ruk·si

🎮️ Game Design
Entertainment Models

Updated at 2014-12-24 04:30

Entertainment model is an aspect that makes the game worthwhile to play. The more entertainment models you use, more entertaining the game will be. But all game mechanics should have a logical connection or the game may seem broken or fake.

Competition: winning other people or computer enemies. Counter-Strike Collecting: finding a collecting usually hidden items. Super Mario 64 Exploration: thrill of finding new places. Fallout 3, Skyrim Progression: trackable in-game growth. Final Fantasy Learning: noticable real life growth. Dota 2 Gameplay: challenges are themselves fun to tackle. Bejeweled Control: superior feel of control while playing. Super Mario Creativity: offers a way to express yourself. Minecraft Roleplaying: experience yourself being somebody else. Baldur's Gate Storytelling: has an immersive story. Alan Awake Experience: a new experience, possibly unique for you. Dwarf Fortress Social Experience: socializing with people. World of Warcraft Gambling: fear of loss and hope of gain. Puzzle & Dragons Visual: looks cool. Crysis Audio: sounds cool. Monaco

Educational games should be games first. Most of educational game designers fail because they fail to include multiple entertainment models into the game. Educational game must be enjoyable first, educational second. Otherwise your educational game might as well be interactive schoolbooks.

Frog Pond Effect. Larger groups make players less likely to feel good about their own performance. The more you have separate groups, the more you have 1st places on raking lists. Create smaller groups e.g. players who used the same weapon you the player is currently using.

  • Have ranking tiers e.g. Gold, Diamond, Platinum in Starcraft 2.
  • It feels better to be the most valuable player in the losing team than being the average player on the winning team.
  • Find alternatives to ranks e.g. achievements.
  • Provide notifications about when about to fall down a rank when 1st.

Related Attribute Hypothesis.

How do players rate their performance? - Players similar to them. - Age, culture, player class, hand size => must be related to the gameplay - Show only friends. - Show similarities with other players. - Show information what friend just did.

Sources