Game Theory (III)-game coat

Source: Internet
Author: User

Game Theory (III)

-- Game coat

As mentioned above, the game is just a rule that is virtual and has no entity. When a player wants to play a game, there must be feedback, and there is also a physical medium in it to give the player sensory feedback, and the sensory feedback is sublimated to spiritual feedback. Under normal circumstances, a pure game will make players feel boring, so it will make sense (stories) for the game, that is, the so-called spiritual feedback. The above is actually the game's coat, and it has nothing to do with the game, just to attract players and then add them manually. However, most of them are also part of the game, so today's e-games are not just rules, but also include screen, music, interface and other differences.

Game implementation

The game is just a set of rules. It is artificial and virtual. If a player wants to play a game, the game rules must be materialized, that is, to make the game rules take effect, as if the law has determined whether the rule is executed or not.
Under normal circumstances, the gamer of the game rule is the player itself, and relying on the perseverance of the player itself comes from my constraints to implement the game rule. At this time, the realization of game rules is the self-binding force of players. Game rules can also be implemented by force. For example, a game rule by law is implemented by force. Electronic Games use computer logic.ProgramImplement its game rules.
The previous discussion is not enough because the player's self-binding, force, and computer programs do not produce any sensory feedback to the player. Therefore, there is also a layer of physical media (the physical media is because most players are playing games in an objective physical world, it is a layer of logical media-a logical program implemented by a programmer) That is clipped between the implementation of game rules and players, and records the values of all elements in the game. The implementation of game rules manages the interaction between players and physical media. Players use physical media to execute commands to change the value of game elements. physical media relies on sensory stimulation of players to feedback changes in the game world to players. In fact, players are playing this game.
It can be seen from the above that the game plays a role of law enforcement in the player's play process, limiting the player's freedom. Therefore, players do not need to play the game, but the game has a level of play. The addition of the game changes the level of play in this process, but it can increase, it can also reduce the level of fun. So if you think that playing is life, then games are things that make life less boring.

Operation

As mentioned above, a player uses the physical media to execute game commands to change the value of game elements, and how a player uses the physical media to execute game commands is an operation. Therefore, operations are rules that define how to operate physical media. Note that this rule is not part of the game because it changes with the change of the additional rules of the operation (for electronic games, it can be considered that the random type of operation is different, for example, porting a game on PS2 to a PC ). Each operation has a physical medium related to it. For the games that play playing the game, you can think that the physical medium is the human brain.
Therefore, an operation is another additional rule that requires additional implementation. The goal is to allow players to execute game commands through physical media. In general, design operations are designed one-to-one Based on Game commands, but not in this case.
Because the operation is also a rule, it can also be considered a game, so it also changes the playability and playability of the game. Therefore, game designers cannot ignore the design of operations. Otherwise, the players' mood will be greatly affected. In this regard, go is far inferior to chess, but there is no big difference after moving it to a computer.

Sensory stimulation

Most of the feedback is sensory stimulation, with visual and auditory as the focus. However, most mental feedback is sublimation Through sensory feedback, so physical feedback is sensory stimulation (the possibility of spiritual communication is considered here ).
Therefore, sensory stimulation is a major play, and players can detect the existence of the game through sensory stimulation. The gaming world is represented by physical media, and players can learn about the changes in the gaming world through the signals from sensory organs, this leads to a sense of accomplishment. Sensory stimulation builds a bridge between players and physical media and implements the playing process.
Sensory stimulation can increase the playfulness of the game, mainly because the playfulness is about the feeling, and the sensory stimulation is also the feeling, which directly affects the playfulness of the game.

Plot

People must pin their minds in doing anything, that is, they must be meaningful or purposeful. The meaning here is slightly different from that in general. The general meaning generally refers to the good aspect. This refers to the ability of a person to give an explanation of what is done. If a person does something that he does not know why, then he will never want to do it.
Through the above, we can understand the subjective idea that if we attach a person to the game's rules, for example, a game's class A can attack class B. We can refer to it as a hero that can attack monsters, then this rule is given meaning. It should be noted that this is intended for people, not part of the game, because it can change with players, such as players in different countries.
It only makes people feel that they are not very boring, so that people can generate spiritual feedback to meet their spiritual needs. With the development of games, a game with a sense of bringing has been invented-role-playing games (RPG games ). One of the selling points of this kind of game is to make players feel that they are creating a history of the leading role in the game, that is, they are playing the leading role in this game. This can generate a very strong mental feedback that gives players great spiritual needs. In order to make the game sense, the game designer uses the plot. This is not the meaning mentioned above, but the premise that the game is given a meaning, let the players create history (only the history of the game's main character ). It is a pity that due to technical limitations, it is not for gamers to create a history, but to play a previously written history. Players with similar personalities as the protagonists in the game can still enjoy a good sense of engagement, but those who do not match the game will be greatly relaxed.
This previously written history is called a plot. For the above reasons, most players are not playing this kind of game because of the bring-in feeling, but the attraction of the plot, which is similar to the selling point of the novel. Although it can still be said that this kind of game has a sense of bringing in, it is no longer obvious. However, this kind of game is not just a selling point, such as upgrades and equipment.
So the plot can also increase the fun of the game, but the increasing principle is the same as that of novels, which has a serious drawback-You can only play it once, during the second play, the playability will be greatly reduced. It should be noted that this section focuses on players like humans. As to whether it applies to other creatures, I reserve the right to speak.

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