Some companies store their collections of tips, tricks and trade secrets. In Zynga, for example, has a book for internal use, which include “the concept, technology, know-how and valuable experience in developing successful and distinctive social games.
The company SCVNGR , which deals with mobile game with tasks in the real world , there is a set of cards. This deck, in which there are about 50 different game mechanics that you can mix and match to get the foundations of various types of games. List of cards with game mechanics, then the next will be of interest to all those involved in gaming or close to geymdizaynu projects.
1. Achievements (Achievement)
Definition: virtual or physical embodiment of an accomplishment. Usually they are seen as a reward.
Example: icon, standard, reward, points, in fact everything that can be taken for the award may be awarded.
2. Prescriptive dynamics (Appointment Dynamic)
Definition: The dynamics for the success of which must return to pre-determined time for the company of any action. Prescriptive dynamics often brings a strong connection with the modes of interval rewards.
Example: In the Cafe World Farmville and if returned to play at a certain time you get something good, otherwise, there is something bad.
3. Avoidance (Avoidance)
Definition: The act by inducing the player to work on means no reward and avoid punishment. It is a series of sequential actions agreed time schedule.
Example: Press the lever every 30 seconds, that would not get an electric shock.
4. Behavioral contrast (Behavioral Contrast)
Definition:: The theory, which determines how much can change behavior in response to changes in expectations.
Example: A monkey pulls a lever and receives a bunch of lettuce. The monkey is happy and continues to pull the lever. Then in one moment she gets grapes. The monkey is happy. Next time, pushing the lever, monkey again receives a beam of salad. Instead, that would have been happy, as she had done it, it runs directly into the beam of lettuce director of the experiment. (In some experiments, cells were placed in the second monkey, which was connected and had no access to the salad and the lever. Once the grapes award is withdrawn, the first monkey beat the second, despite the fact that that objective has not been involved in the award of withholding. Anger was clearly unmotivated.)
5. Behavioral momentum (Behavioral Momentum)
Definition: The tendency in the behavior of players to continue to perform those actions, which they did before.
Example: Excerpt from the awesome Dice talk Jess’a Schell’a : “I spent ten hours playing in Farmville. I am an intelligent man and would not have spent 10 hours on something useless. So what should be a very useful and I will continue to play that. ”
6. Grateful productivity (Blissful Productivity)
Definition: The idea that in the game you feel happier work hard, rather than resting and relaxing. In essence, we were held as human beings is in hard work, performing a useful and rewarding work.
Example: From Ted Talk Jane McGonical , where she leads a discourse on the topic of how World of Warcraft players are on average 22 hours per week (equivalent to part-time labor employment) often after a full day’s work. They are willing to work diligently, perhaps even diligently than in real life due to their rewarding productivity in the game world.
7. Theory of a cascade of information presentation (Cascading Information Theory)
Definition: The theory suggests that to achieve an adequate level of understanding of each narrative moment of the game information should be made as low as possible fragments.
Example: Presentation of the simplest action first, opening more opportunities for progression. Construction of the schemes SCVNGR – simple, but structured process, avoiding information overload.
8. Chain of events (Chain Schedules)
Definition: The practice of linking rewards with lots of unexpected situations. Players tend to take it as just an individual event. Opening a step in the sequence is often considered a separate player as rewarding.
Example: Kill 10 Orcs that would fall into the dragon’s cave, where every 30 minutes there is a dragon.
9. Public research (Communal Discovery)
Definition: Game mechanics, which allows a whole community to unite to work together and solve puzzles, problems or challenges, incredibly contagious and interesting.
Example: A racing to find balloons near restaurants McDonalds, initiated by DARPA.
10. Unofficial Games (Companion Gaming)
Definition: Friendly game – a game that can be played at the same time, users of different platforms.
Example: Games available on the iphone, facebook, xbox with seamless cross-platform gameplay.
11. Circumstances (Contingency)
Definition: The problem that the player must overcome in a three-part paradigm charts rewards.
Example: 10 Orc blocking your way
12. Countdown (Countdown)
Definition: Mechanics, in which the player has a limited amount of time for taking any action. Creates a schedule of activity, which compels the original player’s activity dramatically increased, until the end of time, and not be held involuntary termination.
Example: Bejeweled Blitz with 30 seconds to get the maximum possible number of points. Bonus rounds. Levels at the time.
13. Cross-situational competition (Cross Situational Leader-boards)
Definition: This occurs when a ranking mechanism is applied to the numerous (unequal and isolated from each other) game scenarios. Players often say such scenarios unfair, since not all players are equally available to victory.
Example: Players randomly distributed in three ways. The winner is determined by the maximum number of points recruited during the passage way. Since players can stick to just one path (and can not choose), they will consider this scenario would be unfair and frustrated in this regard.
14. Constraints (Disincentives)
Definition: A game element, which uses a fine (or change the situation) for that would cause behavioral changes.
Example: The loss of health points, accelerating traps
15. Endless Games (Endless Games)
Definition: Games that do not have a definite ending. Most applications and casual games, with updated content or games, where a static (but positive) state is a reward in itself.
Example: Farmville (static state – a victory in itself), SCVNGR (community constantly creates new problems, thereby updating the content)
16. Envy (Envy)
Definition: The desire to possess the fact that there are others. To do this constantly to see that there are other people (a sort of voyeurism).
Example: My friend has this thing, and I want the same!