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The Elements of Game
The Elements of Game
Schell (2008) identified 4 primary elements in games: Aesthetical, Technology, Game mechanics and
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Story
Figure 29The elemental tetrad enriched by the most significant subcomponents of games (Source: authors elaboration, based on
(Schell, 2008))
Aesthetics
All aspects of the game that the player experiences are included in game aesthetics. Games are
visualized either in 2D or 3D representations by considering a series of subcomponents such as graphics,
sound, interface design, sensation portray, animation, etc. The game visual style is chosen in accordance
with game mechanics
Visual are the images displayed, including the representation of the game world and character
and the possible actions are performed upon them (2D and 3D objects, avatar, data and
informational displayed, etc. and anything visible to the player. They include Graphics and
Interface representation. The interface is what the players deal with directly in order to play. It
includes all the elements displayed on the screen from the menu, various buttons, navigation
bars, controls system, etc.
Audio is sound or music effects that are played during the game as part of the artwork.
Story
The game's plot serves as a backdrop to the game's entertainment. A story is generally included by game
designers in order to hold the players' attention and to increase the entertainment value. The story is
comprised of all information obtained by the user while playing the game, including information about
the game's characters. In this sense, every game contains a story, because the same actions of characters
act in a certain context. The story is related both to mechanics and aesthetic elements, as the mechanics and the visual/auditoria language whose should reinforce the idea of the story.
The plot. The plot is the tool that describes the conflict progression of the story. Providing the
player, a conflict to resolve makes them motivated and attached to the game. The plot is usually
focused on a central theme which allows the audience allowing the audience to immerse
themselves in the experience.
Narrative. The narrative is the form in which the game story is told. There are various design
forms that can be used to narrate a story: a movie, a cut-scene, informative text, voiceover that
introduces the story and explains it step by step, characters monologue, etc.
Narrative structure. The narrative structure can be built on one or more storylines, can be based
on a branch structure, or can be totally free. Structuring the events that constitute the story is
important in order to merge them with level design and proper ludic aspects of the game. Many
games are made up of a series of episodes. They can be self-contained in a story where the plot
is presented and resolved, or they can finish on a cliffhanger, with threads overlapping and the
plot running continuously.
Characters. Characters that are part of the story. They have physical features, a mental state,
and actions or behaviors related to the plot. Characters motivate each other triggering challenges. The main character must develop the motivation to become a hero/ winner or to
protect others, and so on depending on the plot.
Mechanics
Mechanics are playing activity players perform again and again throughout a game. They represent the
essential activity of players, how they accomplish it, and what are feedbacks he gains as a result.
Hence, game mechanics include procedure/processes, with rules, actions, and feedbacks. They
constitute a way through which players can reach game goals, take actions, and build strategies in order
to progress. Game mechanics apart from offering the player agency, need also to provide them
constraints, in order to challenge and motivate them. Examples of game mechanics are first-person
shooter and directional movement in space, jumping, running, conversation in multi-player games,
moving, firing, etc.
The rules. Almost all authors (Salen at al, Juul, 2004) define games refer to “rules” as the core component of the game.
“A game is a system in which players engage in artificial conflict, defined by rules, that results in a quantifiable outcome” (Salen, Zimmerman, 2005)
“A game is a rule-based system with a variable and quantifiable outcome, where different
outcomes are assigned different values, the player exerts effort in order to influence the
outcome, the player feels emotionally attached to the outcome, and the consequences of the
activity are negotiable.” (Jesper, 2005)
Games are regulated by rules, which are the main guidelines that participants agree to accept at the
moment they actively participate in the game. Every game has its own set of rules, which serve
numerous purposes.
They define the purpose of the game as well as the meanings of the many actions and events that occur
and can determine when the game is over. They also offer a contextual framework that allows players to
understand which behaviors are permitted and which course of action will best help them reach their goals. Furthermore, rules prevent players from committing illegitimate moves/actions and from rapidly
reaching the objective. They define the optional movements in the game space.
Different authors (Juul (2005) Salen, and Zimmerman (2005)) proposed a categorization of rules base on
the aspects they cover within the game.
Jesper Juul proposed the so-called “interplay rules,” which correspond to the physical laws of the gamespace. They determine what can be done or not, including player input and system output.
Game state rules: determine the condition of game elements in a specific place and time. Outcome valorization rules: determine the positive or negative outcomes of the game. Information rules: determine the type of information the player receives during the gameplay
about the state of the game.
A rather different typology mostly focused on evaluation rules was suggested by Katie Salen and Eric
Zimmerman.
Operational rules: These govern game processes and conditions of victory. These include rules
regarding the rewarding system or the punishing system. Constitutive rules: These rules define the basic dynamics. Implicit rules: These include rules that are taken for granted when we play.
Rules can also be categorized into:
designer’s rules. The designer’s rules. These rules define not only the way the game works internally but define also the direction and the shape the game will take. player’s rules. Players learn designers’ rules. They become his rules and he controls how he uses
them.
player’s invisible rules. Action/ simulation. Actions are movements of players to overcome the challenges and reach
the game goal. Actions can be run, jump, climb, or make any other movement. Actions can be
also a simulation of the real world and set in in a simulated context.
Transaction. Transactions are items gained during the progression of the game and constitute
resources. They can be elements collected, harvested, or traded such as money, energy, power,
popularity, life energy, etc. Transactions can measure player performance.
Progression. In many games, progression is determined in level design which indicates the way
the player moves in the game world. Progression can be controlled by a series of mechanisms
(usually specific objects to be found, or difficulty curves) that unlock access to certain levels, ,
rounds, missions, or specific areas in the game.
Figure 30Multiple locks and keys to progress towards the goal
Figure 31Multiple locks and keys to progress followings a mission in a non-linear game space
Social interaction. Social interactions are rules that govern the play-action of characters usually
in strategic games or multi-player games with the aim to coordinate actions and alliances.