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Experiential Week 8
Morality & Choice (as a part of Experiential Game Design)
| Question | Answer |
|---|---|
| During gameplay, the player makes ___ that give the player agency. | choices |
| What is the term for the player's feeling of control from making choices and taking actions? | agency |
| The more choices and actions are presented to the player, they have ___ of a feeling of agency. | more |
| Player agency can be cultivated by adding ___ into design. | verbs |
| Player agency can be cultivated by making verbs act on ___ object types. | many |
| Player agency can be cultivated by including multiple ways to achieve ___. | goals |
| Player agency can be cultivated by viewing ___ as subjects, rather than object types. | action targets |
| Player agency can be cultivated by considering the ___ and negative effects of certain actions. | side-effects |
| What's another word for distinct game mechanics? | systems |
| What type of design focuses on distinct game mechanics interacting with one another? Example: "How does X interact with Y?" instead of "How does the player interact with X?" | systemic |
| Through systemic design, players are provided with ___ to solve problems, rather than instructions from the designers. | tools |
| In systemic design, what type of solution should have its effectiveness reduced to make the player consider other methods of achieving their goals? | obvious |
| If a developer asks themselves the following questions, what does it ensure in the game? • How many verbs do my players have on how many objects? • How many ways can players achieve their goals? • Are there side effects between different interactions? | emergence |
| Which component of the MDA framework consists of the defining rules of the game's mechanics? | mechanics |
| Which component of the MDA framework consists of the runtime behaviour? | dynamics |
| Which component of the MDA framework consists of the emotional aspects of the player experience? | aesthetics |
| In the MDA framework, what type of emergence is linked to mechanics? | systemic |
| In the MDA framework, what type of emergence is linked to dynamics? | strategic |
| In the MDA framework, what type of emergence is linked to aesthetics? | narrative |
| The ___ that the player can carry out have a massive impact on their ability to interact with game elements. | actions |
| Other than the player, what should game systems interact with? | each other |
| Which type of skill allows the in-game character to overcome obstacles within the game world and provides a sense of power to the player? | virtual |
| Which type of skill relates to physically controlling the game/avatar, with a better player leading to a better outcome in the game? | real |
| What subtype of real skills relates to control over the player character, also applying to fitness games? | physical |
| What subtype of real skills relates to puzzle- and problem-solving? | mental |
| What subtype of real skills relates to other players? | social |
| What is the term for the amount of challenge that a game provides; the amount of skill it requires? | difficulty |
| What specific sub-genre of game is known for its high difficulty? | soulslike |
| What type of difficulty presents the player with an option from the beginning that can usually be changed later, rebalancing stats to change the difficulty? | explicit |
| What type of difficulty avoids rebalancing stats to rate the player's performance at the end? | indirect |
| In a game with indirect difficulty, optional "crutch" items that help the player typically apply a ___ to their final score. | penalty |
| What type of difficulty relates one player's skill level to that of others? | competitive |
| In a multiplayer setting, what type of difficulty relates to the game systems themselves, such as character/weapon skill floors/ceilings, map design and the nature of the game? | intrinsic |
| Competitive difficulty can arise from ___ where multiple players compete amongst themselves in the heat of the moment. | PvP |
| Competitive difficulty can arise from ___ where players compete for high scores over the lifetime of the game. | leaderboards |
| Competitive difficulty can arise from ___ where players compete for the fastest completion times over the lifetime of the game. | speedrunning |
| Competitive difficulty can arise from ___ where players compete to see who can survive for the longest possible time. | endurance |
| What type of choice has an impact on how the game unfolds? | meaningful |
| Choices that have no significant ___ on gameplay are usually equivalent to having no choice at all. | impact |
| What is it called when choices are offered to a player, but one option is clearly better than the other? | dominant strategy |
| How can the developer ensure that a dominant strategy isn't found, so that the puzzle of gameplay is not yet solved and fun isn't taken away? | balancing |
| What aspect of gameplay is promoted by a lack of a clear dominant strategy? | replayability |
| How does the player feel if they have more choices than desires? | overwhelmed |
| How does the player feel if they have less choices than desires? | frustrated |
| How does the player feel if they have as many choices as desires? | autonomous |
| How do meaningful choices make the player feel? | empowered |
| How can increasing the amount of choices make the player feel? | powerful |
| What can reducing the number of choices add to the game? | clarity |
| What is the term for a balanced asymmetric risk in a choice? | triangularity |
| If a choice has triangularity, the option with low risk also has ___ reward. | low |
| If a choice has triangularity, the option with high risk also has ___ reward. | high |
| What type of reward simply tells the player that they did a good job? | praise |
| What type of reward measures the level of success as a number? | points |
| What type of reward adds lives, extra health, or time to a countdown? | prolonged play |
