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TACTICAL MECHANICSLevel 3
David MullichGame MechanicsThe Los Angeles Film School
What Are Tactics?
Tactics
Actions carefully planned to achieve a limited goal or subgoal.
How Is That Different From Strategy?
Strategy
A plan of action to achieve an overall goal.
Theater Of Combat
The Fighting Game Problem
Extra Credits: How To Teach Complicated Mechanics
What Was The Main Message Of This Video?
MORE GAME OBJECTS
Units
Groups of game elements under the player’s control that let the player perform actions to influence the Game World.
Why Designers Use Units Multiple Focus Loci Attention Swapping Varied Gameplay Resource Management Investments Balances Combat, Ability Losses,
Asymmetric Abilities Supports Evade and Survive Goals
Unit Design Considerations What actions and attributes does each unit
have? How is the initial number of units determined? How are units produced and consumed? How does the player track and select units? How much autonomy do units have? Is the unit a companion to the avatar? Can its ownership change?
More On Unit BalancingLess Difficult New/Improved Abilities Automated Behavior Overviews of the Game State
More Difficulty Consume Non-Renewable Resources Rock-Paper-Scissors Ownership Changes Control Changes Give Opponents Elimination Goals
Enemies
Avatars and units that hinder players trying to complete their goals.
Why Designers Use Enemies Conflict Tension Maneuvering Hazards Competition Narrative Social Dilemma Balance Difficulty Surprises in Exploration Goals Blocking for Traverse Goals Objects of Reconnaissance Goals Supports Overcome and Evade Goals
Goal Hierarchy Involving Enemies1. Series of Duels2. Learn Enemy’s Identity or Achilles Heal3. Find Tools For Defeating4. Overcome Henchmen
Enemy Design Considerations How do players overcome or evade them? How many enemies are there? What abilities do they have? Where are they placed in the level?
More On Enemy Balancing
Less Difficult Resource Consumption Changes of Ownership
More Difficulty Privileged Movement Alarms
Bosses
A more powerful enemy that players must overcome to reach certain goals in the game.
Why Designers Use Bosses Structure Progress Tension Narrative Balances Levels and Rescue Goals
Boss Design Considerations How is the boss defeated? Is defeating the Boss the main goal or just
a high-level goal?
More On Boss Balancing
Less Difficult Achilles Heel
More Difficulty Privileged Movement Alarms
Strategic Locations
Areas in the game world that give advantages to the players controlling them.
What Makes A Location Strategic?
Examples of Strategic Locations Spawn Points Resource Generators Pick-Ups Power-Ups Chargers Safe Havens
Explicit vs. Implicit
Explicit Strategic objects permanently placed
Implicit Strategic objects nearby Strategic objects placed randomly
Why Designers Use Strategic Locations Memorization For Strategic Knowledge Area Control Balances Player Balance (especially with
Combat) Supports Gain Information, Gain
Ownership, Traverse, Guard, Reconnaissance, and Exploration Goals
Strategic Location Design Considerations What makes them strategic? Explicit or Implicit
More On Strategic Location BalancingLess Difficult Outstanding Features Safe Havens
More Difficult Ownership
MORE ACTIONS
Combat
Actions where the intent is to kill or otherwise overcome opponents.
Avatars vs. UnitsAvatars Fighting Games or RPGs Tools and Improved/New Abilities Combo Actions Health Points, balanced by Lives, Stuns, Forced Retreats
Units Strategy Games Attention Swapping and Privileged Abilities Collaborative Actions Damage, balanced by Achilles Heels and Strategic Locations
Turn-Based vs. Real-time
Turn-Based Budgeted Action Points
Real-Time Dexterity-Based Actions and Timing
Why Designers Use Combat Conflict Tension Supports Eliminate, Overcome, and
Capture Goals
Combat Design Considerations Avatars or Units? Turn-based or Real-time? Lives or Damage? Imperfect Information Randomness
More On Combat Balancing
Less Difficult Achilles Heels Automated Tips
More Difficult Privileged Abilities Strategic Locations Combos
Aim and Shoot
The act of taking aim at something and then shooting it.
