By Anna Anthropy, Naomi Clark

Video games have frequently taken a primary function in pop culture; in reality, organisations are even trying to 'gamify' conventional company procedures. even though, our language for figuring out, discussing, and designing video games has remained primitive - and this has made it more challenging to create nice video games or intelligently review them. this article fills this hole, providing an entire shared framework for knowing and comparing video game layout - as creators, as gamers, as scholars, as online game decision-makers.

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Extra info for A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design

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An orphaned verb has no relationship to the other verbs, so the other verbs don’t reinforce it, it doesn’t grow, and the player has forgotten about it by the time she reaches the one situation that demands it. Imagine a game where the player finishes each level by using the “open” verb on a door that exits into the next level. If there’s only a single door in each level, this verb is an orphan: it never gets used for anything else and doesn’t have the opportunity to develop in relation to other verbs and varying situations.

Maybe it takes the player a little longer to figure out, and while she’s doing so, the spike ceiling comes down and crushes her. Now she has to go back and repeat the whole thing. She has wasted time and maybe not even learned anything. That’s bad design. As creators, we want to teach and reinforce rules wherever and whenever we have the opportunity. EXPLAINING WITH CONTEXT Explaining with Context Back on Venus, Janet is ready for adventure, Megablaster in hand. Although she’s a fictional character in a story, the world she lives in is a simulation.

Is the player likely to shoot someone she’s been tasked with rescuing, now that she’s observed how shooting robots wrecks them? Most likely, she’ll hesitate, confused. Maybe once she’s done it once, and she understands that shooting a hostage teleports the hostage to safety instead of splattering her on the cave walls, she’ll be able to shoot hostages. But that initial doubt is a serious hurdle to the player’s process of learning the game. This is the 21 22 CHAPTER 2 VERBS AND OBJECTS first time she’s encountered this rule, and as creators, we want her to grasp the rule with as little prodding as possible.

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