Games In Order of Most Shared Gameplay Elements
The Long Dark (Hinterland Games) (7/8)
Sunless Sea (Failbetter Games) (7/8)
Elite:
Dangerous (Frontier Developments) (7/8)
Rust (Facepunch Studios) (6/8)
Minecraft (Mojang) (6/8)
Fallout: New
Vegas (Obsidian Entertainment) (5/8)
Miasmata (IonFX) (5/8)
Outer Wilds (Team Outer Wilds) (4/8)
Gone Home (Fullbright) (2/8)
Suggested Game Elements for Design
Framework
Open World
– Allows
for a greater freedom of exploration and scope. Provides an added sense of
intrigue and wonder (unexplored areas, shroud, hidden/secret areas). Player is
not necessarily confined within a level-based structure- although some areas
may still be locked off until the player achieves a certain goal.
Underlying
Narrative – Provides a sense of context and
purpose for the player within the game world. Also potentially provides a role
or position within the game-world. Can define what the player is capable of,
and what they can hope to achieve. Can provide a suggested end-game state.
Player-
defined goals / objectives – Ultimately provides the player with a sense of freedom
and greater control over their own actions and outcomes within the game-world.
Provides a greater sense of immersion through player-defined role(s),
allegiances and responsibilities.
Inventory
System* –
Provides a means for players to collecting items in a quantifiable manner.
These items may help the player to achieve their goals or gauge a sense of
their progress. Inventory items can be used within game loops and / or can be
used to complete set quests, open hidden areas, or be used by players to
achieve their self-defined goals / objectives. Inventories are usually (but not
constrained to) finite storage amounts. This can help to add a sense of
prioritisation, planning and additional challenges to the player (such as
becoming encumbered).
AI Enemies –
Provides
the player with additional hazards that provide further context to the game
world. In this sense enemy AI can help to create a greater sense of immersion,
while providing the player with additional challenges to overcome. AI enemies
can also potentially provide a sense of unpredictability (added challenge;
greater sense of vulnerability; more believable world). Players can be rewarded
for overcoming AI enemies either through world-progression or collectable
items.
Environmental
Hazards
- Helps to provide a sense of context
and believability to the game world. Helps to set additional constraints on the
player in terms of location boundaries. Environmental hazards can either be
static or dynamic in nature, and can be designed to be either permanent or
temporary depending on the player’s actions.
Anomalies
Gone Home
– Interestingly
this title, while described and widely recognised as exploration and
narrative-driven, shares the least common gameplay elements with the other
popular exploration titles that have been included in this comparative
analysis.
References
Hinterland Games (2014). The Long Dark [Video game]. Vancouver : Hinterland Games.
Failbetter Games (2015). Sunless Sea [Video game]. Greenwich : Failbetter Games.
Frontier Developments (2014). Elite: Dangerous [Video game]. Cambridge : Frontier Developments.
Facepunch Studios (2013). Rust [Video game]. Walsall : Facepunch Studios.
Mojang (2009). Minecraft [Video game]. Stockholm : Microsoft.
Obsidian Entertainment (2010). Fallout: New Vegas [Video game].Santa Ana. CA : Bethesda Softworks.
IonFX Studios (2012). Miasmata [Video game]. St. Paul. MN : IonFX Studios.
Team Outer Wilds (Not yet released). Outer Wilds [Video game] : Team Outer Wilds.
Fullbright (2013). Gone Home [Video game]. Portland. Ore : Fullbright.
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