Tuesday, April 23, 2019

Games teaching skill 3/21

Game writer Dan Taylor explains in a blog post that "Good level design constantly teaches the player something new". Here's an excerpt of this article: 

"In his book “A Theory of Fun”, Raph Koster explains how the human mind enjoys processing information from the world around it into patterns for easier processing later. In gameplay terms, this implies that a large part of the fun is generated by the learning, and subsequent mastery, of your various mechanics. Koster cautions that if players understand the pattern and master the mechanics too easily, they'll quickly become bored and stop playing. This risk of boredom can only be avoided with good level design.
A good level should either introduce a new game mechanic or put a spin on an old one to make the player re-evaluate his or her established paradigm. On a larger scale, this constant learning should be measured out across the entire game, to make sure that each level delivers fresh gameplay."

1) What does the word paradigm mean in this context? Explain. 
In this context, he means playstyle because the author is talking about changing the player's paradigm. A new mechanic can change the players play style.
2) Do you agree or disagree with Taylor's assessment on this point? Provide an example or counterexample of a game you've played, and explain in detail why it supports your opinion.
I agree with this because every time Fortnite adds a new weapon to the game the meta changes and so does the players play style. 

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