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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