Skip to main content

Game decisions

Game decisions 

I learned a lot from this reading such as that there is a lot of problems associated with making a massively multiplayer online game and it is tricky to build due to technical issues involving server scaling, design issues involving scaling economics, politics, level design, pacing, persistence and progression but also many multi users dungeons are successful such as Minecraft and Fortnite. I also learned how we can borrow from social psychology, an overview of friendship formation, Dunbar's layers and the constraints they place on social system design, social group and the constraints they also introduce, big design insights, opportunities for fulfilling the social motivations of players and conclusion. 

Borrowing from social psychology

Social game design operates within the physical and mental constraints of the human animal so it pays to understand these constraints and build them into our design. A friendship is a singles bond between two people friendship formation is a distinct process involving proximity, similarity and disclosure. Dunbar's layers is about structured relationship bonds most people have a maximum of 150 total friendships. This web of relationships can be modeled as an egocentric network with the individual at the center the paper focuses on the implications of Dunbar's layers for human scale social design in online games. A social group is a collection of people brought together for a shared task or interest groups contain multiple overlapping individual networks. Human scale game design is about creating strong relationship bonds between individuals You would need to create activities, incentives, spaces, and social structures that actively build friendship in order to enable even the most basic of trust-based activities.
proximity, Similarity, disclosure and reciprocity are the basics of growing friendships. Opening, opportunity, response and acknowledgement are the micro designs of social systems. Escalation and rejection are common variations.
Friendships in an massively multiplayer online games tend to start out with parallel play two people simply see one another’s name while fighting monsters in the same area. This then escalates to helping one another heal, an emote of celebration, a dropped item. The two players may start chatting in order to take down harder monsters they may also friend one another and start talking more about who they are and what they are interested in.

At each stage, interactions take increasing time and effort. And involve richer communication. Each micro-loop is not very expensive, but over long-term repetition of many such loops, the relationship accumulates meaningful amounts of trust.
Almost every stage of these reciprocation loops involves consent. Each party must consent to both starting, continuing, and escalating the relationship. At any point, it is totally fine for one or both parties to pull away, either to slow down or move onto some other relationship opportunity.

Multiple layers


Friend layers:
1.5 people: intimate couple or individual.
5 people: intimate friends or family.
15 people: best friends.
150 people: casual friends or acquaintances.

Non-friend layer:
500 people: Nodding acquaintances.
1500 people: recognisable.
Close friendships have a strong influence on quality of life and high trust relationships take time and the right context.
Social group
There are different types of social groups such as social identity perspective, self categorisation perspective and social cohesion perspective. There are three types of group sizes small friend groups, large social group and huge impersonal groups there are different rules, trust, goals and relationships depending on the size of the group. 
I also learned how to minimize designs that require huge impersonal groups, the belongingness motivation, the desire to form relationships waxes and wanes, two social game design opportunities which were games for friends and games that help make friends, what players need and best practice.
cozy
I also learned about cozy which is how strongly a game evokes the fantasy of safety, abundance and softness.Coziness is an ingredient that can applied to a wide variety of both casual and core genres, Coziness can help your game appeal to broader audiences, Coziness helps retention by giving players control over pacing while still maintaining engagement during periods of rest, Coziness is a subversively humanizing design practice in a society built on monetizing base animal needs. I also learned about negating coziness, cozy adjacent, patterns of cozy aesthetics, why make a cozy game, general cozy design principles, patterns of cozy aesthetics, cozy visuals, cozy audio, cozy location,cozy items and the mechanics of cozy.

Example of multiplayer game-Fortnite

Decision making and flow theory - I enjoyed learning about design making and flow theory.
Social design-  I enjoyed learning about how social design effects game play.
decision based game play design - I liked learning about decision based game play design.

Comments

Popular posts from this blog

Introduction

Introduction Hi my name is Jennifer Moorehouse I am 20 years old I was born on the 24th of August 1999 and I live in Finglas in Dublin with my mother and my sister who is 16 years old who annoys the life out of me I am currently studying creative digital media in TU Dublin Blanchardstown and I am in my second year. In my first year in creative digital media I learned a lot one of my favorite modules last year was photography because I love the art side of it and love that you can be creative and express something through an image I also loved looking at different types of photographers and admiring their work I did learn a lot last year and created a lot of new things such as websites, films, photographs, posters and so much more. I am not too sure what career I want to do in the future but so far I do really like photography/Photoshop and I also feel like web development would be a good career to get into. One of my favorite things to do in my spare time is draw I find it very r...

Alpha

Alpha For this weeks project I have looked at tutorials on how to make a main menu and how to add inventory I feel like this week Unity has just gone against me for everything for some reason when I try to make a panel for the main menu and inventory it will not let me add images to the panel which is a big part of the main menu and inventory so I could not complete this but I have found a main menu tutorial that Jimmy Vegas has done which I have not tried yet because I have spent a lot of time trying to solve some of these problems but could not fix it so hopefully the Jimmy Vegas tutorial on main menus works on my Unity. Inventory main menu I have also tried to add some dialogue to my game but for some reason in the c script it was giving me an error and anytime I fixed it the error came back up so the dialogue was also not working great so you could say I haven't had the best of luck with my Unity today hopefully someone in the year can help me solve this problem so I can ...

Project

Project  After many trials and errors I have final got a somewhat working main menu for my game it will still not let me add images but luckily from one of the asset packages I downloaded there was a sprite that had a menu title on it which will do for now until I figure out how to add images to my main menu I tried adding a cube and tried adding a image to that but that did not work either but I am happy with what I got so far even though it did take a while to figure everything out because it would not let me add my script to the buttons on my menu for no reason at all because I had no errors in my script but I will get it working eventually. Anyway I am happy that I finally got a somewhat working menu done. main menu. buttons and main menu. trying to add cube to add image as background.