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Game Mechanics Game Design for Interest
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Explanatory slides https://www.slideshare.net/minahito/machination
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A book that considers games from the perspective of internal economy design. - Management Games is helpful to think about.
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Using makination as a simulation tool
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In-game economy design pattern.
- Good design pattern library in Appendix B.
- You can download it from the support page.
- engine
- Static engine that generates constant resources
- A hunter-gatherer lifestyle, so to speak.
- Dynamic engines that can increase production through investment
- Industries that increase production through investment.
- converter engine
- Main structure of the game “(electric) power company
- There is a mutual converter between fuel and funds.
- Engine Building
- Games aimed at building engines
- Static engine that generates constant resources
- friction
- Static friction: Absorbs resources
- Dynamic friction: depends on the amount of other elements in the game to siphon off resources
- Stopping: utility is reduced each time a resource is used, aka diminishing harvest.
- Consumption: Allowing other players to actively steal or destroy other players’ resources.
- escalation
- Escalation of challenge: the closer you get to the goal, the more difficult the progression.
- Increase the frequency of events, reduce the success rate, etc.
- Complexity escalation: complexity spikes when users lose control
- Example: Tetris
- Remains clean as long as it is well controlled.
- The more they pile up, the less “thinking time” and the more difficult it becomes.
- The increase in fall speed with each level is also an “escalation of challenge”
- Example: Tetris
- armaments race
- AoE, etc.
- Resources can be invested in military power.
- Use of military force can cause “attrition”.
- They can invest in defense facilities.
- Can introduce strategic choices into the game
- Escalation of challenge: the closer you get to the goal, the more difficult the progression.
- Other
- Multiple feedback
- Multiple feedback loops provide short-term predictability and long-term unpredictability
- Example: City simulation systems such as SimCity
- My personal experience is that when I was happy to do more and more things to increase land prices by putting parks, etc., because it leads to the satisfaction of the residents in the immediate area, the increased land prices made some people unable to live in their houses, and although there is enough housing for the population, a large number of homeless people live in vacant lots, and air pollution (bad odor?) is spreading around the area. ?) air pollution (bad smell?) in the surrounding area, and the satisfaction level of the surrounding residents decreased.
- trade
- Exchange of resources between players
- Worker assignment
- Sometimes called worker placement, a common pattern in board games
- Do this by deploying a limited number of resources (workers) for which of multiple mechanisms to choose to operate.
- AoE-like games tend to be tedious micromanagement, because it takes real time to move workers around.
- agricola, etc., does not eat up real time because it is repositioned on your turn.
- When selectable mechanisms are shared by multiple players, the early bird gets the worm, so there is a strategic element of what to place multiple workers on first
- slow-cycle
- Things that change in long cycles that affect the state of the in-game economy
- The ability to foresee shifts in the state of the in-game economy and prepare for them is tested.
- Multiple feedback
- Good design pattern library in Appendix B.
Additional materials available for download from [support page http://www.sbcr.jp/support/11087.html
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