Trignometry of Games
When I hear the word ‘Game’, it gives me a sense of pleasure. Yes I always loved sports, be it cricket, table tennis, table pool. Isn’t the competitiveness in the game that drives us towards it? The thrill of winning from a losing situation, the character building sportsman spirit, the rising hormones while playing all makes it interesting, yet fun. One part is the outdoor games, but the thrill is totally on the online games, I heard. I honestly am not much into any online gaming.
Now, I always wondered what goes into making these online games. Let me start with the basics of any game:
a) Goal – What is the point in playing a game without having a goal? It is after all, the ultimate reach that drives us to succeed or loss. But the secret is not to get entangled in the specifics of the outcome, but to play to our true potential.
b) Rules – Formulation of the rules, and adhering to it, is what makes the game more interesting. Some say it limits our capabilities by following the rules. But by enlarge this is meant to be played within the limits rather than breaking it. The most obvious path to victory needs to be eliminated to make the game more interesting.
c) Story – A great puzzle to crack or a strategy to be unfolded as the player plays keep it even more interesting. Theme should include the plot, characters, conflicts, interactions, resolution and rewards appropriately at each level.
d) Challenges – Multi level games, multiplayer games are few challenges that can break the monotony. It is the only way to keep the player motivated. For obvious reasons, it should be set at a bar higher than what the player can achieve easily.
e) Feedback mechanism – Be it the energy levels, the alarming levels or simply the score, feedback is what makes the gamer glued to it. A reward appropriate to the challenge will fulfill the gamer’s thirst.
f) UI design – Needless to point out that online games are being driven by the best UI. The interaction, graphics, ease of usability should make the UI design complement each other. Aesthetics of the game, as we call it, must catch the eye.
Good practices of game design would also include positive reinforcement for good play like energy booster rather than deducting a score for some minor mistake. As a game designer, we need to look at how to make the gamer feel like ‘KING’. It basically means we need to give the gamer control wherever needed, as well as sufficient freedom for him to feel like he is in control of the game. That’s where the design success lies.
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