Each element has a line with an arrow and a symbol to indicate weather it is a positive or negitive influence on the target element. An example not of a game, but it a good example of the concept : There are 2 elements to this: Rabbits Foxes. Foxes have a negitive effect on rabits they eat them Rabits have a positive effect on Foxes provide food for the foxes. If you count the number of negitive influences in any loop here it is Fox, Rabit, Fox The positive feedback loop is usually displayed in a game as a runnaway leader situation.
As in Monopoly: If I buy a house for my properties then I can make more money, which I can spend on more houses This positive effect can sometimes be useful as it can build tension and excitement, but does need to be carefully balanced usually by a loosely coupled negitive feedback loop as it can cause problems.
The negitive feedback will tend to stabilise games and make it harder to get ahead. An example of negitive feedback in a game is, Aquire, where the more hotels in a chain are placed then the more expensive the shares for it are, making it harder to gain or keep control of the chain which feeds back into your available money which lets you buy shares It helps alot in being able to see the complexity of my mechanics, and also helps when writing my rulebooks Yeah that's exactly what I was doing as well.
Sometimes timing of various events is very important to make sure all the loose ends get tied. Grammar of Gameplay by Ralph Koster. I also have his book, a Theory of Fun for Game Design, but haven't had a chance to read it yet. I think Flow Charts for games is a great idea; I was thinking about this last week when writing up the rules for a game, and instead of working it out in english, I drew a flow chart.
Coming from a computer programming background, it makes perfect sense to me that the general structure of a game is a huge "do-while loop" go until victory condition with some variation on a "for loop" inside to determine turn order. With the rules in a graphical format, it is much easier to see the connections and find out how much time each part takes, as well as get a feel for how complicated a particular piece or decision is for the players to grasp.
With a standard flow-chart style for games, I think it would be helpful to have a good notation to illustrate the trade-offs of each decision point for the players. I'd be happy to help work on a good set of squares, cirles, and diamonds and get things going. A good place to start would be to make flow-charts for some very well-known games, like Settlers, Carcassonne, or Ticket to Ride, and then post and discuss them to see what the standard pieces are.
I'm more interested in some notation that would allow me to chart the effects of player choices, than in flow-charts for what the choices are. Something that would help me identify positive-feedback, or stagnation traps, or balance problems. I've tried to come up with something on my own before this, but with no success.
Bobby beat me to the Grammar of Gameplay reference. The ideas there aren't bad I recommend reading through it before trying to re-do what he's done, just in case it works for you. Quote: I'm more interested in some notation that would allow me to chart the effects of player choices, than in flow-charts for what the choices are.
Other than that you just need to make it up as you go so long as you can read it - a ledgend can help if needed. I hate to kill an idea, but I want to give my negative comments to this. Before I start, I want to say that this is partly what I'm working with for over 18 years. In this case no flow cart can help you. If your game is so complex that you as a designer can't see the consequences of a design change, then how do you expect the players to get an overview of the game when they play it?
I think that you should consider reducing the complexity and streamlining the game. Quote: That got me thinking Actually a Flow Chart does not solve the problem. A flowchart does not show states, objects, and events. Show related SlideShares at end.
WordPress Shortcode. Share Email. Download Now Download Download to read offline. Snake Game Flow Chart Jan. This snake game flow chart. Muhammad Aziz Follow. Computer Systems Engineering Undergraduate. Final project report Snake Game in Python. Snake Game in Python Progress report.
A few thoughts on work life-balance. When you're finished with your game mechanics plan, everything can be shared with your team for further collaboration. This template is part of the Game Designers collection. Milanote is the visual way to collect everything that powers your creative work. Upload images, video, files and more. Milanote's flexible drag and drop interface lets you arrange things in whatever way makes sense to you. Break out of linear documents and see your research, ideas and plans side-by-side.
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