ELEMENTS OF GAME EXPERIENCE

ELEMENTS OF
GAME EXPERIENCE
Edvin Aedma & Rene Rebane 2014
Interaction
Interaction Types and Choices
• Get info, guess, analyze, learn, see
• Make choices, aim, direct
• Move, expand
• Use, control
• Destroy, damage, kill
• Get, acquire, steal, rob, find, trade
• Create, build, combine, make
• Manage, balance, enhance, trade
• Improve, upgrade, boost
• Test, try, experiment, estimate etc
Interaction System
Provides engagement
PCA
Player Controlled Actor(s)
Attributes
Goals
Capabilities
NPCA
Non Player Controlled Actor(s)
Attributes
Goals
Capabilities
PCA Control System
AI/Behavior System
Audiovisuals
Provide audiovisual attractiveness
Meaning
Provides context and deepens emotional
and intellectual
value of the experience
Meaning
Setting, Characters, Narrative
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Characters (Who?)
Setting (Where & When?)
Narrative (How the Story goes?)
Conflicting Values (Why?)
Mood
Shapes and reflects the emotional context
of the game, provides uniqueness against
competitors
Mood
• Interaction → pace, challenge intensity
• Audiovisuals → Lightning, colors, music, style
• Meaning → Topics, Emotions, Values