[...] An ontology provides a shared vocabulary, which can be used to model a domain – wikipedia
I have found this interesting Game Ontology Project which by describing different abstract aspects allows to compare different games in a higher view.
[...] the trick is getting them to decompile a game into the language of game design pattern. – Adam
The Game Ontology project distinguishes the following aspects:
- Goals (in-game objectives or conditions that the player must meet if he expects to succeed at the game)
- Agent Goals
- Game Goals
- Goal Metrics
- Interface (the player and the game meet by means of presentation, input method, and input device)
- Input
- Presentation
- Rules (define what can or cant be done in a game)
- Rules Synergies
- Gameplay Rules
- Gameworld Rules
- Entity Manipulation (altering the attributes or abilities of an entity in the game world)
- Compound Action
- To Collide
- To Create
- To Move
- To Own
- To Remove
- To Rotate
- To Select
- To Manipulate Time
- To Manipulate Gravity
- To Customize
Then there is the 400 Project Rule List to list some rules to consider.
See also:
- A Logical Game Engine for Modeling Videogames (Drillbot 6000)
- Game Mechanics
- Game design as a new domain for automated discovery
- Understanding Games
- Philosophy of computer games
- Gamedev At StackExchange
- Deconstruction Game
- Metagames
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[...] See also: Game ontology [...]
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