Why Designers Use Aim and Shoot Movement Spatial Immersion Tension Balances Resources and Tools Supports Combat with Capture, Evade or
Eliminate Goals
Aim and Shoot Perspectives
First-Person Fairly easy, unless there is movement
Third-Person Movement of Focus Loci is necessary
God’s View Difficult, due to lack of Spatial Immersion
Aim and Shoot Design Considerations Turn-based or Real-Time View? First-Person or Third-Person View? Moving Target or Shooter Tools or Resources Required
More On Aim and Shoot BalancingMore Difficult Obstacles Movement Time Limits God Views Attention Disruptions Evade Goals Traverse Goals
MORE ON ACTIONS CONTROL
Limited Set of Actions
Players can only have a few actions to choose from.
Why Designers Use Limited Set Of Actions Simulated Planning Tension Narrative Balances Units and Character Development
Dangers: Analysis Paralysis Limits Freedom of Choice
Limited Actions Design Considerations Avatar or Units? Does the player have a limited total
number of actions? Can the player use only a few at a time?
Decreased Abilities
Player’s chance of succeeding with, or the effect of, an action is decreased.
Direct vs. Indirect
Direct Changing Ability Values
Indirect Limited or Non-Renewable Resources
Why Designers Use Decreased Abilities Penalty Balancing Difficulty, Complexity, Players,
Characters, Skills, Units
Warning! Limits: Freedom of Choice Chance to Succeed Illusion of Influence
Decreased Abilities Design Considerations What ability is decreased? What is the effect of ability decreased? What causes the decrease?
More On Balancing Decreased AbilitiesLess Difficulty Time Limits Improved Abilities
Ability Losses
The loss of ability to perform an action in a game.
Why Designers Use Ability Losses Penalty Limiting Actions Play Modes Varied Gameplay Balances Players Supports Gain Competency or Gain Ownership Goals
Warning: Restricts Freedom of Choice Promotes Downtime Promotes Player Killing and Elimination
Ability Loss Design Considerations
What ability is lost? What is the effect of the loss? What is causes the loss?
More On Balancing Ability LossesLess Difficult Time Limits New Abilities
Asymmetric Abilities
When players or game elements do not have all the same actions available.
Explicit vs. Implicit Asymmetric AbilitiesExplicit Privileged Abilities
Implicit Asymmetric Resource Distribution Asymmetric Information Game Mastery
Why Designers Use Asymmetric Abilities Varied Gameplay Replayability Team Play (Collaboration, Negotiation) Balances Character Development and
Gain Competence Goals
Asymmetric Ability Design Considerations Players or Units? Explicit or Implicit?
Balancing Asymmetric Abilities
Less Difficulty Rock-Paper-Scissors Handicaps Shifting abilities every turn Tournaments with a combination of players
and abilities
Asymmetric Play
Extra Credits: Can One Game Cater To Many Play Styles?
MORE GOALS
Overcome
Defeat an opposing force in a test, or series of tests, involving attributes or performance of low-level actions.
Overcome Tests Combat Timing Rhythm-Based Actions Dexterity-Based Actions Memorization Negotiation Puzzle-Solving Luck
Why Designers Use Overcome Goals Conflict Combat Competition Tension Supports Delivery, Stealth, Rescue Goals Prevents Eliminate Goals
Overcome Goal Design Considerations Who does the player compete against? What type of tests are used? How complex are the tests against the
enemy? How difficult is it to overcome the
opponent? Are ties allowed?
Balancing Overcome GoalsLess Difficulty Randomness Achilles Heels
More Difficulty Memorizing Puzzle Solving Timing Negotiating Dexterity Rhythm-Based Actions
Evade
Avoid being captured or hit.
Why Designers Use Evade Goals Conflict Tension Supports Traverse and Delivery Goals Prevents Capture Goals
Evade Design Considerations What enemies should be evaded? What penalties occur when players fail to
evade the enemy? Can role-reversal occur?
Balancing Evade GoalsLess Difficulty Movement Limitations Damage/Lives
More Difficulty Maneuvering Deadly Traps Puzzle Solving Time Limits Units
Choose one of the following games to play:
Carcassonne (2-5p, 45m) China (3-5p, 45m)
Emerald (2-5p, 45m) Fearsome Floors (2-7, 45m)
Group Quest
Design an analog game prototype using mechanics supporting one of the following goals: Overcome Evade
Research and use the LMS to report on games using tactical actions discussed in class.