Part
Player actions
You might say: what you do
The player chooses inputs and commits actions that change the game state.
- What it does
- Turns a system of rules into an interactive game rather than a passive display.
- Ask
- Which choice has a meaningful consequence right now?
What to look for
- Inputs committed as actions
- Movement, aiming, building or choosing
- A changed game state after a choice
Parts
- Input action: A player input is mapped to an intentional action such as moving, aiming, building or choosing.
- Choice space: The set of actions that are legal, understandable and worth comparing in the current state.
- Action resolution: The game applies rules, timing and interactions to turn an input into a state change.
Sources
- Robin Hunicke, Marc LeBlanc and Robert Zubek, MDA: A Formal Approach to Game Design and Game Research, pp. 2–4
Dynamics describes the run-time behavior of the mechanics acting on player inputs and each othersí outputs over time.
- Ernest Adams, Fundamentals of Game Design, introduction, p. xiii
The gameplay consists of the challenges the player faces and the actions he takes to overcome them.
- Jesper Juul, Design (MIT CMS.608 lecture, 2008), MIT OCW lecture slides 5, 8 and 12: player experience, meaningful play and iterative design
Meaningful play: When relation between action and outcome is discernable and integrated
- Daniel Cook, What are game mechanics?, game mechanics definition and feedback loops: action, effect, feedback, next action
Player performs an action
- Daniel Cook, Building Tight Game Systems of Cause and Effect, Pacing; Option Complexity; Time Pressure
At each stage of learning, you create a hypothesis, test it via your actions and refine your mental models
- Steve Swink, Game Feel: The Secret Ingredient, opening; The Garden’s Ecosystem; Input; Response
Input -- How the player can express their intent to the system.
- Ian Schreiber, Game Design Concepts, Level 5: Mechanics and Dynamics, Now, About That MDA Framework Thing…; The Process of Design; The Process of Play
What actions can players take, and what effects do those actions have on the game state?
- Tynan Sylvester, Decision-Based Gameplay Design, Decisions; Difficult Decisions
The ace that gaming has up its sleeve is that it gives the player opportunities to make decisions and then observe the results of those choices in a consequence-free zone.
- Robert Nystrom, Game Programming Patterns, Game Loop: Event loops; Pattern
processes user input without blocking, updates the game state
Use it on your project
teardown-apply: hold "Player actions" (player-actions) from the teardown at https://teardownatlas.com/game-design/ against my project
Paste it into a coding agent that has the teardown skills.
An AI agent wrote this map with the teardown skill. It can contain errors: check the sources before you rely on a part. About and legal