Holistic Components in Game Design Frameworks

A game play-centric
component framework of
games
Holistic  components
Bounding components
Temporal components
Structural components
Page 414
Holistic components
Game instance
Game session
Game play
Set up and set
down session
Extra game activities
xxx
xx
xx
xx
xx
Holistic components
Game instance
Every time a game is played it is
unlike previous times, either in:
constitution of the game
the experience of the
game´s players
The external circumstance
Playing time
Page 415
Digital platform
Holistic components
Game session
The activity undertaken in a
game instance by the game´s
players.
The actual tim
e a game session
lasts varies from game to game
Page 415
Spillet skal være
openended
Holistic components
Play session
The completion of a game
session can be divided into
several distinct periods of
gameplay activity, that are
typically much shorter than the
periods of time between them
Games that takes hours to
complete: to find the required
time, players divide this time
into smaller units.
Page 415
Quest struktur der understøtter en
faseinddeling
Holistic components
Extra game activities
Activities done because a game
exists and not directly related to
playing the game itself
It can be bragging about
highscore list
The designer can provide
mechanics within the game to
support extra-game activities
which can have an impact on
the overall gameplay experience
Page 416
Spillet kan
understøttes af
refleksive logs der
hjælper den
studerende til at
forstå egen udvikling
Assesment
aktiviteter, med et
særligt fokus på
ipsative og authetic
elementer
Holistic components
Set up and set down session
Game instance and game-, play
session  have specific phases
where the activities that takes
place do not constitutes
gameplay directly.
These includes preparing for
playing by;
Placing tokens
Deciding set-ups
Noting game states
e.g.
Page 416
Spillet skal skabe
fortagsomhed der
rækker ud over spillets
grundlæggende
struktur
Spillet kan med fordel
bygges op omkring de
faser entreprenørskab
indeholder
Set down aktiviteter
kan med fordel bruges
til at skabe
faseovergange i
entreprenørskabs-
processerne
Set down aktiviteter
kan med fordel bruges
til at skabe
faseovergange i
entreprenørskabs-
processerne
Set up aktiviteter hvor
den studerende
bidrager med
information, der gør
det muligt at lave en
personlig game
trajectori
Create Avatars
Hvad er min
entreprenante værdier
– styrker og svagheder
= stats
Bounding components
Rules
Rules 
dictate the flow of the
game. They can be 
endogenous
(explicit) or 
exogenous
 (implicit)
There are rules that govern what
the game elements are, how
they behave, what actions
players can perform
e.
g.
Breaking up rules openly ends
game activities, or requires a
reformulation
Page 417
Bounding components
Modes of play
Games are typically structured
to have different sections,
phases or turns where the
interface, available actions
information for the players
changes
Switching from a map view to
an inventory  screen
How many modes of play
depends on the level of detail
Page 417
Bounding components
Goals and subgoals
The aim of players plan and
action are described as trying
to complete goals
Many games give players
several goals, where progress in
completing one goal makes it
difficult to complete the other
Goals in more complex games
are often split into smaller
subgoals
Page 417
Temporal components
Actions
A player can change the game
state by performing actions.
Depending on the game, an
action can either be continuous
or discrete, that is, temporally
defined by either its relation to
real time or its relation to other
action
Page 418-419
Temporal components
E
vents
Events are most typically
triggered by the completions of
players actions
In computer games it can be
triggered by a mechanical
means, such as a sandglass
Page 418-419
Temporal components
Closures
The completion  of a goal or a
subgoal results in a closure
Closure also occurs when
players openly recognize that
a goal is no longer achievable
or when certain deterministic
game events occur
Page 418-419
Temporal components
End conditions
End conditions specify the
game state when closures
occur and, most
importantly, when the game
instance ends
– it can be accompanied by
an evaluation function
Page 419
Temporal components
Evaluation functions
The outcome of an event, such
as the winner at the end of a
game instance, is determined
by an evaluation function
Thus closure can cause
evaluation functions to be
determined
Page 419
Structural components
Game facilitator
Game facilitators are responsible
for keeping the game state
synchronized, making the
necessary changes created by
player actions
-
Taking care of the game event
-
Informing the player about the
officially approved m
ethods of
playing
-
Observing that the rules are
being followed
Page 420
Structural components
Players
Players are the entities that
strive toward the goal in a
game.
They need not to be human
beings. The oppnents
controlled by the computer can
be viewed as other players
In some games the player is
manifested by an avatar
Page 420
Structural components
Interface
Players have access to the game
through an interface, where
game element are represented
as token, which come in different
types and forms and can be
manipulated in a wide variety of
different ways.
In digital games these are
manipulated by keyboards,
mouse e.g.
Page 420
Spillets environtment
forandre sig i takt med at
de studerendes
virksomhed vokser og
udvikler isg
Mulighed for via interface
at kunne se de øvrige
virksomheders fremdrift –
holdet skaver et visuelt
community
Structural components
Game ti
me
The action in a game can be
ordered sequentially on a
timeline to describe what
happens during the game time
Not all games depend on the
exact time an action is
completed so long as it is
completed in its position in the
sequence
The timeline of actions does not
always have to be measured in
real time
Page 421
Structural components
Game elements
The physical and logical
attributes that help maintain and
inform players about current
game state
-
Can represent players (avatar)
-
Represent entities that can
perform actions (NPC)
-
Define the action available to
players
e.g.
Page 421
Underviser NPC
Samarbejdspartnere NPC
Medarbejder NPC
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This content delves into a game play-centric component framework that encompasses various elements such as holistic components, bounding components, temporal components, and structural components. It discusses the setup and execution of game sessions, different modes of play, player goals, events, actions, and evaluation functions. Additionally, it explores the evolving nature of games with each play instance, considering factors like player experiences, external circumstances, and playing time. The concept of extra game activities is also highlighted, showcasing how activities beyond gameplay can enhance the overall gaming experience.

