Gameplay and design. Addison Wesley. ISBN   978-0-321-20467-7. .. gameplay is the components that make up a rewarding, absorbing, challenging experience that compels player to return for more .. [Gameplay] does not come from a great visual character, not does it come from state-of-art technology and beautifully rendered art.
  11. Phillips 1957, p. 406.
  12. McLeod, John (9 April 2022). "Classified Index of Card Games". pagat.com .
  13. Kierkegaard, Alex (2012). Videogame Culture: Volume 1.
  14. Frasca, G (2003). "Simulation versus narrative: introduction to ludology". The Videogame Theory Reader: 221.
  15. Rollings, Andrew; Morris, Dave (1999). Game Architecture and Design. Coriolis Group Books. p.  38. ISBN   978-1-57610-425-5.
  16. Björk, Staffan; Holopainen, Jussi (2005). Patterns in Game Design. Charles River Media. ISBN   978-1-58450-354-5.
  17. Adams, Ernest; Rollings, Andrew (2003). Andrew Rollings and Ernest Adams on game design. New Riders Publishing. ISBN   978-1-59273-001-8.
  18. Rollings, Andrew; Morris, Dave (2000). Game Architecture and Design . New Riders Games. ISBN   978-0-7357-1363-5.
  19. 1 2 Nacke, Lennart E.; Drachen, Anders; Kuikkaniemi, Kai; Niesenhaus, Joerg; Korhonen, Hannu; van den Hoogen, Wouter; Poels, Karolien; IJsselsteijn, Wijnand; et al. (September 1, 2009). "Playability and Player Experience Research" (PDF). Proceedings of DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory. Archived (PDF) from the original on November 12, 2011. Retrieved May 15, 2019. playability is the evaluative process directed toward games, whereas player experience is directed toward players. More precisely, playability methods evaluate games to improve design, whereas player experience methods evaluate players to improve gaming.(p.1)
  20. Usability First: Usability Glossary: playability Archived 2009-10-18 at the Wayback Machine
  21. González Sánchez, J. L.; Gutiérrez Vela, F.L.; Montero Simarro, F.; Padilla-Zea, N. (31 Aug 2012). "Playability: analysing user experience in video games". Behaviour & Information Technology. 31 (10): 1033–1054. doi:10.1080/0144929X.2012.710648. S2CID   7073571.
  22. Stanford Ontology Library Video game's Elements Ontology Archived 2010-06-03 at the Wayback Machine : A video game's elements ontology by González Sánchez, J. L. and Gutiérrez Vela, F. L. University of Granada, Spain.

Further reading on playability