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s-m-r

Slow-Motion Riot

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Candle
20th February, 2013 at 20/02/2013 19:12:26 -

I wanted to compose a list of things that game designers will ask a player to do. How does a player accomplish their goals, earn points, or otherwise progress in the game?

Note that these actions may be used in combinations, making a game more engaging and/or complex. Some of the most enjoyable games let you do these sorts of things either at the same time or repeatedly throughout the game experience at different times.

If you have something to add to this list, please do so! Use an action word to describe it, and include a brief, one-sentence-or-so description to go along with it.

So here's a start...

AVOID: the player must not come into contact with other objects, or must not enter certain areas/go out of bounds

COLLECT: game revolves around gaining more of a certain type of object. Players may be in competition with others to collect more of these.

UNLOCK: Player must somehow open access to other areas, or escape from their confines.

RACE: Move into or out of a specific area within a certain or flexible time limit. Player is in direct competition with others, or in a "race against time", or in an effort to make a personal best.

ELIMINATE: Player must remove opponents, targets, or hostile elements from the game area through direct or indirect action. Direct methods include actions like overt attacking, while indirect methods include actions like luring enemies into traps, snares, or hazards.

DEFEND: prevent the destruction or invasion of specific targets, areas, or locations.

TAKEOVER/INVADE: Player must claim and maintain control of certain areas or specific targets/objects.

RISK: The player must select an option, and rely on some degree of chance to obtain a favourable result. The most obvious examples of this include casino games, gambling, and most card/dice games.

 
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UrbanMonk

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21st February, 2013 at 21/02/2013 07:30:34 -

I'm trying to think of more, but I'm stumped. Just when I thought I came up with one I realized that it was just another version of what you already have!

Nice list. Copy pasted.

 
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s-m-r

Slow-Motion Riot

Registered
  04/06/2006
Points
  1078

Candle
21st February, 2013 at 21/02/2013 13:46:42 -

Maybe there's a way to develop sub-sets of the game mechanics listed above?

For Example...

MATCHING, sub-set of COLLECTING. Picking or arranging identical or similar objects in groups of 2 or more.

 
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siven

I EAT ROCKS

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  03/11/2008
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25th February, 2013 at 25/02/2013 12:40:41 -

or CRAFTING. collect so many of these different objects to create items for other things, like attacking or defending opening passages etc

 
[Game design makes my brain feel like its gonna explode.]
   

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