Game Flow Theory and Decisions

In this weeks reading exercise we are looking up game decisions and flow theory on what makes a game stand out and what puts players into a 'flow' state where you're 100% into the game.

In this first article we talk about how certain games have decisions that give the player a motive to play; in essence, something that is completely in their control of what to do. An example of some games with minimal decisions in them are gambling games as they generate their fun factor from the chance of winning something. It then goes on to give out tips on what not to do when designing a decision for the games like, not having meaningless decisions as to make each choice a risk in of its own. Here is when I found the article interesting. The article goes into detail on how to make a good decision on what a good decision should act out like in your game. An example would be having risk versus reward so to give some weight to a decision you make and if it should be chosen in the first place. The flow theory section was also interesting as it displays that; To acquire a flow state of mind, you have to be doing something challenging that requires, for instance a puzzle, and that your goals and more importantly feedback are clearly shown and be available to the player. This is something that should be embraced wholeheartedly with confidence as whats the point in having a goal if their isn't a challenge in the way, In most cases this is the whole game e.g. Portal.

Game Flow Infograph
Flow, Player journey and Employee Satisfaction
Link Here

A second article we looked at is about building a princess saving game but touches on game design, more importantly 'fun' in the game. In this they discuss 'coziness' as their medium to introduce their way of designing games. They talk about how 'cozy' games should be relaxing but give a sense of mastery and progressing when playing and completing them, e.g. Animal Crossing. Here there isn't a clear and present challenge but when playing you give yourself these challenges like, 'I need to reach 1000 coins by the end of the week' or ' I've got to befriend everyone'. These are the cozy aspects of the game, its nice and relaxing to play and gives some sense of completion even though there is no clear goal.

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