Gameplay Explained

Gameplay is the specific way in which players interact with a game,[1] [2] and in particular with video games.[3] [4] Gameplay is the pattern defined through the game rules,[2] [5] connection between player and the game,[6] challenges[7] and overcoming them,[8] and player's connection with it.[6] Video game gameplay is distinct from graphics[9] [10] and audio elements.[9] In card games, the equivalent term is play.

Overview

Arising alongside video game development in the 1980s, the term gameplay was used solely within the context of video games, 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, 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.[11] The word is sometimes misapplied to card games where, however, the usual term is "play" 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.[12] In video games gameplay can be divided into several types. For example, cooperative gameplay 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 or first-person shooters. Various gameplay types are listed below.

Ambiguity in definition

The term gameplay can be quite ambiguous to define; thus, it has been differently defined by different authors.

For instance:

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.[18] Playability evaluative methods target games to improve design while player experience evaluative methods target players to improve gaming."[17] 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 games, or factions in real-time strategy 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 player experience.[19]

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.[20] The playability's facets are:

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

Further reading on playability

Notes and References

  1. Book: Lindley, Craig . .. gameplay gestalt, understood as a pattern of interaction with the game system." ("A gestalt may be understood as a configuration or pattern of elements so unified as a whole that it cannot be described merely as a sum of its parts."); ".. In general, it [game play gestalt] is a particular way of thinking about the game state from the perspective of a player, together with a pattern of repetitive perceptual, cognitive, and motor operations. A particular gameplay gestalt could be unique to a person, a game, or even a playing occasion. Unique game play gestalts can also be identified across games, game genres, and players.. 10.1007/978-3-540-27797-2_25 . Technologies for Interactive Digital Storytelling and Entertainment: Proceedings of TIDSE 2004. 3105 . Springer. June 24–26, 2004. Narrative, Game Play, and Alternative Time Structures for Virtual Environments. 183–194. Stefan . Göbel. Darmstadt, Germany. 978-3-540-22283-5. Lecture Notes in Computer Science .
  2. Book: Rules of Play: Game Design Fundamentals . limited . Katie . Salen . Eric . Zimmerman . 3 . 2004 . The MIT Press . Cambridge, Massachusetts . 978-0-262-24045-1 . Game play is the formalized interaction that occurs when players follow the rules of a game and experience its system through play..
  3. Book: 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 . Craig . Lindley . Lennart . Nacke . Charlotte . Sennersten . Dissecting Play – Investigating the Cognitive and Emotional Motivations and Affects of Computer Gameplay . University of Wolverhampton . Wolverhampton, UK . Proceedings of CGAMES 08 . November 3–5, 2008 . 978-0-9549016-6-0 . 2010-10-04 . https://web.archive.org/web/20150923195055/http://www.bth.se/fou/forskinfo.nsf/8ea71836fbadac09c125733300214ab9/f336e780df204cf4c125753d003d3b45!OpenDocument . 2015-09-23 . dead .
  4. Book: Tavinor, Grant. [T]he interactive involvement typically associated with videogames, that is, the activities that occur when one plays a videogame.. The Art of Videogames. Wiley-Blackwell. October 5, 2009. 978-1-4051-8788-6. September 23, 2016. https://web.archive.org/web/20170223214633/https://books.google.com/books?id=LM3hnwGb8xUC&pg=PA86&dq=Gameplay. February 23, 2017. live. mdy-all.
