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Kainit
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Ich bin dank G+ AutoMail auf einen imho interessanten Blog-Artikel gestossen:
On Objective Design, Player Types
Der Autor stört sich daran das die bisherigen Spielertypen oftmals den Anschein von Überlegenheitsgehabe, Klüngelei und Beurteilung enthalten.
Er hat daher versucht Spielaktivitäten in einer Art und Weise zu beschreiben bzw. zu untertelen das die Probleme nicht auftreten und man eine objektiveres Fundament hat um sein Design darauf zu basieren.
Zusammenfassung von Game Activity (kursiver Text) und Game Experience:
Gedanken hier zu? Zustimmung? Ablehnung? Nutzbar?
On Objective Design, Player Types
Der Autor stört sich daran das die bisherigen Spielertypen oftmals den Anschein von Überlegenheitsgehabe, Klüngelei und Beurteilung enthalten.
Er hat daher versucht Spielaktivitäten in einer Art und Weise zu beschreiben bzw. zu untertelen das die Probleme nicht auftreten und man eine objektiveres Fundament hat um sein Design darauf zu basieren.
Zusammenfassung von Game Activity (kursiver Text) und Game Experience:
Gameplay
Most often this means utilizing the combat engine of a game, but it just as easily refers to skill rolls, space combat, or unique mini-games designed by the Dungeon Master. They are characterized by each player getting to take an individual turn, important stakes of some kind to give meaning to the outcome of the conflict, and utilizing both the skills of the player and the player's avatar, whether that be her character, a ship, or their gambling skill
Planning
- Competence: "Power-gamer" is derisive and inaccurate. Some players receive a charge by being good or skillful at the game.
- Empowerment: A hero is you. Mastering the game presented allows you to succeed and feel a measure of power.
- Tactical Acumen: This is a localized specific form of problem solving. It provides positive reinforcement for system mastery.
This is a discussion about what to do next or how to do it. It is characterized by asking questions about the situation and the facts, asking questions about what needs to be done, and asking questions about what the players are able to do. This can be planning for a Shadowrun, solving a puzzle or riddle, or figuring out how to recover a treasure glimpsed through a translucent portal.
Exploration
- Problem-solving: This isn't always solving puzzles and riddles. Sometimes this is the good idea on the moment's spur. Thinking of the right idea, being creative, or solving the puzzle.
- Leadership: Making a final decision or coming up with a plan effectively means you are acting as leader. This is relevant whether or not you are using an actual party leader or a caller.
- Impact: The choices made by the players in this stage can have long term effects in the play environment.
This means many things. It is exploring sites like dungeons, but it is also talking with people in the game, or even asking questions about the setting. Exploration is done when you choose where to go, talk to non-player characters, roll on a random table, or even read the rule-book to pick a class. You are gathering information about the world.
Logistics
- Role-Assumption: Putting yourself into a situation that isn't real, or putting yourself into the mindset of a person that isn't you is both pleasurable and cathartic. This is the need that is fulfilled by the player who always plays a dwarf or wizard or perhaps someone from popular media. They find comfort in their role.
- Discovery: The exploration explorer. They are looking for relationships between things. This can be romantic relationships between non-player characters, the dungeon layout, the contents of hexes, or how the gate works to get into the treasure chamber. It is the environment and its relationship to the world and the player that is being explored.
- Theatrics: Exploration often involves non-aggressive conflict and interaction with non-player characters. It provides the opportunity to talk to other players and the Dungeon Master in your role.
This is the one most likely to be misunderstood and in error.
Did you record your treasure? Update your experience? Calculate your combat bonus? Figure out how much it is going to cost to manage that Castle? What's your encumbrance value?
Do not assume that this category is one to be avoided. Upkeep and Logistics add depth and weight to the choices made during the game--they add reality to the world. There are a great many games that dispose of these outright, but making that choice comes with a sacrifice. Having that last arrow, or needing the gold that badly can force choice and create drama without removing agency at all.
It is also crucial to realize that having these choices does not mean tedium. You can manage weight by stone instead of pound. You can track ammunition via die roll, instead of counting down.
Socializing
- Transposition: These mechanical pieces that dictate the realities of the realm that you are exploring allow disbelief to be suspended. Dealing with the logistics of weather damage or the expense of psionic strength points add to the cohesiveness of the experience for the player.
- Achievement: Earning experience through rigid objective goals means that achievement in the game is an actual accomplishment instead of something that is given. Making good decisions about resource expenditure is satisfying when the advantages are gained.
Hanging out is great! This is a key part of the experience, playing a game with actual real people. It's not *casual* to enjoy the company of other people.
- Social Needs: In a literal sense, socializing fulfills the third level of Maslow's hierarchy of needs. Although infrequently used by designers, games can be designed to specifically encourage this need.
- Savoir Faire: Doing things to save the day or using cool powers at an appropriate moment. This is the social side reward to several of the needs above. It matters because people see it.
- Relaxation: Killing bad guys and taking their loot fulfills your need for fun and enjoyment. This activity often works at odds with providing difficult challenges to players which can cause frustration as well as a feeling of accomplishment.
Gedanken hier zu? Zustimmung? Ablehnung? Nutzbar?