quinta-feira, 1 de junho de 2023

Core gameplay

If you are studying games or are an enthusiast of the area, you have probably already heard or read about core gameplay. It is an essential gaming concept for any kind of game, be it analog or digital. Core gameplay refers to the central mechanic idea of the game. It's the set of mechanics that, if removed, would cease the existence of the game.



Sometimes it can be very difficult to identify the core gameplay amidst the complexity of a gaming system. In the card game Magic: The Gathering, for instance, there are numerous possibilities that arise from combining multiple effects from cards that have been released since 1993. Each new card collection adds new mechanics to the game. However, the core gameplay has remained the same since the beginning: you start the game with 7 cards in your hand, play a "land" card of a specific color, "tap" the card to generate a type of "mana," and use that mana to cast various effect cards such as creatures, spells, enchantments, etc., with the goal of reducing your opponent's life from 20 to 0.

To better understand the subject, check the example below: 1) Player 1 starts the game with seven cards in his hand, he has a mountain (a red energy card) in their hand and puts it on the table; 2) He taps the card to indicate that it has been used and this action generates one mana at that moment; 3) He plays a "Lightning Bolt" card that costs one red mana and has the following effect: "Lightning Bolt deals 3 damage to target creature or player". In the end, Player 1 chooses Player 2 as the target and deals 3 points of damage (Player 2 now has 17 life points).



There are more subtleties to the system, but, essentially, this is one of many ways to describe the game's core gameplay.

An important exercise to always practice is analyzing a game that you really enjoy, trying to identify the main components that make the system function and, of course, make it enjoyable for multiple playthroughs.

#GoGamers

segunda-feira, 1 de maio de 2023

This week I will be giving a lecture in Sarajevo!

One more epic win! This week I'll travel to Bosnia and Herzegovina; more specifically to Sarajevo city to give a lecture at SSST (Sarajevo School of Science and Technology). I'll talk about the Brazilian gaming scenario and the opportunities to create boardgames and videogames in this ecosystem.

Try to read the title in Bosnian language!



I'll share the content as soon as possible here. Keep visiting my site!

#GoBosnianGamers

segunda-feira, 3 de abril de 2023

Defining "experience"

In many posts on this site, I deal with the subject "user experience" in games. However, I have said little about the term "experience" per se. And I believe that a brief discussion about this topic is essential to expand possibilities in the gaming field.



Different words, terms, expressions, and ideas are so common in our daily lives that we rarely stop to pay attention to their meanings; “experience” is one of them. Much because we live in a world in which this word is used in excess, we end up not paying attention to what it means. Today, we talk about "gastronomic experiences", "entertainment experiences", "educational experiences" etc. We can find "experience" everywhere.

However, if we have a dictionary in hand, we will find that the word “experience” is related to two great fields: the scientific and the philosophical. In the scientific field, “experience” is a term directly correlated with an experiment to prove a hypothesis. We have – for example – experiments in laboratories to scientifically prove something that arose from an empirical hypothesis. In this sense, “experience” derives from the Latin “experientia”, which is the action and effect of experimenting with the aim of discovering or proving certain phenomena.

But the word “experience” analyzed under a philosophical bias has a slightly different meaning. This meaning defined by the Oxford dictionary says, “any knowledge obtained through the senses”. In the game design field, we discuss both definitions, as they are good points for us (game designers) to architect memorable experiences for game users through experiments with prototypes, wireframes, beta versions and so on.

#GoGamers

segunda-feira, 13 de fevereiro de 2023

The joy of making combos in games

It’s a fact: one of the most pleasurable feelings one can experience playing games is to combine cards, movements, powers, equipment, making a perfect combo (whether in board/card games or digital ones).



When you can make a combination (or combo) using the right elements to win the game, or just to earn many points on a single turn, you will probably have the feeling McGonigal discusses in her book "The reality is broken" (2011): a fiero feeling. According to the author, fiero is what we feel after we triumph over adversity. You know it when you feel it – and when you see it. That’s because most of us express fiero in the exact same way: we throw our arms over our heads and yell.

Combos are one of the biggest actions that can cause fiero in a player. I myself have experienced this incredible feeling throughout my "ludic life". I have vivid memories of perfect rolls in a D20 in Dungeons & Dragons RPG, great sequences of cards in Magic: The Gathering, the right pressing commands in Mortal Kombat, and many other games.

Recently, I've been experiencing this fiero sensation a lot with the MARVEL SNAP game. Marvel's digital card game won the prize of mobile game of the year in 2022 and it's a good example of this discussion. The game is very fast, with 3 minute matches that use only twelve cards. You must study the best synergy for your deck and play trying to find the best way to reach good combos and destroy the opponent's strategy. In the video below I'm sharing two matches against two different players using a combination of She-Hulk, Absorbing Man and Moongirl cards to multiply the cards' effectiveness.



And you? In what kind of game do you experience the feeling of fiero? What kind of combo makes you happy?

#GoGamers   



Reference:

McGONIGAL, Jane. The reality is broken. London: The Penguin Press, 2011

domingo, 1 de janeiro de 2023

I wish a 2023 full of prototypes, wireframes, beta test sessions, and published games!

In the video below, I'm sharing - in a time-lapsed video - my last prototypes and gaming wireframes:



#GoGamers