  • Game Design
  • Game Sessions
  • Holistic Components
  • Player Experience
  • Extra Activities

Uploaded on Apr 18, 2024 | 6 Views


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  1. A game play-centric component framework of games 1 3 2 Holistic components Bounding components Temporal components Structural components 4 Page 414

  2. Play session Game instance Game session Extra game activitiesce Set up and set down session Rules Modes of play Goals and subgoals Closures Events Actions End conditions Evaluation functions Players Interface Game facilitator Game time Game elements

  3. Holistic components Game instance Game session Set up and set down session Game play Extra game activities

  4. xxx xx xx xx xx

  5. Holistic components Game instance Digital platform Every time a game is played it is unlike previous times, either in: constitution of the game the experience of the game s players The external circumstance Playing time Page 415

  6. Holistic components Game session The activity undertaken in a game instance by the game s players. The actual time a game session lasts varies from game to game Page 415

  7. Holistic components Play session The completion of a game session can be divided into several distinct periods of gameplay activity, that are typically much shorter than the periods of time between them Quest struktur der underst tter en faseinddeling Games that takes hours to complete: to find the required time, players divide this time into smaller units. Page 415

  8. Holistic components Extra game activities Activities done because a game exists and not directly related to playing the game itself It can be bragging about highscore list Spillet kan underst ttes af refleksive logs der hj lper den studerende til at forst egen udvikling The designer can provide mechanics within the game to support extra-game activities which can have an impact on the overall gameplay experience Page 416

  9. Holistic components Set up and set down session Game instance and game-, play session have specific phases where the activities that takes place do not constitutes gameplay directly. These includes preparing for playing by; Placing tokens Deciding set-ups Noting game states e.g. Page 416

  10. Bounding components Rules Rules dictate the flow of the game. They can be endogenous (explicit) or exogenous (implicit) There are rules that govern what the game elements are, how they behave, what actions players can perform e.g. Breaking up rules openly ends game activities, or requires a reformulation Page 417

  11. Bounding components Modes of play Games are typically structured to have different sections, phases or turns where the interface, available actions information for the players changes Switching from a map view to an inventory screen How many modes of play depends on the level of detail Page 417

  12. Bounding components Goals and subgoals The aim of players plan and action are described as trying to complete goals Many games give players several goals, where progress in completing one goal makes it difficult to complete the other Goals in more complex games are often split into smaller subgoals Page 417

  13. Temporal components Actions A player can change the game state by performing actions. Depending on the game, an action can either be continuous or discrete, that is, temporally defined by either its relation to real time or its relation to other action Page 418-419

  14. Temporal components Events Events are most typically triggered by the completions of players actions In computer games it can be triggered by a mechanical means, such as a sandglass Page 418-419

  15. Temporal components Closures The completion of a goal or a subgoal results in a closure Closure also occurs when players openly recognize that a goal is no longer achievable or when certain deterministic game events occur Page 418-419

  16. Temporal components End conditions End conditions specify the game state when closures occur and, most importantly, when the game instance ends it can be accompanied by an evaluation function Page 419

  17. Temporal components Evaluation functions The outcome of an event, such as the winner at the end of a game instance, is determined by an evaluation function Thus closure can cause evaluation functions to be determined Page 419

  18. Structural components Game facilitator Game facilitators are responsible for keeping the game state synchronized, making the necessary changes created by player actions - Taking care of the game event - Informing the player about the officially approved methods of playing - Observing that the rules are being followed Page 420

  19. Structural components Players Players are the entities that strive toward the goal in a game. They need not to be human beings. The oppnents controlled by the computer can be viewed as other players In some games the player is manifested by an avatar Page 420

  20. Structural components Interface Players have access to the game through an interface, where game element are represented as token, which come in different types and forms and can be manipulated in a wide variety of different ways. In digital games these are manipulated by keyboards, mouse e.g. Page 420

  21. Structural components Game time The action in a game can be ordered sequentially on a timeline to describe what happens during the game time Not all games depend on the exact time an action is completed so long as it is completed in its position in the sequence The timeline of actions does not always have to be measured in real time Page 421

  22. Structural components Game elements The physical and logical attributes that help maintain and inform players about current game state - Can represent players (avatar) - Represent entities that can perform actions (NPC) - Define the action available to players e.g. Page 421

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