Achievers (Diamonds) -- "winning" the game; intrinsic goals of the game or self-defined goals; max level, top of the leaderboard, time attack/speed run
Explorers (Spades) -- figure out the system and experience all it has to offer; collectors
Socializers (Hearts) -- interaction with other players
Killers (Clubs) -- impose their will on other players; show their prowess of the game; griefers, disrupt other players
[ ] Encourage cooperative play or competitive?
cooperative: co-op, multi-player to reach same goal
competitive: local/online vs., or leaderboard competition
[ ] Keys to Fun
easy fun -- novel experience; simple controls and mechanics (shooting enemies)
hard fun -- balance game difficulty and player skill; offer clear goals, obstacles, and opportunities to use strategy; frustration as a challenge, sense of accomplishment when completing goal
people fun -- competition, cooperation, care-taking, communication
serious fun -- game changes the player or their world; collection, repetition, impact mechanics
[ ] Universal Emotions
surprise
contempt
anger
joy
fear
sadness
disgust
[ ] Five Domains of Play (O.C.E.A.N.)
openness to experience -- separates creative, imaginative individuals from down-to-earth, more predictable ones
conscientiousness -- concerned with how individuals control and moderate their own impulses
extraversion -- makes distinctions between individuals who seek stimulation and the presence of others and those who do not
agreeableness -- deals with behavior around the rules of social harmony
neuroticism -- reflects an individual's tendency to experience (or not experience) negative emotion
people play for the same reasons they live
Creation
[ ] 80/20 rule
80% of the game experience is controlled by 20% of the features
[ ] Core Gameplay Loop
easily understood
easily performed
enjoyable
able to provide direct feedback
flexible enough for multiple scenarios
extendable with additional actions
combinable with other actions
evolvable to provide support of other play loops
[ ] Define the Problem
set a specific focus with an appropriate scope
provide for measurable results
ensure the problem statement is clearly communicable
Level
Player
Player Weapons
Powerups
Enemy
Enemy Bullets
Boss