2024-12-10 17:50:57|Myriagame |source:minecraft skins
Foreword:
This article is a series of stickers designed for gaming routes on August 14th on August 14.
I want to discuss the design adopted by Crucial 2, which is specifically the way to arrange content.
I want to talk about the design that wewent into cracial 2. In particular, the way the content is laid out.
Under the premise of simplifying, we can use a simple node diagram to depict any game from beginning to end.A linear game in the simple example below will present the following process:
In a Reductive Form, you can chart any game in a simple node graph, from the start to the end. Would look like.
What I am concerned about is not the process itself, but the "visibility" that the player has in any node of the game.Here we can define "visibleness" as "what the player understands" in any node.In "Super Mario Brothers", you will only know what the current level and all the previous levels will be.
The fact I'm Internet Here isn't the flow chart, but rater the player's visibility at the game. We can define visibility as "the content the player I s aware of "at any point. in super mario bros, you, youonly know of the current level, and all the previous levels.
Under normal circumstances, in order to establish the architecture of the entire game, you will also know the existence of the end.
You can also generally be aware that an end exists, given the structure of the game.
If we add the player's current location and what they know into the picture, it will look like this:
If we add the player's curren local in the game to the chart, and also their visibility, it looks some sense like this:
Even those games with branches (visual novels in the following example) are basically the same as above.
Even for Games with Branching Content (like visual not), visible of the previous image.
Most games belong to this form -you will only know the end of the content and appearance you experienced before.
Most Games Fall Under This Form, in which you know what you've done previously, and that a vague end exists.
Some games have expanded its visibility through their own architecture.
SOME Games Implicitly Expand their Visibility Via The Nature of the Structure.
For example, the "Pokemon" series gives 8 tunnels to challenge at the beginning, but you will not know what you will experience before entering the Taoist Museum.
For example, Pokémon Gives you the vague visibility that eight gyms exist, but you do, get to see what's in between. Forms to expand the player's visibilitysex.
Games with World or Area Maps Can EXPAND TheIR VISIBILITY to the Player by Literally Showing them what content is available.
One classic case is a game that can walk on the world map like "Super Mario World".
A classic example friend be smedhing like super mario world, where you traverse a world map.
The process that can be divergent or convergence can enable players to freely choose the order of the target.
The Flowchart Can Diverge and Converge, Allowing Players to Pick The Order in Which the Tackle Objectives.
"Best of the Wilderness" is to achieve the above effect by allowing players to freely choose the order of opening the temple.The effect is as follows:
Breat of the will does this by allowing you to pick white order you will to do the game's dungeons in, for exmple.
You can even go further from this form. What node reaching will unlock the next node, which is like what the game will tell you the existence of other plots.
You can event take the botwchart further, and note double nodes.
The orange line in the figure below shows the flow of the game progress.It may be difficult to understand its main points without playing this game.
The Orange Lines in this Image Show You How Progression Flows. This may be obtuse if you haven't the game thinking.
However, when you start imagining a game without the main line or ending, things start to become interesting.
However, This Really Starts Becoming Interesting When You Start Thinking About Games * Without * A Main Narrate Or Ending.
My favorite example is "RuneScape". When starting the game, you will immediately receive a list of all tasks that can be completed.
My Favorite EXAMPLE HAS to Be RuneScape. When you start playing, you're imagely given a list of everything in the game.
(Translation: "RuneScape" is a well -known MMORPG game series abroad. "Old School RuneScape" is the branch version. It is said that its game world size is second only to Warcraft.)
"Wait for Sister V to press the entire 150 nodes to one piece ????"
"Wait Vazkii Did You Just Compress 150 Nodes that Connect to Eachother ???"
Yes.
Yes.
This is exactly the magic of "RuneScape", and the reason why no game can copy its success.
That that is the Magic of RuneScape and why no Other Game manages to reply it."
You are able to see the entire game at a bird's eyes, and you are thenful to *Set your own situation will this information *.
This game does not tell you what to do, and what you want to choose to do is based on your heart.
The game does not tell you what to do, you pick, you go.
I have talked about this concept before, and I myself call this way of play as "reverse guidance"
I've talked about this before, but I call this style of gameplay "backpropagation".
