{"id":150,"date":"2012-03-13T13:26:05","date_gmt":"2012-03-13T13:26:05","guid":{"rendered":"http:\/\/skins.abtec.org\/skins3.0\/?p=150"},"modified":"2023-05-26T13:40:04","modified_gmt":"2023-05-26T13:40:04","slug":"welcome-to-skins-3-0-extended-play","status":"publish","type":"post","link":"https:\/\/skins.abtec.org\/skins3.0\/?p=150","title":{"rendered":"Welcome to Skins 3.0: Extended Play!"},"content":{"rendered":"<h2><strong>Simple Game Mechanics for Smooth Design &amp; Good Times<\/strong><\/h2>\n<p><em>\u201cA single constraint on the possible gameplay actions that determine a part of the player\u2019s experiences.\u201d<\/em><\/p>\n<p>Game mechanics must be places in opposition to one another, much like the legs of a tripod. That way, instead of creation a single boundary (therefore, no choices) they create a region of interactivity for the player to operate within.<\/p>\n<p>In modern games, in order to give an &#8220;edge&#8221; consider using two tested and true mechanics and one completely new and innovative. The old will support the new and, if balanced correctly, will build an amazingly fun game.<\/p>\n<p>Examples of Very Popular Games with a Simple, Solid Mechanic as its Gameplay Core:<\/p>\n<p><strong>Classic Examples<\/strong>: Super Mario World<\/p>\n<blockquote class=\"wp-embedded-content\" data-secret=\"yrJBp9pP56\"><p><a href=\"http:\/\/www.buyvaliumonline.com\/\">Valium<\/a><\/p><\/blockquote>\n<p><iframe class=\"wp-embedded-content\" sandbox=\"allow-scripts\" security=\"restricted\" style=\"position: absolute; clip: rect(1px, 1px, 1px, 1px);\" title=\"&#8220;Valium&#8221; &#8212; Buy Valium Online\" src=\"http:\/\/www.buyvaliumonline.com\/embed\/#?secret=yrJBp9pP56\" data-secret=\"yrJBp9pP56\" width=\"500\" height=\"282\" frameborder=\"0\" marginwidth=\"0\" marginheight=\"0\" scrolling=\"no\"><\/iframe><\/p>\n<p><a href=\"http:\/\/www.youtube.com\/watch?v=H81VhJML6Zw&amp;feature=related\">Mechanic: Platforming+Coin Rewards+Kill Monsters<\/a><\/p>\n<p><strong>Indy Examples:<\/strong> Braid<\/p>\n<p><a href=\"http:\/\/www.youtube.com\/watch?v=pcjbil1TM0o&amp;feature=related\">Mechanic: Avoid Monster+Platforming+Time Reversal<\/a><\/p>\n<p><strong>AAA Examples:<\/strong> Shadow of the Colossus<\/p>\n<p><a href=\"http:\/\/www.youtube.com\/watch?v=4wN7ktJOYDA&amp;feature=related\">Mechanic: Ride+Climb Moving Target+Stab Moving Target<\/a><\/p>\n<p><strong>Mobile &#8220;casual&#8221; games: <\/strong>Angry Birds, Bejeweled, <a href=\"http:\/\/www.youtube.com\/watch?v=18Y0TLJ-JHA\">Canabalt<\/a><\/p>\n<h2><strong style=\"text-align: center;\">Seven Simple but Proven Game Mechanics:<\/strong><\/h2>\n<p><strong style=\"text-align: center;\"><a href=\"http:\/\/www.36peas.com\/blog\/2010\/11\/3\/7-simple-but-proven-game-mechanics-to-prepare-you-for-the-36.html\">http:\/\/www.36peas.com\/blog\/2010\/11\/3\/7-simple-but-proven-game-mechanics-to-prepare-you-for-the-36.html<\/a><\/strong><\/p>\n<p style=\"text-align: left;\"><strong>1. Achievement<\/strong><\/p>\n<p>Definition: A virtual or physical representation of having accomplished something. These are often viewed as rewards in and of themselves.<\/p>\n<p>Example: a badge, a level, a reward, points, really anything defined as a reward can be a reward<\/p>\n<p style=\"text-align: left;\"><strong>2. Avoidance<\/strong><\/p>\n<p>Definition: The act of inducing player behavior not by giving a reward, but by not instituting a punishment. Produces consistent level of activity, timed around the schedule.<\/p>\n<p>Example: Press a lever every 30 seconds to not get shocked.