The book of inspiration

August 31, 2010

Game Mechanics

Filed under: games — Tags: , — zproxy @ 9:52 am

[...] “If I give you points every time you brush your teeth, you’ll stop brushing your teeth b/c it’s good for you and then only do it for the points. If the points stop flowing, your teeth will decay.” Jesse Schell

Ada Chen from Mochimedia on Zynga’s Frontierville:

  1. Achievement – An !Explosion! of Rewards – available for limited time. [Prehistoric]
  2. Competition – Jack is always one step ahead [Death Rally]
  3. Reciprocity – “ghost” friends helping you out [Need For Speed?]

See the Game Dynamic Playdeck!

  1. Achievement – Rewards
  2. Appointment Dynamic – Be on time or something bad happens
  3. Avoidance – Press button every minute not to get shocked
  4. Behavioral Contrast – Live up to expectations or not
  5. Behavioral Momentum – If a smart person plays a game for hours, it must be useful and thus must be continued to do so.
  6. Cascading Information Theory – Basics firsts and only then move on to advanced moves
  7. Chain Schedules – Unlocking one step is like unlocking a reward
  8. Communal Discovery – Something which cannot possibly be achieved by one person alone
  9. Contingency – [1] 10 orc [2] block  [3] your path
  10. Countdown – Kill Frenzy, 60 seconds
  11. Cross Situational Leader boards – “equal” opportunity to score
  12. Disincentives – Penalty to induce behavioral shift
  13. Endless Games – Static content vs user content
  14. Envy – My friend has an item I want
  15. Epic Meaning – working to achieve something bigger than themselves
  16. Extinction – No more reward for this action
  17. Fixed Interval Reward Schedules – Wait 30 minutes to harvest crops
  18. Fixed Ratio Reward Schedule – Kill 10 ships, get a level up, visit five locations, get a badge.
  19. Free Lunch – Someone else (other 100 players) did the work and have had the luck to profit (buy for free or at discount) from the work done.
  20. Fun Once, Fun Always – Simple repeatable fun actions
  21. Internal Reward Schedules – wait N minutes, collect rent
  22. Lottery – Winners will play, losers will move on. Scratch tickets!
  23. Loyalty – feeling of partial ovnership
  24. Meta Game – Secret games to be discovered within games
  25. Micro Leader boards – Be the top scorer at Joe’s bar this week and get a free beer
  26. Modifiers – Doubles the points you will collect
  27. Moral Hazard of Game Play – Action once fun in its own is no more due to excess rewards
  28. Ownership – Taking over places or having something valuable for others to display
  29. Pride – This is my bubble. There are Many Like it, but this one is mine.
  30. Privacy – You can share your private information or not at all
  31. ProgressionDynamic – Progress bar, leveling up
  32. Ratio Reward Schedules – Kill 10 orcs, get a power up
  33. Real time vs Delayed Machanics – More action due to the lack of certanity
  34. Reinforcer – Receiving a level up after killing 10 orcs
  35. Response – The player takes the action to kill 10 orcs
  36. Reward Schedules – Contingency, Response, Reinforcer.
  37. Rolling Physical Goods – real value rewards
  38. Shell Game – Illusion of choice
  39. Social Fabric of Games – It takes a lot of trust to play a game with someone.
  40. Status – Paladin level 42
  41. Urgent Optimism – Win is possible,  hope of success
  42. Variable Interval Reward Schedules – Wait ca 30 minutes for a weapon to appear.
  43. Variable Ratio Reward Schedule – Kill ca 20 ships, visit ca 5 locations and to you get a badge
  44. Viral Game Mechanics – Invite friends to become more successful – social check-in.
  45. Virtual Items – Tradeable game objects

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10 Comments

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