|
[Game design veteran Sigman presents a detailed look at how game mechanics can be represented visually -- and what we can learn about how to make great video games thanks to such alluring graphs.]
Whether discussing game features amongst the design team or
communicating them to programmers, lack of proper terminology can obfuscate messages. (Just like how using the word "obfuscate"
can obfuscate messages.)
Coders have
technical backgrounds and most went through rigorous college-level math
classes. As a result, if a designer is
trying to explain a desired mechanic but using the wrong terms, the message
content can be lost.
The foundations of math provide a convenient basis for
understanding most game mechanics, so it generally makes sense to describe game
mechanics in established mathematical nomenclature.
The first part of this article is a short primer on visual representation
of game mechanics and some proper terms to describe those representations. The second half discusses a few selected game
mechanics in more detail for illustrative purposes.
Visual Value in a Graph
A picture's worth a thousand words.
No, seriously. I was
trying to think of a wittier, more concise way to explain the value of talking
about game mechanics visually, but societal wisdom beat me there.
The hitch about using visuals is that you still need a way
to describe them. So you kinda still
need those thousand words after all. So
let's dive in with some foundation items, and then we'll get to the fun stuff.
Term: Function
Mathematically, a game mechanic is usually just a
function. A function is a mathematical "black
box". Given a certain input, the
black box (game mechanic) creates an output.
Game Mechanics are Functions (Black Boxes)
Graphically, a function is represented by a line or curve in
an X-Y plot:
A Function
Term: Domain
Function Domain
A game mechanic's domain is the range of values over which
the mechanic is active. Graphically,
this is represented by the X-axis ("abscissa").
Take an example game mechanic: "shooting accuracy as a function of RIFLE skill." The
domain is the RIFLE skill range -- say 1-10 or 1-100 or whatever your game
system is.
Another example is the mechanic "acceleration as a function of transmission gear." In
this case, the domain is the range of gears in the vehicle -- say 1 through 5.
Term: Slope
Slope
Slope refers to the angle of the line or curve of a graphed
mechanic. Technically, slope is
described as "rise over run", which is just the change in Y value for
a given change in X value. Negative slope means downward trending; positive
slope is upward trending.
Conceptually, a high slope means a fast-changing mechanic, whereas a low slope is a slowly-changing mechanic.
High and Low Slope
Whether the mechanic is linear or non-linear (see later),
you can always still define a local slope.
In the case of a linear mechanic, the slope is constant; for non-linear
mechanics, the slope changes all over the place.
|
We aim to tap on the keyboard, to take something, to pull something, we aim the right notes while singing, we aim the right words while speaking or the right thoughts & ideas while thinking, we aim new goals, etc.
Or we could translate the word "aiming" by "attracting". We just are, vibrate (following the principles of life = we are influenced by the effects rather than being a cause), attract and become finally a cause supporting the principles of life. That represents also pretty much the role of a player in a game once he mastered it.
---------------------
"Coders have technical backgrounds and most went through rigorous college-level math classes. As a result, if a designer is trying to explain a desired mechanic but using the wrong terms, the message content can be lost."
---------------------
Because I thought it was all about making sure your programmers would understand your designs by expressing them as Graphs, a language they understand.