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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.

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