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Gameplay is the specific way in which players interact with a
game A game is a structured form of play (activity), play, usually undertaken for enjoyment, entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work (such as professional players of spectator s ...
, and in particular with
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This fee ...
s. Gameplay is the
pattern A pattern is a regularity in the world, in human-made design, or in abstract ideas. As such, the elements of a pattern repeat in a predictable manner. A geometric pattern is a kind of pattern formed of geometric shapes and typically repeated l ...
defined through the game rules, connection between player and the game, challenges and overcoming them, plot and player's connection with it. Video game gameplay is distinct from graphics and audio elements. In card games, the equivalent term is play.


Overview

Arising alongside
video game development Video game development (or gamedev) is the process of developing a video game. The effort is undertaken by a developer, ranging from a single person to an international team dispersed across the globe. Development of traditional commercial PC a ...
in the 1980s, the term ''gameplay'' was used solely within the context of
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This fee ...
s, though now its popularity has begun to see use in the description of other, more traditional, game forms. Generally, gameplay is considered the overall experience of playing a video game, excluding factors like graphics and sound.
Game mechanics In tabletop games and video games, game mechanics are the rules or ludemes that govern and guide the player's actions, as well as the game's response to them. A rule is an instruction on how to play, a ludeme is an element of play like the L-sha ...
, on the other hand, is the sets of rules in a game that are intended to produce an enjoyable gaming experience. Academic discussions tend to favor ''game mechanics'' specifically to avoid ''gameplay'' since the latter is too vague. The word is sometimes misapplied to card games where, however, the usual term is "
play Play most commonly refers to: * Play (activity), an activity done for enjoyment * Play (theatre), a work of drama Play may refer also to: Computers and technology * Google Play, a digital content service * Play Framework, a Java framework * Pla ...
" and refers to the way the cards are played out in accordance with the rules (as opposed to other aspects such as dealing or bidding).


Types

There are three components to gameplay: "Manipulation rules", defining what the player can do in the game, "Goal Rules", defining the goal of the game, and "Metarules", defining how a game can be tuned or modified. In video games gameplay can be divided into several types. For example, ''
cooperative gameplay Cooperative game may refer to: * Cooperative board game, board games in which players work together to achieve a common goal * Cooperative game theory, in game theory, a game with competition between groups of players and the possibility of cooperat ...
'' involves two or more players playing on a team. Another example is ''twitch gameplay'' which is based around testing a player's reaction times and precision, maybe in
rhythm games Rhythm game or rhythm action is a genre of music-themed action video game that challenges a player's sense of rhythm. Games in the genre typically focus on dance or the simulated performance of musical instruments, and require players to press ...
or
first-person shooters First-person shooter (FPS) is a sub-genre of shooter video games centered on gun and other weapon-based combat in a first-person perspective, with the player experiencing the action through the eyes of the protagonist and controlling the pla ...
. Various gameplay types are listed below. * Asymmetric video game *
Cooperative video game A cooperative (also known as co-operative, co-op, or coop) is "an autonomous association of persons united voluntarily to meet their common economic, social and cultural needs and aspirations through a jointly owned and democratically-contro ...
*
Emergent gameplay Emergent gameplay refers to complex situations in video games, board games, or table top role-playing games that emerge from the interaction of relatively simple game mechanics. Designers have attempted to encourage emergent play by providing too ...
*
Nonlinear gameplay A video game with nonlinear gameplay presents players with challenges that can be completed in a number of different sequences. Each player may take on (or even encounter) only some of the challenges possible, and the same challenges may be played ...


Ambiguity in definition

The term ''gameplay'' can be quite ambiguous to define; thus, it has been differently defined by different authors. For instance: * "A series of interesting choices." -
Sid Meier Sidney K. Meier ( ; born February 24, 1954) is a Canadian-American programmer, game designer, designer, and video game producer, producer of several strategy video games and simulation video games, including the ''Civilization (series), Civiliz ...
* "The structures of player interaction with the game system and with other players in the game." * "One or more causally linked series of challenges in a simulated environment." * "A good game is one that you can win by doing the unexpected and making it work." * "The experience of gameplay is one of interacting with a game design in the performance of cognitive tasks, with a variety of emotions arising from or associated with different elements of motivation, task performance and completion." * "Gameplay here is seen as the interactive gaming process of the player with the game."


