Gameplay contexts *

Usually a game context will refer to a part of the game in which the player will change its focus or mindset.

Some examples of common game contexts:

  • Alternative / Random - pieces / solutions

  • Dificulty level

  • Journey / Map system

  • Diary / Level selector

  • Failing /Fairness

  • Level Up

  • Passage of time

  • Power-ups

  • Time

  • Shuffle

    • mechanic where liquid pours into the grid causing gems to float upwards rather than fall down (Candy Crush Soda Saga)

  • Things that can / can't be missed

  • Turns

  • Winning

  • Combat:

    • Turn-based

    • Real-time

  • Exposition

    • Cinematics

    • Info exchange (ex. on-screen dialog text, voice over)

  • UI reflection:

    • Menus,

    • Screens about information (ex. character screen),

    • Screens about choice (ex. item store)

Character

The importance of respecting (expected) game context

  • Classes

  • Attack

  • Defence

  • Health

A game should always consider what the player is expecting to be doing in the next interaction. If a player is having fun while combating some enemies then the game designer should take seriously any kind of change in the game context that could break the player immersion. (ex. stop combat for a dialogue exchange)

This doesn't mean the game has to always keep the same game context in a session, but that any change in the context should be carefully considered, and tested with players, to make certain it improves the gameplay.

Examples of game context change

  • Combat » To management (ex. in Diablo stopping to manage Player stats, Skills, Items/equipment)

  • Exploration » To combat (ex. Mass effect going from ship to mission)

  • Exploration » To combat (ex. Heroes might magic from map to combat)

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