| What type of reward gives access to a new level, or a key to a locked door? | gateway |
| What type of reward consists of music, animations or visuals, especially unique ones? | spectacle |
| What type of reward gives clothes, skins, costumes, decorations or other cosmetic changes? | expression |
| What type of reward gives the player increased abilities in both the short and long term? | powers |
| What type of reward gives the player in-game materials that can be used for other in-game rewards? | resources |
| What type of reward gives the player prestige and pride, through achievements, leaderboards and so on? | status |
| What type of reward consists of the satisfaction of finality or being done with the game? | completion |
| As players receive more and more rewards, what do players become that decreases the value of those rewards? | acclimated |
| What type of reward lacks surprise and increases boredom through staleness? | predictable |
| What type of reward is more random or inconsistent to surprise and delight the player? | variable |
| Punishment in a game creates ___ value because of the risk of progress and resources being taken away. | endogenous |
| Taking risks is ___ because of the potential rewards despite the negative consequences of failure. | exciting |
| A punishing ___ is one way to increase challenge but can also lead to frustration and repetition. | setback |
| What type of punishment simply tells the player that they did a bad job? | shaming |
| What type of punishment can incentivise careful gameplay, especially when not regainable? | loss of points |
| What type of punishment can consist of losing a life or time being taken off of a timer? | shortened play |
| What type of punishment outright ends the experience, e.g. a game over? | terminated play |
| Using a setback as a punishment requires careful pacing of ___, except in roguelike games where the point is to go back to the very beginning. | checkpoints |
| What type of punishment removes a temporary ability, e.g. a gun overheating or a fire flower being lost? | removal of powers |
| What type of punishment consists of something slowly being lost over the course of regular gameplay, e.g. ammo, money, goods or hit points? | resource depletion |
| Players prefer rewards over punishment in order to be ___ to do something. | motivated |
| What type of choice asks the player to choose between two highly important things, with different rewards and punishments on either side of the choice? | moral |
| What is it called when a game's choices have consequences relative to a morality system that gives the player moral feedback on their actions? | accumulation of deeds |
| What type of accumulation of deeds consists of changing the attitude of NPCs towards the player based on their previous actions? | morality scales |
| What type of accumulation of deeds consists of punishment or reward based on making a good, bad or morally grey choice in terms of story progression? | branching narrative |
| What type of accumulation of deeds consists of a secret observer watching the player's actions that only has an effect at key moments of the game where the effect is intensified? | hidden moral spectator |
| What is it called when a game has a set progression that players have no influence on, presenting morality instead of questioning it? | fixed justice scenario |
| What type of fixed justice scenario consists of deception techniques that make the player feel moral agency despite no real moral choice, e.g. trying to save a character from a monster which will always fail, but still feeling guilty for not trying? | illusion of choice |
| What type of fixed justice scenario consists of controlling an avatar that informs what the player does by itself, such as the avatar following orders or acting of their own accord outside of the player's control? | blind follower |
| It can be bad design for a designer to ___ a moral value, as it means the threshold of morality isn't being set by the world itself. | impose |
| It can be bad design to tie unlocks to morality or to show the player instant ___ feedback, as moral motivation gets mixed into gameplay motivation. | quantified |
| It can be bad design to ___ moral gameplay to either extreme, as most people may fall into a grey area and feel disconnected from the game's morals. | polarise |
| It can be bad design to make moral choices ___, as this makes them less surprising or dramatically intense. | predictable |
| It can be bad design for moral choices to be ___ where characters only judge the player on some aspects (e.g. being judged on saving or killing certain NPCs, but not on killing hordes of enemies in between). | inconsistent |
| If moral choices are led by emotion and ethics, what type of choices is led by logic and cognition? | tactical |
| Given that tactics are short-term and strategy is long-term, what is the longest-term vision of beating the whole game? | grand strategy |
| What type of tactics consist of unit formation, harassment, composition, offensive upgrades and siege weaponry? | offensive |
| What type of tactics consist of watch tower, fort or guard placement, and anti-siege measures? | defensive |
| What type of tactics consist of negotiations, alliances and honour? | relationship |
| What type of tactics consist of upgrades, trading, economic warfare and cultural production? | development |
| What type of strategic decision is abundantly clear and should be automated? | obvious |
| What type of strategic decision is unclear due to a lack of information given to the player, which creates interest with assumptions and rumours? | blind |
| What type of strategic decision relates to a false choice that doesn't really matter? | meaningless |
| What type of strategic decision is a plethora of beneficial choices that cannot all be picked, each helping different types of playstyle more? | trade-off |
| What type of strategic decision is a selection of harmful choices where one or some must be selected, creating a choice between which aspect of gameplay to harm? | dilemma |