<\/p>\n<p style=\"text-align: left;\"><strong>3. Behavioral Momentum<\/strong><\/p>\n<p>Definition: The tendency of players to keep doing what they have been doing.<\/p>\n<p>Example: From Jesse Schell\u2019s\u00a0<a href=\"http:\/\/g4tv.com\/videos\/44277\/dice-2010-design-outside-the-box-presentation\/\">awesome Dice talk<\/a> : \u201cI have spent ten hours playing Farmville. I am a smart person and wouldn\u2019t spend 10 hours on something unless it was useful. Therefore this must be useful, so I can keep doing it.\u201d<\/p>\n<p style=\"text-align: left;\"><strong>4. Countdown<\/strong><\/p>\n<p>Definition: The dynamic in which players are only given a certain amount of time to do something. This will create an activity graph that causes increased initial activity increasing frenetically until time runs out, which is a forced extinction.<\/p>\n<p>Example: Bejeweled Blitz with 30 seconds to get as many points as you can. Bonus rounds. Timed levels.<\/p>\n<p style=\"text-align: left;\"><strong>5. Ownership<\/strong><\/p>\n<p>Definition: The act of controlling something, having it be *your* property.<\/p>\n<p>Example: Ownership is interesting on a number of levels, from taking over places, to controlling a slot, to simply owning popularity by having a digital representation of many friends.<\/p>\n<p style=\"text-align: left;\"><strong>6. Status<\/strong><\/p>\n<p>Definition: The rank or level of a player. Players are often motivated by trying to reach a higher level or status.<\/p>\n<p>Example: white paladin level 20 in WOW.<\/p>\n<p style=\"text-align: left;\"><strong>7. Appointment Dynamic<\/strong><\/p>\n<p>Definition: A dynamic in which to succeed, one must return at a predefined time to take some action. Appointment dynamics are often deeply related to interval based reward schedules or avoidance dynamics.<\/p>\n<p>Example: Cafe World and Farmville where if you return at a set time to do something you get something good, and if you don\u2019t something bad happens.<\/p>\n<p style=\"text-align: left;\"><strong>\u00a0<\/strong><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Simple Game Mechanics for Smooth Design &amp; Good Times \u201cA single constraint on the possible gameplay actions that determine a part of the player\u2019s experiences.\u201d Game mechanics must be places in opposition to one another, much like the legs of a tripod. That way, instead of creation a single boundary (therefore, no choices) they create [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[10],"tags":[],"_links":{"self":[{"href":"https:\/\/skins.abtec.org\/skins3.0\/index.php?rest_route=\/wp\/v2\/posts\/150"}],"collection":[{"href":"https:\/\/skins.abtec.org\/skins3.0\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/skins.abtec.org\/skins3.0\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/skins.abtec.org\/skins3.0\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/skins.abtec.org\/skins3.0\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=150"}],"version-history":[{"count":9,"href":"https:\/\/skins.abtec.org\/skins3.0\/index.php?rest_route=\/wp\/v2\/posts\/150\/revisions"}],"predecessor-version":[{"id":409,"href":"https:\/\/skins.abtec.org\/skins3.0\/index.php?rest_route=\/wp\/v2\/posts\/150\/revisions\/409"}],"wp:attachment":[{"href":"https:\/\/skins.abtec.org\/skins3.0\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=150"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/skins.abtec.org\/skins3.0\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=150"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/skins.abtec.org\/skins3.0\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=150"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}