Video Game Elements

I’ve spent the past few months outlining my definitions to help conceptually navigate the different aspects of video game development. While I plan on delving in more detail how these definitions apply with examples, I feel it is now possible introduce my new meta-concept.

I am pleased to introduce Video Game Elements, what I humbly consider a better organized and interrelated collection than formal systems / atoms. Here is a graphic illustration:

Video Game Elements is intended to be a map of what every video game needs to be considered or implemented.

First of all, we need the Player as the nexus to engage with the Hardware that powers the Software. The Software consists of three layers.

The left/highest/conceptual layer is called Play Motifs, which consists of five main patterns of interaction that includes the visuals, characters, overarching play, etc. that attracts the Player’s attention. Play Motif would be like an art gallery that contains a particular theme amongst its contained pieces.

The middle/middle/engineering layer is called Play Fundamentals, which consists of four aspects that frames the Player’s interaction. Play Fundamentals would be like the picture frame, canvas, materials used to make a piece.

The right/base/technical layer is called Play Mechanics, which consists of four aspects that details the Player’s interaction. Play Mechanics would be like brush strokes, colours, and tools given by the developer to the Player to use and master.

All of these definitions are available at the Glossary page.

Because this a conceptual model, I accept that it will evolve and anticipate that I’ll be updating it as I carry on with my game development journey. Until then, I hope that the Video Games Elements model can help you navigate your own journey.

Definitions, Batch 5

While writing this video game development diary, I realized that definitions are an essential building block to help keep my thinking on track. Below is my fifth batch of definitions (which are also available here). I was inspired by the examples at LiteraryDevices.net and Frictional Games. These four definitions are known collectively as Play Mechanics. They represent the ‘foundational’, technical layer of video game play.

1) Tools
The avatars (generic representation), characters (in-game personality), units (collectives), and abstract objects provided by the video game to the Player. These Tools typically contain many different qualities and abilities and give the Player the means to overcome the Obstacles arrayed against them.

2) Obstacles
The AI/Player opponents, puzzles, resource limits, plot complexity, map design and more that challenges the Player. The Player uses the Tools to overcome these Obstacles. An unbalanced video game would have Tools that are poorly matched against the Obstacles and would lead to disillusionment.

3) Skills
The Player’s synthesis of complexity and depth. Complexity is the mixture of the video game’s Tools. Depth is the Player’s openness, intelligence, knowledge, dexterity, and hand-eye coordination that groks the Complexity.
Skill levels will range (none, beginner, medium, high, and master) and depend on the Complexity (none, mild, moderate, advanced, to infinite) being matched by Depth (below, equal, or above). Poorly matched Skills lead Players to become bored or overwhelmed, while properly matched Skills can lead to flow.

4) Rules
The reward or punishment when the Player’s Tool Skill matches or does not match the Obstacles. Rules reinforce Player behavior and an unbalanced video game that improperly rewards/punishes would lead to disillusionment.