Playability

Playability is the ease by which the game can be played or the quantity or duration that a game can be played and is a common measure of the quality of gameplay. Playability evaluative methods target games to improve design while player experience evaluative methods target players to improve gaming." This is not to be confused with the ability to control (or play) characters in multi-character games such as role playing games or
fighting game A fighting game, also known as a versus fighting game, is a video game genre, genre of video game that involves combat between two or more players. Fighting game combat often features mechanics such as Blocking (martial arts), blocking, grappli ...
s, or factions in
real-time strategy Real-time strategy (RTS) is a Video game genre, subgenre of strategy video games that do not progress incrementally in turn-based game, turns, but allow all players to play simultaneously, in "real time". By contrast, in Turn-based strategy, turn ...
games. Playability is defined as a set of properties that describe the Player Experience using a specific game system whose main objective is to provide enjoyment and entertainment by being credible and satisfying when the player plays alone or in the company of others. Playability is characterized by different attributes and properties to measure the
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This fee ...
player experience Player may refer to: Role or adjective * Player (game), a participant in a game or sport ** Gamer, a player in video and tabletop games ** Athlete, a player in sports ** Player character, a character in a video game or role playing game who is ...
. * Satisfaction: the degree of gratification or pleasure of the player for completing a video game or some aspect like mechanism, graphics, user interface, story, etc. Satisfaction is a highly subjective attribute that provokes a difficult measuring due to player preferences and pleasures influencing the satisfaction for specific game elements: characters, virtual world, challenges, and so on. * Learning: the facility to understand and dominate the game system and mechanics (objectives, rules, how to interact with the video game, etc.). The Desktop Systems try to minimize the learning effort, but
gamers A gamer is a proactive hobbyist who plays interactive games, especially video games, tabletop role-playing games, and skill-based card games, and who plays for usually long periods of time. Some gamers are competitive, meaning they routinely ...
can use the learning curve in video games according to the game's nature. For example, on the one hand, gamers can demand great initial abilities before playing, or training them harshly in the first phases of the game, to help players understand and dominate all the game rules and resources and use them from the beginning. On the other hand, players can learn step by step in a guided way when they need some ability in the video game. * Efficiency: the necessary time and resources to offer fun and entertainment to players while achieving the different game objectives and reaching the final goal. An efficient video game can catch the player's attention immediately and provoke him to continue playing to the end of the game. Efficiency can be analyzed as the correct use of the challenge through the game, the correct structuring of the objectives or the best adaptation of the control to the actions in the game. * Immersion: the capacity to believe in the video game contents and integrate the player in the virtual game world. The immersion provokes that the player looks involved in the virtual world, becoming part of this and interacting with it because the user perceives the virtual world represented by the video game, with its laws and rules that characterize it. A video game has a good immersion level when it has equilibrium between the proposed challenges and the necessary player abilities to overcome them. * Motivation: the characteristics that provoke the player to realize concrete actions and persist in them until their culmination. To obtain a high degree of motivation, the game should have resources to ensure the player's perseverance in the performed actions to overcome the game challenges. This means providing different factors to ensure positive reception in the interpretation of the game process, keeping the player focused on the proposed challenges, showing the relevance of the objectives to reach, and rewards for challenges to keep the player confident and motivated. The player should feel satisfied after receiving the reward or after completing the challenge. * Emotion: the involuntary impulse, originated in response to the stimulus of the video game and induces feelings or unleashes automatic reactions and conducts. The use of emotions in video games help to cultivate the best player experience and leads players to different emotional states: happiness, fear, intrigue, curiosity, sadness... using the game challenges, story, aesthetic, appearance, or the music compositions that are capable of affecting the player. * Socialization: the degree of the game attributes, elements and resources that promote the social factor of the game experience in a group. This kind of experience provokes appreciating the video game differently, thanks to the relations established with other players or with other characters of the game that help the player resolve the game challenges in a collaborative, competitive or cooperative way. The game socialization allows players to have a totally different game experience when they play with other persons and promote new social relationships thanks to their interaction. In addition to this, socialization also is present in how the social connections that players have are projected with the group in the characters of the video game and the context in which the game is realized. For example, choosing the player to be connected or to share something, interacting, obtaining information, asking for help, or negotiating for some items, and how our influence with the other character is positive or negative to achieve the game objectives. To promote the social factor, it is advisable to develop new shared challenges that help players to integrate and being satisfied with the new game rules and objectives, creating a set of collective emotions where players (or characters) encourage and motivate themselves to overcome the collective challenges.


Playability's facets

The playability analysis is a very complex process due to the different point of view to analyze the different part of video game architecture. Each facet allows us to identify the different playability's attributes and properties affected by the different elements of video game architecture.Stanford Ontology Librar
Video game's Elements Ontology
: A video game's elements ontology by González Sánchez, J. L. and Gutiérrez Vela, F. L. University of Granada, Spain.
The playability's facets are: * Intrinsic Playability: the playability based on the video game's nature and how the player shows it. It is strongly related to the gameplay and game mechanics. We can analyze the video game design implementation in this facet, especially video game rules, goals, objectives, rhythm, and other design mechanics. * Mechanical Playability: the video game quality as a software system. It is related to the Game Engine, with special emphasis, for example, in the fluency of the movie scenes, correct lights, shadows and rendering, sound and music, graphics motions, character personality implementation and communication systems in a multiplayer video game. * Interactive Playability: player interaction and video game user interface development, for example, interaction dialogue and game controls. This playability is easily visible in the Game Interface. * Artistic Playability: the quality of the video game arts and aesthetics in the game elements: visual graphics, sound effects, music and melodies, storyline and storytelling and how these elements are shown in the video game. * Intrapersonal Playability or Personal Playability: the individual vision, perception, and feelings that the video game produces in each player when they play the game. It has a highly subjective value. * Interpersonal Playability or Social Playability: the group consciousness and different user perceptions when the player plays with other players in a competitive, cooperative or collaborative way. Finally, a video game's "global" playability will be deduced through each attribute value in the different playability's facets. It is crucial to improve the playability in the different facets to guarantee the best player experience when the player plays the video game.


