08/08/21

The concept of direct and indirect gaming -

Notes on lecture:

Looking into approaching problems using tools you wouldn't normally think to use

Direct gaming = gaming experiences linked to the player's ability to react to game events by their own direct input responses. They normally incorporate the environmental and social conditions (playing card, pressing doge, jump etc).

Indirect gaming = gaming experiences that are managed by player initiation through background assessments or use of statistics. Normally they are used to run sub-game systems, assessments, and rewards (e.g. narrative/dialogue). It is important to think of indirect gaming first before anything else - this can cut a lot of development time - the closer to indirect gaming, the easier to manage.

Most games are on a spectrum (board games = indirect, guitar hero = direct)

There are combinations e.g. picking a lock mechanic in a game

How do you approach this as a designer?

-Split the mechanics into things which are direct and indirect -Tackle each of these aspects separately and develop a modular approach to their integration -Consider if there are two different games occurring at this point

Benefits of direct gaming:

Large variety in how a direct gaming mechanic or experience can be achieved -It's a more visceral and personal experience -A direct gaming mechanic cannot be 'wrong' only more or less suitable -There is less balancing to achieve

Drawbacks of direct gaming:

-Efficacy of mechanic design can only be shown through continuous and strenuous testing -They are much more dependent on factors external to themselves -They can be prone to local bias - designer will be spending a lot of time playing their own game (bias to their own experience - need to get others to play your game - takes a long time - not all feedback is valid)

Benefits of indirect gaming:

-Much easier to test/quicker too -More easily adaptable and fixable -Exists and operate externally to any game situation (for the most part) less influenceable -Great for games with lots of customisation

Drawbacks of direct gaming:

-Can be wrong and very easy to get them wrong if done without diligence -Depending on the game setting, it can feel much less satisfying as an experience (feel remote)


Workshop - Adapting Twister: