2 points status: not submitted\nin the previous exercise, we looked at elements that make a game fun from…

2 points status: not submitted\nin the previous exercise, we looked at elements that make a game fun from the book fundamentals of game design by adams and rollings.\nbased on those elements, answer the following questions:\n1. think about games you have played. do they fit this pattern? why or why not.\n2. if you were to make one change to adams and rollings theory, what would it be and why? would you add something? would you change the percentage of one of the existing ideas?\n3. based on adams and rollings, explain why coming up with an innovative game design is not critical to make the game fun.\n4. when developing a game, where should most of your time be spent?

2 points status: not submitted\nin the previous exercise, we looked at elements that make a game fun from the book fundamentals of game design by adams and rollings.\nbased on those elements, answer the following questions:\n1. think about games you have played. do they fit this pattern? why or why not.\n2. if you were to make one change to adams and rollings theory, what would it be and why? would you add something? would you change the percentage of one of the existing ideas?\n3. based on adams and rollings, explain why coming up with an innovative game design is not critical to make the game fun.\n4. when developing a game, where should most of your time be spent?

Answer

Brief Explanations:

  1. For the first question, recall personal game - playing experiences and compare with the elements from the book. Analyze if the games have the same features and explain the reasons.
  2. For the second question, if considering a change to the theory, think about aspects like adding new elements based on new trends or changing the importance of existing ones due to different player preferences.
  3. For the third question, according to Adams and Rollings, games can be fun through established mechanics and player - centered design rather than just innovation.
  4. For the fourth question, based on game - design principles, time should be spent on aspects like gameplay mechanics, level design, and user - experience testing.

Answer:

  1. Answers will vary based on personal game - playing experiences. For example, if a player has played a simple puzzle game like Tetris, it may fit the pattern of having clear goals (stacking blocks without filling the screen) and simple rules, but may lack some complex social or narrative elements. The reason it fits could be its intuitive gameplay, and if it doesn't fit, it might be due to the lack of a story.
  2. One could consider adding a new element related to virtual reality integration if the theory doesn't cover it, as VR is becoming more popular in gaming. This addition would be to account for new technological possibilities. Or, one could change the percentage of the importance of narrative in the theory if they believe that gameplay mechanics are more crucial for a game's success.
  3. Adams and Rollings likely emphasize that a game can be fun by adhering to well - known and liked gameplay mechanics, such as the classic platformer mechanics in Super Mario Bros. Even without being highly innovative in design, a game can be fun by providing a polished and engaging experience with familiar elements.
  4. Most time should be spent on perfecting gameplay mechanics to ensure smooth and engaging play, level design to create a balanced and interesting game world, and user - experience testing to make sure the game is accessible and enjoyable for players.