See also

*
Game development Video game development (or gamedev) is the process of developing a video game. The effort is undertaken by a developer, ranging from a single person to an international team dispersed across the globe. Development of traditional commercial PC ...
and
Game design Game design is the art of applying design and aesthetics to create a game for entertainment or for educational, exercise, or experimental purposes. Increasingly, elements and principles of game design are also applied to other interactions, in ...
*
Game mechanics In tabletop games and video games, game mechanics are the rules or ludemes that govern and guide the player's actions, as well as the game's response to them. A rule is an instruction on how to play, a ludeme is an element of play like the L-sha ...
*
Interaction design Interaction design, often abbreviated as IxD, is "the practice of designing interactive digital products, environments, systems, and services." Beyond the digital aspect, interaction design is also useful when creating physical (non-digital) produ ...
*
Play (activity) Play is a range of intrinsically motivated activities done for recreational pleasure and enjoyment. Play is commonly associated with children and juvenile-level activities, but may be engaged in at any life stage, and among other higher-functio ...
*
Time-keeping systems in games In video and other games, the passage of time must be handled in a way that players find fair and easy to understand. This is usually done in one of the two ways: real-time and turn-based. Real-time Real-time games have game time progress con ...
*
Video game genres A video game genre is an informal classification of a video game based on how it is played rather than visual or narrative elements. This is independent of setting, unlike works of fiction that are expressed through other media, such as films or ...


Footnotes


References


Further reading on playability

* Desurvire, H., Caplan, M., & Toth, J. A. (2004). Using heuristics to evaluate the playability of games. CHI '04 extended abstracts on Human factors in computing systems, Vienna, Austria. * Fabricatore, C., Nussbaum, M., & Rosas, R. (2002). Playability in video games: a qualitative design model. Human-Computer Interaction, 17(4), 311–368. {{doi, 10.1207/S15327051HCI1704_1 * Jegers, K. (2008). Investigating the Applicability of Usability and Playability Heuristics for Evaluation of Pervasive Games. Internet and Web Applications and Services, 2008. ICIW '08. * Korhonen, H., & Koivisto, E. M. I. (2006). Playability heuristics for mobile games. In Proceedings of the 8th Conference on Human-Computer interaction with Mobile Devices and Services (Helsinki, Finland, September 12–15, 2006). MobileHCI '06, vol. 159. ACM, New York, NY, 9-16. doi
10.1145/1152215.1152218
* Korhonen H., Koivisto E.M.I. (2007). Playability Heuristics for Mobile Multi-player Games. In proceedings of the 2nd International Conference on Digital Interactive Media in Entertainment and Arts, DIMEA 2007, ACM Press (2007), pp. 28–35. Perth, Australia. doi
10.1145/1306813.1306828
* Nacke, L. (2009). From Playability to a Hierarchical Game Usability Model. In Proceedings of the 2009 Conference on Future Play on @ GDC Canada (Vancouver, British Columbia, Canada, May 12–13, 2009). FuturePlay '09. ACM, New York, NY, 11–12. doi
10.1145/1639601.1639609
* Nacke, L. E., Drachen, A., Kuikkaniemi, K., Niesenhaus, J., Korhonen, H. J., Hoogen, W. M. v. d., et al. (2009)
Playability and Player Experience Research
Proceedings of DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory, London, UK.
online slides
* Järvinen, A., Heliö, S. and Mäyrä, F. Communication and Community in Digital Entertainment Services
Prestudy Research Report
Hypermedia Laboratory, University of Tampere, Tampere, 2002. * González Sánchez, J. L., Zea, N. P., & Gutiérrez, F. L. (2009). From Usability to Playability: Introduction to Player-Centred Video Game Development Process. Proceedings of First International Conference, HCD 2009 (Held as Part of HCI International), San Diego, CA, USA. doi
10.1007/978-3-642-02806-9_9
* González Sánchez, J. L., Zea, N. P., & Gutiérrez, F. L. (2009). Playability: How to Identify the Player Experience in a Video Game. Proceedings of INTERACT 2009: 12th IFIP TC 13 International Conference, Uppsala, Sweden, August 24–28, 2009. doi
10.1007/978-3-642-03655-2_39
* González Sánchez, J. L., Montero, F., Padilla Zea, N., Gutiérrez, F. L. "Playability as Extension of Quality in Use in Video Games". Proceedings of 2nd International Workshop on the Interplay between Usability Evaluation and Software Development (I-USED), paper number 6.Uppsala, Sweden, 24 August (2009) *
Phillips, Hubert Hubert Phillips (13 December 1891 – 9 January 1964) was a British economist, journalist, broadcaster, bridge player and organiser, composer of puzzles and quizzes, and the author of some 70 books. Life Education and early career Phil ...
(1957), ed. ''Culbertson's Card Games Complete''. Watford: Arco. Game design Video game terminology