Wednesday 16 November 2011

Space of Possibility and Pacing in Casual Game Design

For this week we read an article about PopCap games. This article referenced the Spacing and Pacing within designing a casual game.

First of all I thought I would define what the article believes a 'casual game' is. "Casual Game = games that generally involve less complicated game controls and overall complexity in terms of game play or investment required to get through the game."
Because of this definition I can see that casual games are not necessarily of smaller complexity.

PopCap games are very popular due to their pick up and play appeal. The majority of their games make it possible for any player of any level of skill to compete when playing. The complexity of the games is often hidden from the players. The popularity of the games is also affected by the accessibility being very easy and varied.

Pacing: 
Crafting the players experience.

  • Relaxation
  • Tension
  • Repetition
- Movement Impetuous:
This is and aspect that pushes the player to move on in a level rather than waiting around.

- Tension:
This refers to perceived danger.  It creates illusions for the player without changing the basic mechanics of the game.

- Threat: 
This is where the design has actual power and changes the mechanics of the game to create real danger.

- Tempo
This refers to the time that is taken between each significant decision that the player makes.

Spacing:

  • If the spacing in game is limited then the choices a player can make are limited. Due to this the game can become prone to being easily solvable and this can induce boredom.
  • However if the spacing is too large then the game play will be slowed. Therefore the game may become boring. With too many choices for the player then there is not enough movement impetuous.
Layering mechanics:
When a new mechanic is shown to the player, they use the new mechanic to progress, rather than continuing with the old mechanics. For example new upgrades, weapons, enemies, maps.

From doing this reading I know have a better understanding of the way designers can affect the players movement within the game by restricting their choices as well as increasing the number of decisions. I have also gained a better understanding in the way designers can directly and indirectly affect the mechanics of the game to put pressure on the player. 

1 comment:

  1. concise notes, Yes casual games will often hide their complexity and present the player with a very simple and straightforward experience.

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