  5. Book: Egenfeldt-Nielson . Simon . Smith . Jonas Heide . Tosca . Susana Pajares . Understanding Video Games: The Essential Introduction . Routledge . February 19, 2008 . 978-0-415-97721-0 . In line with the common use of the term, we will define gameplay as: the game dynamics emerging from the interplay between rules and game geography. . September 23, 2016 . https://web.archive.org/web/20170223173707/https://books.google.com/books?id=31XHdVXlbt0C&pg=PA101&dq=gameplay+%22how+it+feels+to+play+a+game%22 . February 23, 2017 . live . mdy-all .
  6. Book: Laramée, François Dominic . Game Design Perspectives. Charles River Media. June 15, 2002. 978-1-58450-090-2. September 23, 2016 . https://web.archive.org/web/20170223200211/https://books.google.com/books?id=T9kS82J5LG0C&pg=PA70&dq=%22gameplay. February 23, 2017. live. mdy-all.
  7. Book: One or more casually linked series of challenges in a simulated environment"; "Gameplay is the result of a large number of contributing elements. .. gameplay is not a singular entity. It is a combination of many elements, a synergy that emerges from the inclusion of certain factors. .. The gameplay emerges from the interaction among these elements, .. . Andrew Rollings and Ernest Adams on game design . Adams . Ernest . Rollings . Andrew . 2003 . New Riders Publishing . 978-1-59273-001-8 . AdRol .
  8. Book: Adams, Ernest. .. defined gameplay as consisting of the challenges and actions that a game offers: challenges for the player to overcome and actions that let her overcome them. .. [T]he essence of gameplay remains the relationship between the challenges and the actions available to surmount them.. Fundamentals of Game Design. Prentice Hall. September 23, 2006. 978-0-13-168747-9. September 23, 2016. https://web.archive.org/web/20170223173802/https://books.google.com/books?id=-BCrex2U1XMC&pg=PA251&lpg=PA251&q= . February 23, 2017. live. mdy-all.
  9. Book: Concise Oxford English Dictionary . August 11, 2008 . Oxford University Press, US . 978-0-19-954841-5 . 11, Revised . gameplay (in a computer game) the plot and the way the game is played, as distinct from the graphics and sound effects.
  10. Book: Oxland, Kevin . .. gameplay is the components that make up a rewarding, absorbing, challenging experience that compels player to return for more .. [Gameplay] does not come from a great visual character, not does it come from state-of-art technology and beautifully rendered art. . Gameplay and design . 2004 . Addison Wesley . 978-0-321-20467-7 . Oxland .
  11. Book: Kierkegaard, Alex. Videogame Culture: Volume 1. 2012.
  12. Frasca. G. Simulation versus narrative: introduction to ludology. The Videogame Theory Reader. 2003. 221.
  13. Book: Rollings . Andrew . Morris . Dave . Game Architecture and Design . 1999 . Coriolis Group Books . 978-1-57610-425-5 . 38 .
  14. Book: Patterns in Game Design . 2005 . Staffan . Björk . Jussi . Holopainen . Charles River Media . 978-1-58450-354-5.
  15. Book: Andrew Rollings and Ernest Adams on game design . Adams . Ernest . Rollings . Andrew . 2003 . New Riders Publishing . 978-1-59273-001-8 . AdRol .
  16. Book: Game Architecture and Design . registration . 2000 . New Riders Games . Andrew . Rollings . Dave . Morris . 978-0-7357-1363-5.
  17. playability is the evaluative process directed toward games, whereas player experience is directed toward players. More precisely, playability methods evaluate games to improve design, whereas player experience methods evaluate players to improve gaming.(p.1) . Lennart E. . Nacke . Anders . Drachen . Kai . Kuikkaniemi . Joerg . Niesenhaus . Hannu . Korhonen . Wouter . van den Hoogen . Karolien . Poels . Wijnand . IJsselsteijn . Yvonne . de Kort . 8 . Playability and Player Experience Research . Proceedings of DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory . September 1, 2009 . May 15, 2019 . https://web.archive.org/web/20111112141834/http://www.digra.org/dl/display_html?chid=http%3A%2F%2Fwww.digra.org%2Fdl%2Fdb%2F09287.44170.pdf . November 12, 2011 . live . mdy-all .
  18. http://www.usabilityfirst.com/glossary/term_657.txl Usability First: Usability Glossary: playability
  19. González Sánchez. J. L.. Gutiérrez Vela, F.L. . Montero Simarro, F. . Padilla-Zea, N.. Playability: analysing user experience in video games. Behaviour & Information Technology. 31 Aug 2012. 31. 10. 1033–1054. 10.1080/0144929X.2012.710648. 7073571.
  20. Stanford Ontology Library 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.