Most games are "positive guidance" by telling you what you will encounter next and what you need to do."RuneScape" is to allow you to figure out the process you need to complete from the final goal to achieve "reverse guidance".
Most Games "FORWARD-PROPAGATE" by Showing You What's Next and HAVING You Do It. RuneScape "Back-ProPagates", by Letting You Start at the Final Objective, And Figuring Out the Node Graph Yourseelf.
The game process of "RuneScape" is when you choose what you want to do, understand which steps need to be completed, and then start to start to implement it.
The Gameplay Flow of RuneScape Starts with You Picking Out Content You WANT to Do, Figuring Out the Steps you have to take, and then doing it.
The content you choose is usually determined by the (clear and visible) reward provided by it.
The Content you pick is usually informed by the (also visible) rewards it provides.
Looking back at this process at this time ... Well:
And when you look at the flow for that ... Well:
With a complete visibility vision is the key to all of this.
The full visibility of the scope is the key here.
Now that players know every step on the journey, they can take their motivation and go to interact with the target without scattered.
Now the player knows every step of the jobney. They're action with a goal, with intending and motivation, and not aimlessly.
This is the magic of reverse guidance.
That's the magic of designing backpropagating gameplay.
"So what does this have to do with Crucial 2?"
"So How DOES This Fit with Cruction 2?" You Might Ask.
Well, everything, really.
Well, it's everything, really.
All the design of the introduction package is to organize "reverse guidance" into the game experience organizational.
All the design choices in the way the package is structured attempt to employ backpropagation into the gameplay. The following is an example:
Here's som exmples:
The "rumor" system should be the most obvious of them.From the first way to attract players through rewards, to players to study the methods and steps of rewarding by themselves.
The "Gossip" System is Probably the Most Overt. It Starts by Tempting The Player with a reward. s to take it.
It seems to have known each other?This is the same as the process of selecting and completing the task in "RuneScape".
Sound Familiar? It's the aame process that goes into picking and doing a quest in runescape.
The layout of the search mechanism in JEI also helps to establish a "full visibility" experience. Only by allowing players to search items by input classification and provide reliable text materials for everything.Information required.
The Way Search is Laid Out in Jei Also Helps AccomPlish the "Full Visibility" Part of the Experience. By Allowing Players to Search item categories, and by propidid ING SOLID Levels of Documentation on Everything, this gives them the information to backpropagate on their own.
These two previously introduced functions may seem to be used to moisturize or help things to establish connections, but in fact, they are the core of the entire experience.
These two prior features might seem just like polish or a small thing to help the thing together, but in reality, they're * the core * of the excerient.
All in all, we gave players full visibility and tools for reverse guidance, and they did do it.
In Summary, we give the player full visibility and the tools to backpropagate, and they do.
Thank you for reading.
Thanks for reading.
National Service DNF Dark Ni
2025-01-28 09:19:27The new screenshot of the be
2025-01-28 09:18:57The 15th anniversary wallpap
2025-01-28 09:18:273DM Xuanyuan Sinicization Gr
2025-01-28 09:17:57French magazine is the first
2025-01-28 09:17:27The sneak game "Republic" wi
2025-01-28 09:16:57The story between humans and
2025-01-28 09:16:27Capture "Trinity 3: Artifact
2025-01-28 09:15:27Wind direction change "Myste
2025-01-28 09:14:57DICE's new project "Dream" w
2025-01-28 09:14:27Pirate Minecraft Skins
Minecraft Skins
2024-12-10 04:11:27Pirate Minecraft Skins
Minecraft Skins
2024-12-10 04:11:26Master Minecraft Skins
Minecraft Skins
2024-12-10 04:11:25King Minecraft Skins
Minecraft Skins
2024-12-10 04:11:25Guide Minecraft Skins
Minecraft Skins
2024-12-10 04:11:24Dark Knight Minecraft Skins
Minecraft Skins
2024-12-10 04:11:23Sparta Minecraft Skins
Minecraft Skins
2024-12-10 04:11:23Moncraft Skins of the War
Minecraft Skins
2024-12-10 04:11:22Red Witch Minecraft Skins
Minecraft Skins
2024-12-10 04:11:22Golden Cavaliers Minecraft S
Minecraft Skins
2024-12-10 04:11:22